/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed, * Nathan Letwory * * ***** END GPL LICENSE BLOCK ***** */ /** \file ArmatureExporter.h * \ingroup collada */ #ifndef __ARMATUREEXPORTER_H__ #define __ARMATUREEXPORTER_H__ #include //#include #include "COLLADASWStreamWriter.h" #include "COLLADASWLibraryControllers.h" #include "COLLADASWInputList.h" #include "COLLADASWNode.h" #include "DNA_armature_types.h" #include "DNA_listBase.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "TransformWriter.h" #include "InstanceWriter.h" // 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? class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter { private: Scene *scene; public: ArmatureExporter(COLLADASW::StreamWriter *sw); // write bone nodes void add_armature_bones(Object *ob_arm, Scene *sce); bool is_skinned_mesh(Object *ob); void add_instance_controller(Object *ob); void export_controllers(Scene *sce); void operator()(Object *ob); private: UnitConverter converter; #if 0 std::vector written_armatures; bool already_written(Object *ob_arm); void wrote(Object *ob_arm); void find_objects_using_armature(Object *ob_arm, std::vector& objects, Scene *sce); #endif Object *get_assigned_armature(Object *ob); std::string get_joint_sid(Bone *bone, Object *ob_arm); // parent_mat is armature-space void add_bone_node(Bone *bone, Object *ob_arm); void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node); std::string get_controller_id(Object *ob_arm, Object *ob); // ob should be of type OB_MESH // both args are required void export_controller(Object* ob, Object *ob_arm); 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_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); void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me, Object *ob_arm, ListBase *defbase); }; /* struct GeometryFunctor { // f should have // void operator()(Object* ob) template void forEachMeshObjectInScene(Scene *sce, Functor &f) { Base *base= (Base*) sce->base.first; while(base) { Object *ob = base->object; if (ob->type == OB_MESH && ob->data) { f(ob); } base= base->next; } } };*/ #endif