2.8x branch added bContext arg in many places, pass eval-context instead since its not simple to reason about what what nested functions do when they can access and change almost anything. Also use const to prevent unexpected modifications. This fixes crash loading files with shadows, since off-screen buffers use a NULL context for rendering.
99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file ArmatureExporter.h
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* \ingroup collada
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*/
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#ifndef __ARMATUREEXPORTER_H__
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#define __ARMATUREEXPORTER_H__
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#include <list>
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#include <string>
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//#include <vector>
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#include "COLLADASWStreamWriter.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWNode.h"
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#include "DNA_armature_types.h"
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#include "DNA_listBase.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_scene_types.h"
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#include "TransformWriter.h"
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#include "InstanceWriter.h"
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#include "ExportSettings.h"
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class SceneExporter;
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// XXX exporter writes wrong data for shared armatures. A separate
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// controller should be written for each armature-mesh binding how do
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// we make controller ids then?
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class ArmatureExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
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{
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public:
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ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
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// write bone nodes
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void add_armature_bones(const struct EvaluationContext *eval_ctx, Object *ob_arm, Scene *sce, SceneExporter *se,
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std::list<Object *>& child_objects);
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bool add_instance_controller(Object *ob);
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//void export_controllers(Scene *sce);*/
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//void operator()(Object *ob);
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private:
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UnitConverter converter;
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const ExportSettings *export_settings;
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#if 0
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std::vector<Object *> written_armatures;
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bool already_written(Object *ob_arm);
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void wrote(Object *ob_arm);
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void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
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#endif
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// Scene, SceneExporter and the list of child_objects
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// are required for writing bone parented objects
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void add_bone_node(const struct EvaluationContext *eval_ctx, Bone *bone, Object *ob_arm, Scene *sce, SceneExporter *se,
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std::list<Object *>& child_objects);
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void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
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std::string get_controller_id(Object *ob_arm, Object *ob);
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void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
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};
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#endif
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