This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/io/collada/ControllerExporter.h
Campbell Barton 2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00

135 lines
4.1 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup collada
*/
#pragma once
#include <list>
#include <string>
//#include <vector>
#include "COLLADASWExtraTechnique.h"
#include "COLLADASWInputList.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWNode.h"
#include "COLLADASWStreamWriter.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_key_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "ExportSettings.h"
#include "BKE_key.h"
class SceneExporter;
class ControllerExporter : public COLLADASW::LibraryControllers,
protected TransformWriter,
protected InstanceWriter {
private:
BlenderContext &blender_context;
BCExportSettings export_settings;
public:
/* XXX exporter writes wrong data for shared armatures. A separate
* controller should be written for each armature-mesh binding how do
* we make controller ids then? */
ControllerExporter(BlenderContext &blender_context,
COLLADASW::StreamWriter *sw,
BCExportSettings &export_settings)
: COLLADASW::LibraryControllers(sw),
blender_context(blender_context),
export_settings(export_settings)
{
}
bool is_skinned_mesh(Object *ob);
bool add_instance_controller(Object *ob);
void export_controllers();
void operator()(Object *ob);
private:
#if 0
std::vector<Object *> written_armatures;
bool already_written(Object *ob_arm);
void wrote(Object *ob_arm);
void find_objects_using_armature(Object *ob_arm, std::vector<Object *> &objects, Scene *sce);
#endif
std::string get_controller_id(Object *ob_arm, Object *ob);
std::string get_controller_id(Key *key, Object *ob);
/* ob should be of type OB_MESH
* both args are required */
void export_skin_controller(Object *ob, Object *ob_arm);
void export_morph_controller(Object *ob, Key *key);
void add_joints_element(ListBase *defbase,
const std::string &joints_source_id,
const std::string &inv_bind_mat_source_id);
void add_bind_shape_mat(Object *ob);
std::string add_morph_targets(Key *key, Object *ob);
std::string add_morph_weights(Key *key, Object *ob);
void add_weight_extras(Key *key);
std::string add_joints_source(Object *ob_arm,
ListBase *defbase,
const std::string &controller_id);
std::string add_inv_bind_mats_source(Object *ob_arm,
ListBase *defbase,
const std::string &controller_id);
Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def);
bool is_bone_defgroup(Object *ob_arm, bDeformGroup *def);
std::string add_weights_source(Mesh *me,
const std::string &controller_id,
const std::list<float> &weights);
void add_vertex_weights_element(const std::string &weights_source_id,
const std::string &joints_source_id,
const std::list<int> &vcount,
const std::list<int> &joints);
void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};