Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
146 lines
4.3 KiB
C++
146 lines
4.3 KiB
C++
/* SPDX-FileCopyrightText: 2010-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include "TransformReader.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_rotation.h"
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#include "BLI_math_vector.h"
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TransformReader::TransformReader(UnitConverter *conv) : unit_converter(conv)
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{
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/* pass */
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}
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void TransformReader::get_node_mat(float mat[4][4],
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COLLADAFW::Node *node,
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std::map<COLLADAFW::UniqueId, Animation> *animation_map,
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Object *ob)
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{
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get_node_mat(mat, node, animation_map, ob, nullptr);
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}
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void TransformReader::get_node_mat(float mat[4][4],
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COLLADAFW::Node *node,
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std::map<COLLADAFW::UniqueId, Animation> *animation_map,
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Object *ob,
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float parent_mat[4][4])
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{
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float cur[4][4];
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float copy[4][4];
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unit_m4(mat);
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for (uint i = 0; i < node->getTransformations().getCount(); i++) {
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COLLADAFW::Transformation *tm = node->getTransformations()[i];
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COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
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switch (type) {
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case COLLADAFW::Transformation::MATRIX:
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/* When matrix AND Trans/Rot/Scale are defined for a node,
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* then this is considered as redundant information.
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* So if we find a Matrix we use that and return. */
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dae_matrix_to_mat4(tm, mat);
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if (parent_mat) {
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mul_m4_m4m4(mat, parent_mat, mat);
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}
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return;
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case COLLADAFW::Transformation::TRANSLATE:
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dae_translate_to_mat4(tm, cur);
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break;
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case COLLADAFW::Transformation::ROTATE:
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dae_rotate_to_mat4(tm, cur);
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break;
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case COLLADAFW::Transformation::SCALE:
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dae_scale_to_mat4(tm, cur);
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break;
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case COLLADAFW::Transformation::LOOKAT:
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fprintf(stderr, "|! LOOKAT transformations are not supported yet.\n");
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break;
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case COLLADAFW::Transformation::SKEW:
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fprintf(stderr, "|! SKEW transformations are not supported yet.\n");
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break;
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}
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copy_m4_m4(copy, mat);
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mul_m4_m4m4(mat, copy, cur);
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if (animation_map) {
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/* AnimationList that drives this Transformation */
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const COLLADAFW::UniqueId &anim_list_id = tm->getAnimationList();
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/* store this so later we can link animation data with ob */
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Animation anim = {ob, node, tm};
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(*animation_map)[anim_list_id] = anim;
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}
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}
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if (parent_mat) {
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mul_m4_m4m4(mat, parent_mat, mat);
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}
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}
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void TransformReader::dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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COLLADAFW::Rotate *ro = (COLLADAFW::Rotate *)tm;
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COLLADABU::Math::Vector3 &axis = ro->getRotationAxis();
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const float angle = float(DEG2RAD(ro->getRotationAngle()));
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const float ax[] = {float(axis[0]), float(axis[1]), float(axis[2])};
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#if 0
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float quat[4];
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axis_angle_to_quat(quat, axis, angle);
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quat_to_mat4(m, quat);
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#endif
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axis_angle_to_mat4(m, ax, angle);
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}
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void TransformReader::dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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COLLADAFW::Translate *tra = (COLLADAFW::Translate *)tm;
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COLLADABU::Math::Vector3 &t = tra->getTranslation();
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unit_m4(m);
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m[3][0] = float(t[0]);
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m[3][1] = float(t[1]);
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m[3][2] = float(t[2]);
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}
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void TransformReader::dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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COLLADABU::Math::Vector3 &s = ((COLLADAFW::Scale *)tm)->getScale();
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float size[3] = {float(s[0]), float(s[1]), float(s[2])};
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size_to_mat4(m, size);
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}
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void TransformReader::dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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UnitConverter::dae_matrix_to_mat4_(m, ((COLLADAFW::Matrix *)tm)->getMatrix());
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}
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void TransformReader::dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3])
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{
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dae_vector3_to_v3(((COLLADAFW::Translate *)tm)->getTranslation(), v);
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}
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void TransformReader::dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3])
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{
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dae_vector3_to_v3(((COLLADAFW::Scale *)tm)->getScale(), v);
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}
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void TransformReader::dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3])
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{
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v[0] = v3.x;
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v[1] = v3.y;
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v[2] = v3.z;
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}
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