/* * 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 */ #ifndef __CONTROLLEREXPORTER_H__ #define __CONTROLLEREXPORTER_H__ #include #include //#include #include "COLLADASWExtraTechnique.h" #include "COLLADASWInputList.h" #include "COLLADASWInstanceController.h" #include "COLLADASWLibraryControllers.h" #include "COLLADASWNode.h" #include "COLLADASWStreamWriter.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_key_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" #include "BKE_key.h" class SceneExporter; class ControllerExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter { private: BlenderContext &blender_context; BCExportSettings export_settings; 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? ControllerExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, BCExportSettings &export_settings) : COLLADASW::LibraryControllers(sw), blender_context(blender_context), export_settings(export_settings) { } bool is_skinned_mesh(Object *ob); bool add_instance_controller(Object *ob); void export_controllers(); void operator()(Object *ob); private: #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 std::string get_controller_id(Object *ob_arm, Object *ob); std::string get_controller_id(Key *key, Object *ob); // ob should be of type OB_MESH // both args are required void export_skin_controller(Object *ob, Object *ob_arm); void export_morph_controller(Object *ob, Key *key); 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_morph_targets(Key *key, Object *ob); std::string add_morph_weights(Key *key, Object *ob); void add_weight_extras(Key *key); 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, const std::list &weights); void add_vertex_weights_element(const std::string &weights_source_id, const std::string &joints_source_id, const std::list &vcount, const std::list &joints); void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone); }; #endif