Files
test2/source/blender/io/collada/ControllerExporter.h
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

125 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <list>
#include <string>
//#include <vector>
#include "COLLADASWExtraTechnique.h"
#include "COLLADASWInputList.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWNode.h"
#include "COLLADASWStreamWriter.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_key_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "ExportSettings.h"
#include "BKE_key.h"
class SceneExporter;
class ControllerExporter : public COLLADASW::LibraryControllers,
protected TransformWriter,
protected InstanceWriter {
private:
BlenderContext &blender_context;
BCExportSettings export_settings;
public:
/* XXX exporter writes wrong data for shared armatures. A separate
* controller should be written for each armature-mesh binding how do
* we make controller ids then? */
ControllerExporter(BlenderContext &blender_context,
COLLADASW::StreamWriter *sw,
BCExportSettings &export_settings)
: COLLADASW::LibraryControllers(sw),
blender_context(blender_context),
export_settings(export_settings)
{
}
bool is_skinned_mesh(Object *ob);
bool add_instance_controller(Object *ob);
void export_controllers();
void operator()(Object *ob);
private:
#if 0
std::vector<Object *> written_armatures;
bool already_written(Object *ob_arm);
void wrote(Object *ob_arm);
void find_objects_using_armature(Object *ob_arm, std::vector<Object *> &objects, Scene *sce);
#endif
std::string get_controller_id(Object *ob_arm, Object *ob);
std::string get_controller_id(Key *key, Object *ob);
/** `ob` should be of type OB_MESH, both arguments are required. */
void export_skin_controller(Object *ob, Object *ob_arm);
void export_morph_controller(Object *ob, Key *key);
void add_joints_element(const ListBase *defbase,
const std::string &joints_source_id,
const std::string &inv_bind_mat_source_id);
void add_bind_shape_mat(Object *ob);
std::string add_morph_targets(Key *key, Object *ob);
std::string add_morph_weights(Key *key, Object *ob);
/**
* Added to implement support for animations.
*/
void add_weight_extras(Key *key);
std::string add_joints_source(Object *ob_arm,
const ListBase *defbase,
const std::string &controller_id);
std::string add_inv_bind_mats_source(Object *ob_arm,
const ListBase *defbase,
const std::string &controller_id);
Bone *get_bone_from_defgroup(Object *ob_arm, const bDeformGroup *def);
bool is_bone_defgroup(Object *ob_arm, const bDeformGroup *def);
std::string add_weights_source(Mesh *me,
const std::string &controller_id,
const std::list<float> &weights);
void add_vertex_weights_element(const std::string &weights_source_id,
const std::string &joints_source_id,
const std::list<int> &vcount,
const std::list<int> &joints);
void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};