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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <list>
#include <string>
// #include <vector>
#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)
{
}
/* write bone nodes */
void add_armature_bones(Object *ob_arm,
ViewLayer *view_layer,
SceneExporter *se,
std::vector<Object *> &child_objects);
bool add_instance_controller(Object *ob);
private:
BlenderContext &blender_context;
BCExportSettings &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
/**
* Scene, SceneExporter and the list of child_objects
* are required for writing bone parented objects.
* \param parent_mat: is armature-space.
*/
void add_bone_node(Bone *bone,
Object *ob_arm,
SceneExporter *se,
std::vector<Object *> &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);
};
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