Reduce dependence on Blender headers as much as possible and move closer to an include-what-you-use setup. - Removes unnecessary includes - Replaces some includes with more appropriate, narrower, substitutes - Removes unnecessary forward declarations Pull Request: https://projects.blender.org/blender/blender/pulls/118308
41 lines
973 B
C++
41 lines
973 B
C++
/* SPDX-FileCopyrightText: 2021 NVIDIA Corporation. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "usd_reader_skeleton.hh"
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#include "usd_skel_convert.hh"
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#include "BKE_armature.hh"
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#include "BKE_object.hh"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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namespace blender::io::usd {
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bool USDSkeletonReader::valid() const
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{
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return skel_ && USDXformReader::valid();
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}
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void USDSkeletonReader::create_object(Main *bmain, const double /*motionSampleTime*/)
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{
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object_ = BKE_object_add_only_object(bmain, OB_ARMATURE, name_.c_str());
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bArmature *arm = BKE_armature_add(bmain, name_.c_str());
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object_->data = arm;
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}
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void USDSkeletonReader::read_object_data(Main *bmain, const double motionSampleTime)
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{
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if (!object_ || !object_->data || !skel_) {
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return;
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}
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import_skeleton(bmain, object_, skel_, reports());
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USDXformReader::read_object_data(bmain, motionSampleTime);
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}
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} // namespace blender::io::usd
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