99 lines
2.8 KiB
C++
99 lines
2.8 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 <list>
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#include <string>
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// #include <vector>
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#include "COLLADASWInputList.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWNode.h"
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#include "COLLADASWStreamWriter.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_listBase.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "InstanceWriter.h"
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#include "TransformWriter.h"
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#include "ExportSettings.h"
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class SceneExporter;
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/* XXX exporter writes wrong data for shared armatures. A separate
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* controller should be written for each armature-mesh binding how do
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* we make controller ids then? */
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class ArmatureExporter : public COLLADASW::LibraryControllers,
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protected TransformWriter,
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protected InstanceWriter {
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public:
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/* XXX exporter writes wrong data for shared armatures. A separate
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* controller should be written for each armature-mesh binding how do
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* we make controller ids then? */
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ArmatureExporter(BlenderContext &blender_context,
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COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings)
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: COLLADASW::LibraryControllers(sw),
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blender_context(blender_context),
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export_settings(export_settings)
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{
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}
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void add_bone_collections(Object *ob_arm, COLLADASW::Node &node);
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/* write bone nodes */
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void add_armature_bones(Object *ob_arm,
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ViewLayer *view_layer,
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SceneExporter *se,
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std::vector<Object *> &child_objects);
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bool add_instance_controller(Object *ob);
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private:
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BlenderContext &blender_context;
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BCExportSettings &export_settings;
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#if 0
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std::vector<Object *> written_armatures;
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bool already_written(Object *ob_arm);
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void wrote(Object *ob_arm);
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void find_objects_using_armature(Object *ob_arm, std::vector<Object *> &objects, Scene *sce);
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#endif
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/**
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* Scene, SceneExporter and the list of child_objects
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* are required for writing bone parented objects.
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* \param parent_mat: is armature-space.
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*/
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void add_bone_node(Bone *bone,
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Object *ob_arm,
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SceneExporter *se,
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std::vector<Object *> &child_objects);
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inline bool can_export(Bone *bone)
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{
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return !(export_settings.get_deform_bones_only() && bone->flag & BONE_NO_DEFORM);
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}
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bool is_export_root(Bone *bone);
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void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node &node);
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std::string get_controller_id(Object *ob_arm, Object *ob);
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void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
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};
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