Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2019 Blender Foundation. All rights reserved. */
|
|
#include "usd_writer_transform.h"
|
|
#include "usd_hierarchy_iterator.h"
|
|
|
|
#include <pxr/base/gf/matrix4f.h>
|
|
#include <pxr/usd/usdGeom/xform.h>
|
|
|
|
#include "BKE_object.h"
|
|
|
|
#include "BLI_math_matrix.h"
|
|
|
|
#include "DNA_layer_types.h"
|
|
|
|
namespace blender::io::usd {
|
|
|
|
USDTransformWriter::USDTransformWriter(const USDExporterContext &ctx) : USDAbstractWriter(ctx)
|
|
{
|
|
}
|
|
|
|
void USDTransformWriter::do_write(HierarchyContext &context)
|
|
{
|
|
float parent_relative_matrix[4][4]; /* The object matrix relative to the parent. */
|
|
mul_m4_m4m4(parent_relative_matrix, context.parent_matrix_inv_world, context.matrix_world);
|
|
|
|
/* Write the transform relative to the parent. */
|
|
pxr::UsdGeomXform xform = pxr::UsdGeomXform::Define(usd_export_context_.stage,
|
|
usd_export_context_.usd_path);
|
|
if (!xformOp_) {
|
|
xformOp_ = xform.AddTransformOp();
|
|
}
|
|
xformOp_.Set(pxr::GfMatrix4d(parent_relative_matrix), get_export_time_code());
|
|
}
|
|
|
|
bool USDTransformWriter::check_is_animated(const HierarchyContext &context) const
|
|
{
|
|
if (context.duplicator != nullptr) {
|
|
/* This object is being duplicated, so could be emitted by a particle system and thus
|
|
* influenced by forces. TODO(Sybren): Make this more strict. Probably better to get from the
|
|
* depsgraph whether this object instance has a time source. */
|
|
return true;
|
|
}
|
|
if (check_has_physics(context)) {
|
|
return true;
|
|
}
|
|
return BKE_object_moves_in_time(context.object, context.animation_check_include_parent);
|
|
}
|
|
|
|
} // namespace blender::io::usd
|