/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup collada */ #pragma once #include #include #include #include "COLLADAFWFileInfo.h" #include "Math/COLLADABUMathMatrix4.h" #include "BLI_linklist.h" #include "BLI_math.h" #include "DNA_armature_types.h" #include "DNA_material_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" class UnitConverter { private: COLLADAFW::FileInfo::Unit unit; COLLADAFW::FileInfo::UpAxisType up_axis; float x_up_mat4[4][4]; float y_up_mat4[4][4]; float z_up_mat4[4][4]; float scale_mat4[4][4]; public: enum UnitSystem { None, Metric, Imperial, }; /* Initialize with Z_UP, since Blender uses right-handed, z-up */ UnitConverter(); void read_asset(const COLLADAFW::FileInfo *asset); void convertVector3(COLLADABU::Math::Vector3 &vec, float *v); UnitConverter::UnitSystem isMetricSystem(void); float getLinearMeter(void); /* TODO: need also for angle conversion, time conversion... */ static void dae_matrix_to_mat4_(float out[4][4], const COLLADABU::Math::Matrix4 &in); static void mat4_to_dae(float out[4][4], float in[4][4]); static void mat4_to_dae_double(double out[4][4], float in[4][4]); float (&get_rotation())[4][4]; float (&get_scale())[4][4]; void calculate_scale(Scene &sce); }; extern void clear_global_id_map(); /** Look at documentation of translate_map */ extern std::string translate_id(const std::string &id); /** Look at documentation of translate_map */ extern std::string translate_id(const char *idString); extern std::string id_name(void *id); extern std::string encode_xml(std::string xml); extern std::string get_geometry_id(Object *ob); extern std::string get_geometry_id(Object *ob, bool use_instantiation); extern std::string get_light_id(Object *ob); extern std::string get_joint_sid(Bone *bone); extern std::string get_camera_id(Object *ob); extern std::string get_morph_id(Object *ob); extern std::string get_effect_id(Material *mat); extern std::string get_material_id(Material *mat);