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.
57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 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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#pragma once
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#include "COLLADAFWMatrix.h"
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#include "COLLADAFWNode.h"
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#include "COLLADAFWRotate.h"
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#include "COLLADAFWScale.h"
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#include "COLLADAFWTransformation.h"
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#include "COLLADAFWTranslate.h"
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#include "COLLADAFWUniqueId.h"
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#include "Math/COLLADABUMathVector3.h"
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#include "DNA_object_types.h"
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#include "collada_internal.h"
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// struct Object;
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class TransformReader {
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protected:
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UnitConverter *unit_converter;
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public:
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struct Animation {
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Object *ob;
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COLLADAFW::Node *node;
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COLLADAFW::Transformation *tm; /* which transform is animated by an AnimationList->id */
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};
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TransformReader(UnitConverter *conv);
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void 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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void 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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void dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
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void dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
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void dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
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void dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
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void dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3]);
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void dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3]);
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void dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3]);
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};
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