/** * $Id$ * * ***** 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. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef BLENDER_COLLADA_H #define BLENDER_COLLADA_H #include "COLLADAFWFileInfo.h" #include "Math/COLLADABUMathMatrix4.h" class UnitConverter { private: COLLADAFW::FileInfo::Unit unit; COLLADAFW::FileInfo::UpAxisType up_axis; public: UnitConverter() : unit(), up_axis(COLLADAFW::FileInfo::Z_UP) {} void read_asset(const COLLADAFW::FileInfo* asset) { } // TODO // convert vector vec from COLLADA format to Blender void convertVec3(float *vec) { } // TODO need also for angle conversion, time conversion... void dae_matrix_to_mat4(float out[][4], const COLLADABU::Math::Matrix4& in) { // in DAE, matrices use columns vectors, (see comments in COLLADABUMathMatrix4.h) // so here, to make a blender matrix, we swap columns and rows for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { out[i][j] = in[j][i]; } } } void mat4_to_dae(float out[][4], float in[][4]) { copy_m4_m4(out, in); transpose_m4(out); } void mat4_to_dae_double(double out[][4], float in[][4]) { float mat[4][4]; mat4_to_dae(mat, in); for (int i = 0; i < 4; i++) for (int j = 0; j < 4; j++) out[i][j] = mat[i][j]; } }; class TransformBase { public: void decompose(float mat[][4], float *loc, float eul[3], float quat[4], float *size) { mat4_to_size(size, mat); if (eul) mat4_to_eul(eul, mat); if (quat) mat4_to_quat(quat, mat); copy_v3_v3(loc, mat[3]); } }; #endif