/* * 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. */ /** \file * \ingroup collada */ #pragma once #include #include //#include #include "COLLADASWInputList.h" #include "COLLADASWLibraryControllers.h" #include "COLLADASWNode.h" #include "COLLADASWStreamWriter.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_listBase.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "InstanceWriter.h" #include "TransformWriter.h" #include "ExportSettings.h" class SceneExporter; // 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 { public: // 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? ArmatureExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, BCExportSettings &export_settings) : COLLADASW::LibraryControllers(sw), blender_context(blender_context), export_settings(export_settings) { } void add_armature_bones(Object *ob_arm, ViewLayer *view_layer, SceneExporter *se, std::vector &child_objects); bool add_instance_controller(Object *ob); private: BlenderContext &blender_context; BCExportSettings &export_settings; #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 // Scene, SceneExporter and the list of child_objects // are required for writing bone parented objects void add_bone_node(Bone *bone, Object *ob_arm, SceneExporter *se, std::vector &child_objects); inline bool can_export(Bone *bone) { return !(export_settings.get_deform_bones_only() && bone->flag & BONE_NO_DEFORM); } bool is_export_root(Bone *bone); void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node &node); std::string get_controller_id(Object *ob_arm, Object *ob); void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone); };