Files
test2/source/blender/collada/BlenderContext.h
Gaia Clary 6be9d19951 Collada exporter update
Added new feature: Collada: global axis rotation upon export (UI)

The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)

- Refactor:Added new utility methods to collada_utils
           Made BCMatrix class more powerfull
           moved Blender related structures into new BlenderContext class
           added class wrapper to encapsulate ExportSettings structure
           Added blender context getters to ExportSettings
           added access methods to BlenderContext into ExportSettings class
           Moved class BCMatrix into BlenderContext
           moved utility functions from collada_util into BlenderContext
           replace own function for parenting by a call to ED_object_parent_set()

- Cleanup: removed obsolete parameters from methods
           renamed parameters for better understanding
           cleanup whitespace and indentation
           removed obsolete comments
2019-05-23 12:29:20 +02:00

144 lines
4.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup collada
*/
#ifndef __BLENDERCONTEXT_H__
#define __BLENDERCONTEXT_H__
#ifdef __cplusplus
extern "C" {
#endif
#include "DNA_object_types.h"
#include "BLI_linklist.h"
#include "BKE_context.h"
#include "BKE_main.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DNA_layer_types.h"
typedef float(Vector)[3];
typedef float(Matrix)[4][4];
typedef double(DMatrix)[4][4];
typedef enum BC_global_forward_axis {
BC_GLOBAL_FORWARD_X = 0,
BC_GLOBAL_FORWARD_Y = 1,
BC_GLOBAL_FORWARD_Z = 2,
BC_GLOBAL_FORWARD_MINUS_X = 3,
BC_GLOBAL_FORWARD_MINUS_Y = 4,
BC_GLOBAL_FORWARD_MINUS_Z = 5
} BC_global_forward_axis;
typedef enum BC_global_up_axis {
BC_GLOBAL_UP_X = 0,
BC_GLOBAL_UP_Y = 1,
BC_GLOBAL_UP_Z = 2,
BC_GLOBAL_UP_MINUS_X = 3,
BC_GLOBAL_UP_MINUS_Y = 4,
BC_GLOBAL_UP_MINUS_Z = 5
} BC_global_up_axis;
static const BC_global_forward_axis BC_DEFAULT_FORWARD = BC_GLOBAL_FORWARD_Y;
static const BC_global_up_axis BC_DEFAULT_UP = BC_GLOBAL_UP_Z;
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
bool bc_is_base_node(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
Object *bc_get_highest_exported_ancestor_or_self(LinkNode *export_set,
Object *ob,
ViewLayer *view_layer);
int bc_is_marked(Object *ob);
void bc_remove_mark(Object *ob);
void bc_set_mark(Object *ob);
#ifdef __cplusplus
}
class BCMatrix {
private:
mutable float matrix[4][4];
mutable float size[3];
mutable float rot[3];
mutable float loc[3];
mutable float q[4];
void unit();
void copy(Matrix &r, Matrix &a);
public:
float (&location() const)[3];
float (&rotation() const)[3];
float (&scale() const)[3];
float (&quat() const)[4];
BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
BCMatrix(const BCMatrix &mat);
BCMatrix(Matrix &mat);
BCMatrix(Object *ob);
BCMatrix();
void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const;
void get_matrix(Matrix &matrix,
const bool transposed = false,
const int precision = -1,
const bool inverted = false) const;
void set_transform(Object *ob);
void set_transform(Matrix &mat);
void add_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
const bool inverted = false);
void apply_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
const bool inverted = false);
void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
void add_transform(const Matrix &matrix, const bool inverted = false);
void add_transform(const BCMatrix &matrix, const bool inverted = false);
void apply_transform(const BCMatrix &matrix, const bool inverted = false);
const bool in_range(const BCMatrix &other, float distance) const;
static void sanitize(Matrix &matrix, int precision);
static void transpose(Matrix &matrix);
};
class BlenderContext {
private:
bContext *context;
Depsgraph *depsgraph;
Scene *scene;
ViewLayer *view_layer;
Main *main;
public:
BlenderContext(bContext *C);
bContext *get_context();
Depsgraph *get_depsgraph();
Scene *get_scene();
Scene *get_evaluated_scene();
Object *get_evaluated_object(Object *ob);
ViewLayer *get_view_layer();
Main *get_main();
};
#endif
#endif