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authorGaia Clary <gaia.clary@machinimatrix.org>2019-05-23 13:17:17 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2019-05-23 13:29:20 +0300
commit6be9d19951ed460829d379aa90953b14a9f281f2 (patch)
tree45fe275c232ff0b4fb0e4e7205d53c8fdd6f8e9a /source/blender/collada/BCSampleData.cpp
parente9cf9e0a397f9589e00d980f0c0489641e7ed57e (diff)
Collada exporter update
Added new feature: Collada: global axis rotation upon export (UI) The new feature allows to specify the target rest coordinate system upon export. This allows for example to export a character that is in Blender orientation (Y forward) to match the Secondlife orientation where (-X forward) - Refactor:Added new utility methods to collada_utils Made BCMatrix class more powerfull moved Blender related structures into new BlenderContext class added class wrapper to encapsulate ExportSettings structure Added blender context getters to ExportSettings added access methods to BlenderContext into ExportSettings class Moved class BCMatrix into BlenderContext moved utility functions from collada_util into BlenderContext replace own function for parenting by a call to ED_object_parent_set() - Cleanup: removed obsolete parameters from methods renamed parameters for better understanding cleanup whitespace and indentation removed obsolete comments
Diffstat (limited to 'source/blender/collada/BCSampleData.cpp')
-rw-r--r--source/blender/collada/BCSampleData.cpp105
1 files changed, 95 insertions, 10 deletions
diff --git a/source/blender/collada/BCSampleData.cpp b/source/blender/collada/BCSampleData.cpp
index 868526928b0..cf3668a08af 100644
--- a/source/blender/collada/BCSampleData.cpp
+++ b/source/blender/collada/BCSampleData.cpp
@@ -20,10 +20,6 @@
#include "BCSampleData.h"
#include "collada_utils.h"
-BCSample::BCSample(Object *ob) : obmat(ob)
-{
-}
-
BCSample::~BCSample()
{
BCBoneMatrixMap::iterator it;
@@ -43,6 +39,11 @@ void BCSample::add_bone_matrix(Bone *bone, Matrix &mat)
bonemats[bone] = matrix;
}
+BCMatrix::BCMatrix(const BCMatrix &mat)
+{
+ set_transform(mat.matrix);
+}
+
BCMatrix::BCMatrix(Matrix &mat)
{
set_transform(mat);
@@ -53,11 +54,68 @@ BCMatrix::BCMatrix(Object *ob)
set_transform(ob);
}
-void BCMatrix::set_transform(Matrix &mat)
+BCMatrix::BCMatrix()
{
- copy_m4_m4(matrix, mat);
- mat4_decompose(this->loc, this->q, this->size, mat);
- quat_to_eul(this->rot, this->q);
+ unit();
+}
+
+BCMatrix::BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis)
+{
+ float mrot[3][3];
+ float mat[4][4];
+ mat3_from_axis_conversion(
+ BC_DEFAULT_FORWARD, BC_DEFAULT_UP, global_forward_axis, global_up_axis, mrot);
+
+ transpose_m3(mrot); // TODO: Verify that mat3_from_axis_conversion() returns a transposed matrix
+ copy_m4_m3(mat, mrot);
+ set_transform(mat);
+}
+
+void BCMatrix::add_transform(const Matrix &mat, bool inverse)
+{
+ add_transform(this->matrix, mat, this->matrix, inverse);
+}
+
+void BCMatrix::add_transform(const BCMatrix &mat, bool inverse)
+{
+ add_transform(this->matrix, mat.matrix, this->matrix, inverse);
+}
+
+void BCMatrix::apply_transform(const BCMatrix &mat, bool inverse)
+{
+ apply_transform(this->matrix, mat.matrix, this->matrix, inverse);
+}
+
+void BCMatrix::add_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverse)
+{
+ if (inverse) {
+ Matrix globinv;
+ invert_m4_m4(globinv, transform);
+ add_transform(to, globinv, from, /*inverse=*/false);
+ }
+ else {
+ mul_m4_m4m4(to, transform, from);
+ }
+}
+
+void BCMatrix::apply_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverse)
+{
+ Matrix globinv;
+ invert_m4_m4(globinv, transform);
+ if (inverse) {
+ add_transform(to, globinv, from, /*inverse=*/false);
+ }
+ else {
+ mul_m4_m4m4(to, transform, from);
+ mul_m4_m4m4(to, to, globinv);
+ }
+}
+
+void BCMatrix::add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from)
+{
+ Matrix workmat;
+ invert_m4_m4(workmat, transform);
+ mul_m4_m4m4(to, workmat, from);
}
void BCMatrix::set_transform(Object *ob)
@@ -71,6 +129,13 @@ void BCMatrix::set_transform(Object *ob)
quat_to_compatible_eul(this->rot, ob->rot, this->q);
}
+void BCMatrix::set_transform(Matrix &mat)
+{
+ copy_m4_m4(matrix, mat);
+ mat4_decompose(this->loc, this->q, this->size, mat);
+ quat_to_eul(this->rot, this->q);
+}
+
const BCMatrix *BCSample::get_matrix(Bone *bone) const
{
BCBoneMatrixMap::const_iterator it = bonemats.find(bone);
@@ -126,12 +191,28 @@ void BCMatrix::sanitize(Matrix &mat, int precision)
void BCMatrix::unit()
{
- unit_m4(matrix);
+ unit_m4(this->matrix);
+ mat4_decompose(this->loc, this->q, this->size, this->matrix);
+ quat_to_eul(this->rot, this->q);
}
/* We need double here because the OpenCollada API needs it.
* precision = -1 indicates to not limit the precision. */
-void BCMatrix::get_matrix(double (&mat)[4][4], const bool transposed, const int precision) const
+void BCMatrix::get_matrix(DMatrix &mat, const bool transposed, const int precision) const
+{
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++) {
+ float val = (transposed) ? matrix[j][i] : matrix[i][j];
+ if (precision >= 0)
+ val = floor((val * pow(10, precision) + 0.5)) / pow(10, precision);
+ mat[i][j] = val;
+ }
+}
+
+void BCMatrix::get_matrix(Matrix &mat,
+ const bool transposed,
+ const int precision,
+ const bool inverted) const
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++) {
@@ -140,6 +221,10 @@ void BCMatrix::get_matrix(double (&mat)[4][4], const bool transposed, const int
val = floor((val * pow(10, precision) + 0.5)) / pow(10, precision);
mat[i][j] = val;
}
+
+ if (inverted) {
+ invert_m4(mat);
+ }
}
const bool BCMatrix::in_range(const BCMatrix &other, float distance) const