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authorGaia Clary <gaia.clary@machinimatrix.org>2018-02-24 15:11:30 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2018-02-24 17:55:27 +0300
commitdd7b9a362d9e362f81825bfa05f06741e9c1323b (patch)
tree1cd3d6dda1f484ba91674336a9094a055e54376b /source/blender/collada/collada_utils.cpp
parent4403ca80bda690c0ac44e4a6db0cddf4b2428006 (diff)
T45687: Rework the Export/Import of Animations
This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done. Brief description: * I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix. * I added the option to export sampled animations with a user defined sampling rate (new user interface option) * I briefly tested Object Animations and Rig Animations. What is still needed: * Cleanup the code * Optimize the user interface * Do the Documentation Reviewers: mont29 Reviewed By: mont29 Differential Revision: https://developer.blender.org/D3070
Diffstat (limited to 'source/blender/collada/collada_utils.cpp')
-rw-r--r--source/blender/collada/collada_utils.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/collada/collada_utils.cpp b/source/blender/collada/collada_utils.cpp
index 415daccfa3d..9f984a33ed1 100644
--- a/source/blender/collada/collada_utils.cpp
+++ b/source/blender/collada/collada_utils.cpp
@@ -53,6 +53,7 @@ extern "C" {
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
+#include "BKE_main.h"
#include "ED_armature.h"
@@ -132,6 +133,17 @@ int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
return true;
}
+Main *bc_get_main()
+{
+ return G.main;
+}
+
+EvaluationContext *bc_get_evaluation_context()
+{
+ Main *bmain = G.main;
+ return bmain->eval_ctx;
+}
+
Object *bc_add_object(Scene *scene, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(G.main, type, name);