When exporting an object we can choose the transformation type 'Matrix' or 'trans/rot/scale' When exporting an animation we have the same choice regarding the used transformation type. However we must make sure that animations and objects use the same transformation type within one colleda export. The user interface is now reworked such that the correct settings are always guaranteed. I also reworked the tool tips
49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup collada
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*/
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#ifndef __TRANSFORMWRITER_H__
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#define __TRANSFORMWRITER_H__
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#include "COLLADASWNode.h"
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#include "DNA_object_types.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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#include "collada.h"
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class TransformWriter {
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protected:
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void add_joint_transform(COLLADASW::Node &node,
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float mat[4][4],
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float parent_mat[4][4],
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BCExportSettings &export_settings,
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bool has_restmat);
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void add_node_transform_ob(COLLADASW::Node &node, Object *ob, BCExportSettings &export_settings);
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void add_node_transform_identity(COLLADASW::Node &node, BCExportSettings &export_settings);
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private:
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void add_transform(COLLADASW::Node &node, float loc[3], float rot[3], float scale[3]);
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};
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#endif
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