/* * ***** 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, Nathan Letwory. * * ***** END GPL LICENSE BLOCK ***** */ /** \file collada_utils.h * \ingroup collada */ #ifndef __COLLADA_UTILS_H__ #define __COLLADA_UTILS_H__ #include "COLLADAFWMeshPrimitive.h" #include "COLLADAFWGeometry.h" #include "COLLADAFWFloatOrDoubleArray.h" #include "COLLADAFWTypes.h" #include #include #include extern "C" { #include "DNA_object_types.h" #include "DNA_mesh_types.h" #include "DNA_customdata_types.h" #include "DNA_texture_types.h" #include "DNA_scene_types.h" #include "RNA_access.h" #include "BLI_linklist.h" #include "BLI_utildefines.h" #include "BLI_string.h" #include "BKE_context.h" #include "BKE_object.h" #include "BKE_DerivedMesh.h" #include "BKE_scene.h" #include "BKE_idprop.h" } #include "ImportSettings.h" #include "ExportSettings.h" #include "collada_internal.h" struct Depsgraph; typedef std::map > TexIndexTextureArrayMap; extern Scene *bc_get_scene(bContext *C); extern Main *bc_get_main(); extern Depsgraph *bc_get_depsgraph(); extern void bc_update_scene(Depsgraph *depsgraph, Scene *scene, float ctime); extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index); extern int bc_test_parent_loop(Object *par, Object *ob); extern int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true); extern Object *bc_add_object(Scene *scene, ViewLayer *view_layer, int type, const char *name); extern Mesh *bc_get_mesh_copy(struct Depsgraph *depsgraph, Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate); extern Object *bc_get_assigned_armature(Object *ob); extern Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob); extern bool bc_is_base_node(LinkNode *export_set, Object *ob); extern bool bc_is_in_Export_set(LinkNode *export_set, Object *ob); extern bool bc_has_object_type(LinkNode *export_set, short obtype); extern int bc_is_marked(Object *ob); extern void bc_remove_mark(Object *ob); extern void bc_set_mark(Object *ob); extern char *bc_CustomData_get_layer_name(const CustomData *data, int type, int n); extern char *bc_CustomData_get_active_layer_name(const CustomData *data, int type); extern void bc_bubble_sort_by_Object_name(LinkNode *export_set); extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only); extern int bc_get_active_UVLayer(Object *ob); extern std::string bc_replace_string(std::string data, const std::string& pattern, const std::string& replacement); extern std::string bc_url_encode(std::string data); extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene); extern void bc_match_scale(std::vector *objects_done, UnitConverter &unit_converter, bool scale_to_scene); extern void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size); extern void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4]); extern void bc_triangulate_mesh(Mesh *me); extern bool bc_is_leaf_bone(Bone *bone); extern EditBone *bc_get_edit_bone(bArmature * armature, char *name); extern int bc_set_layer(int bitfield, int layer, bool enable); extern int bc_set_layer(int bitfield, int layer); inline bool bc_in_range(float a, float b, float range) { return fabsf(a - b) < range; } void bc_copy_m4_farray(float r[4][4], float *a); void bc_copy_farray_m4(float *r, float a[4][4]); extern void bc_sanitize_mat(float mat[4][4], int precision); extern void bc_sanitize_mat(double mat[4][4], int precision); extern IDProperty *bc_get_IDProperty(Bone *bone, std::string key); extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value); extern void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]); extern float bc_get_property(Bone *bone, std::string key, float def); extern void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]); extern bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]); extern void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float world[4][4], bool use_local_space); class BCPolygonNormalsIndices { std::vector normal_indices; public: void add_index(unsigned int index) { normal_indices.push_back(index); } unsigned int operator[](unsigned int i) { return normal_indices[i]; } }; class BoneExtended { private: char name[MAXBONENAME]; int chain_length; bool is_leaf; float tail[3]; float roll; int bone_layers; int use_connect; bool has_custom_tail; bool has_custom_roll; public: BoneExtended(EditBone *aBone); void set_name(char *aName); char *get_name(); void set_chain_length(const int aLength); int get_chain_length(); void set_leaf_bone(bool state); bool is_leaf_bone(); void set_bone_layers(std::string layers, std::vector &layer_labels); int get_bone_layers(); static std::string get_bone_layers(int bitfield); void set_roll(float roll); bool has_roll(); float get_roll(); void set_tail(float *vec); float *get_tail(); bool has_tail(); void set_use_connect(int use_connect); int get_use_connect(); }; /* a map to store bone extension maps | std:string : an armature name | BoneExtended * : a map that contains extra data for bones */ typedef std::map BoneExtensionMap; /* | A class to organise bone extendion data for multiple Armatures. | this is needed for the case where a Collada file contains 2 or more | separate armatures. */ class BoneExtensionManager { private: std::map extended_bone_maps; public: BoneExtensionMap &getExtensionMap(bArmature *armature); ~BoneExtensionManager(); }; #endif