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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/BlenderContext.h
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/BlenderContext.h')
-rw-r--r--source/blender/collada/BlenderContext.h92
1 files changed, 92 insertions, 0 deletions
diff --git a/source/blender/collada/BlenderContext.h b/source/blender/collada/BlenderContext.h
index f79f3a52507..da0384eba8b 100644
--- a/source/blender/collada/BlenderContext.h
+++ b/source/blender/collada/BlenderContext.h
@@ -21,14 +21,105 @@
#ifndef __BLENDERCONTEXT_H__
#define __BLENDERCONTEXT_H__
+#ifdef __cplusplus
+
extern "C" {
+#endif
+
#include "DNA_object_types.h"
+#include "BLI_linklist.h"
#include "BKE_context.h"
#include "BKE_main.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
+#include "DNA_layer_types.h"
+
+typedef float(Vector)[3];
+typedef float(Matrix)[4][4];
+typedef double(DMatrix)[4][4];
+
+typedef enum BC_global_forward_axis {
+ BC_GLOBAL_FORWARD_X = 0,
+ BC_GLOBAL_FORWARD_Y = 1,
+ BC_GLOBAL_FORWARD_Z = 2,
+ BC_GLOBAL_FORWARD_MINUS_X = 3,
+ BC_GLOBAL_FORWARD_MINUS_Y = 4,
+ BC_GLOBAL_FORWARD_MINUS_Z = 5
+} BC_global_forward_axis;
+
+typedef enum BC_global_up_axis {
+ BC_GLOBAL_UP_X = 0,
+ BC_GLOBAL_UP_Y = 1,
+ BC_GLOBAL_UP_Z = 2,
+ BC_GLOBAL_UP_MINUS_X = 3,
+ BC_GLOBAL_UP_MINUS_Y = 4,
+ BC_GLOBAL_UP_MINUS_Z = 5
+} BC_global_up_axis;
+
+static const BC_global_forward_axis BC_DEFAULT_FORWARD = BC_GLOBAL_FORWARD_Y;
+static const BC_global_up_axis BC_DEFAULT_UP = BC_GLOBAL_UP_Z;
+
+bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
+bool bc_is_base_node(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
+Object *bc_get_highest_exported_ancestor_or_self(LinkNode *export_set,
+ Object *ob,
+ ViewLayer *view_layer);
+int bc_is_marked(Object *ob);
+void bc_remove_mark(Object *ob);
+void bc_set_mark(Object *ob);
+
+#ifdef __cplusplus
}
+class BCMatrix {
+
+ private:
+ mutable float matrix[4][4];
+ mutable float size[3];
+ mutable float rot[3];
+ mutable float loc[3];
+ mutable float q[4];
+
+ void unit();
+ void copy(Matrix &r, Matrix &a);
+
+ public:
+ float (&location() const)[3];
+ float (&rotation() const)[3];
+ float (&scale() const)[3];
+ float (&quat() const)[4];
+
+ BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
+ BCMatrix(const BCMatrix &mat);
+ BCMatrix(Matrix &mat);
+ BCMatrix(Object *ob);
+ BCMatrix();
+
+ void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const;
+ void get_matrix(Matrix &matrix,
+ const bool transposed = false,
+ const int precision = -1,
+ const bool inverted = false) const;
+ void set_transform(Object *ob);
+ void set_transform(Matrix &mat);
+ void add_transform(Matrix &to,
+ const Matrix &transform,
+ const Matrix &from,
+ const bool inverted = false);
+ void apply_transform(Matrix &to,
+ const Matrix &transform,
+ const Matrix &from,
+ const bool inverted = false);
+ void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
+ void add_transform(const Matrix &matrix, const bool inverted = false);
+ void add_transform(const BCMatrix &matrix, const bool inverted = false);
+ void apply_transform(const BCMatrix &matrix, const bool inverted = false);
+
+ const bool in_range(const BCMatrix &other, float distance) const;
+ static void sanitize(Matrix &matrix, int precision);
+ static void transpose(Matrix &matrix);
+};
+
class BlenderContext {
private:
bContext *context;
@@ -47,5 +138,6 @@ class BlenderContext {
ViewLayer *get_view_layer();
Main *get_main();
};
+#endif
#endif