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/*
 * ***** 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, Jan Diederich, Tod Liverseed,
 *                 Nathan Letwory, Sukhitha Jayathilake
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file ControllerExporter.h
 *  \ingroup collada
 */

#ifndef __CONTROLLEREXPORTER_H__
#define __CONTROLLEREXPORTER_H__

#include <list>
#include <string>
//#include <vector>

#include "COLLADASWStreamWriter.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWInputList.h"
#include "COLLADASWNode.h"
#include "COLLADASWExtraTechnique.h"

#include "DNA_armature_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_constraint_types.h"
#include "DNA_scene_types.h"
#include "DNA_key_types.h"

#include "TransformWriter.h"
#include "InstanceWriter.h"

#include "ExportSettings.h"

#include "BKE_key.h"

class SceneExporter;

class ControllerExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
public:
	ControllerExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);

	bool is_skinned_mesh(Object *ob);

	bool add_instance_controller(Object *ob);

	void export_controllers(Scene *sce);

	void operator()(Object *ob);

private:
	Scene *scene;
	UnitConverter converter;
	const ExportSettings *export_settings;

#if 0
	std::vector<Object *> written_armatures;

	bool already_written(Object *ob_arm);

	void wrote(Object *ob_arm);

	void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
#endif

	std::string get_joint_sid(Bone *bone, Object *ob_arm);

	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<float>& weights);

	void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
	                                const std::list<int>& vcount, const std::list<int>& joints);

	void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};

#endif