* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
70 lines
1.3 KiB
C++
70 lines
1.3 KiB
C++
#ifndef BLENDER_COLLADA_H
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#define BLENDER_COLLADA_H
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#include "COLLADAFWFileInfo.h"
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#include "Math/COLLADABUMathMatrix4.h"
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class UnitConverter
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{
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private:
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COLLADAFW::FileInfo::Unit unit;
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COLLADAFW::FileInfo::UpAxisType up_axis;
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public:
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UnitConverter() : unit(), up_axis(COLLADAFW::FileInfo::Z_UP) {}
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void read_asset(const COLLADAFW::FileInfo* asset)
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{
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}
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// TODO
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// convert vector vec from COLLADA format to Blender
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void convertVec3(float *vec)
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{
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}
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// TODO need also for angle conversion, time conversion...
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void mat4_from_dae(float out[][4], const COLLADABU::Math::Matrix4& in)
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{
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// in DAE, matrices use columns vectors, (see comments in COLLADABUMathMatrix4.h)
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// so here, to make a blender matrix, we swap columns and rows
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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out[i][j] = in[j][i];
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}
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}
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}
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void mat4_to_dae(float out[][4], float in[][4])
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{
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copy_m4_m4(out, in);
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transpose_m4(out);
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}
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void mat4_to_dae_double(double out[][4], float in[][4])
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{
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float mat[4][4];
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mat4_to_dae(mat, in);
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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out[i][j] = mat[i][j];
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}
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};
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class TransformBase
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{
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public:
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void decompose(float mat[][4], float *loc, float *rot, float *size)
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{
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mat4_to_size( size,mat);
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mat4_to_eul( rot,mat);
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copy_v3_v3(loc, mat[3]);
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}
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};
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#endif
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