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/*
* 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 __BLENDERCONTEXT_H__
#define __BLENDERCONTEXT_H__
#ifdef __cplusplus
extern "C" {
#endif
#include "DNA_object_types.h"
#include "BLI_linklist.h"
#include "BKE_context.h"
#include "BKE_main.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DNA_layer_types.h"
#include "BlenderTypes.h"
static const BC_global_forward_axis BC_DEFAULT_FORWARD = BC_GLOBAL_FORWARD_Y;
static const BC_global_up_axis BC_DEFAULT_UP = BC_GLOBAL_UP_Z;
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
bool bc_is_base_node(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
Object *bc_get_highest_exported_ancestor_or_self(LinkNode *export_set,
Object *ob,
ViewLayer *view_layer);
int bc_is_marked(Object *ob);
void bc_remove_mark(Object *ob);
void bc_set_mark(Object *ob);
#ifdef __cplusplus
}
class BCMatrix {
private:
mutable float matrix[4][4];
mutable float size[3];
mutable float rot[3];
mutable float loc[3];
mutable float q[4];
void unit();
void copy(Matrix &r, Matrix &a);
public:
float (&location() const)[3];
float (&rotation() const)[3];
float (&scale() const)[3];
float (&quat() const)[4];
BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
BCMatrix(const BCMatrix &mat);
BCMatrix(Matrix &mat);
BCMatrix(Object *ob);
BCMatrix();
void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const;
void get_matrix(Matrix &matrix,
const bool transposed = false,
const int precision = -1,
const bool inverted = false) const;
void set_transform(Object *ob);
void set_transform(Matrix &mat);
void add_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
const bool inverted = false);
void apply_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
const bool inverted = false);
void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
void add_transform(const Matrix &matrix, const bool inverted = false);
void add_transform(const BCMatrix &matrix, const bool inverted = false);
void apply_transform(const BCMatrix &matrix, const bool inverted = false);
const bool in_range(const BCMatrix &other, float distance) const;
static void sanitize(Matrix &matrix, int precision);
static void transpose(Matrix &matrix);
};
class BlenderContext {
private:
bContext *context;
Depsgraph *depsgraph;
Scene *scene;
ViewLayer *view_layer;
Main *main;
public:
BlenderContext(bContext *C);
bContext *get_context();
Depsgraph *get_depsgraph();
Scene *get_scene();
Scene *get_evaluated_scene();
Object *get_evaluated_object(Object *ob);
ViewLayer *get_view_layer();
Main *get_main();
};
#endif
#endif
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