283 lines
5.4 KiB
C++
283 lines
5.4 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 "BLI_linklist.h"
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#include "BlenderContext.h"
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#ifdef __cplusplus
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# include "BCMath.h"
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# include <vector>
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extern "C" {
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#endif
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typedef enum BC_export_mesh_type {
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BC_MESH_TYPE_VIEW,
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BC_MESH_TYPE_RENDER,
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} BC_export_mesh_type;
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typedef enum BC_export_transformation_type {
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BC_TRANSFORMATION_TYPE_MATRIX,
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BC_TRANSFORMATION_TYPE_DECOMPOSED,
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} BC_export_transformation_type;
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typedef enum BC_export_animation_type {
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BC_ANIMATION_EXPORT_SAMPLES,
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BC_ANIMATION_EXPORT_KEYS,
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} BC_export_animation_type;
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typedef enum BC_ui_export_section {
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BC_UI_SECTION_MAIN,
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BC_UI_SECTION_GEOMETRY,
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BC_UI_SECTION_ARMATURE,
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BC_UI_SECTION_ANIMATION,
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BC_UI_SECTION_COLLADA,
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} BC_ui_export_section;
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typedef struct ExportSettings {
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bool apply_modifiers;
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BC_global_forward_axis global_forward;
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BC_global_up_axis global_up;
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bool apply_global_orientation;
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BC_export_mesh_type export_mesh_type;
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bool selected;
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bool include_children;
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bool include_armatures;
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bool include_shapekeys;
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bool deform_bones_only;
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bool include_animations;
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bool include_all_actions;
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int sampling_rate;
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bool keep_smooth_curves;
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bool keep_keyframes;
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bool keep_flat_curves;
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bool active_uv_only;
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BC_export_animation_type export_animation_type;
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bool use_texture_copies;
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bool triangulate;
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bool use_object_instantiation;
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bool use_blender_profile;
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bool sort_by_name;
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BC_export_transformation_type object_transformation_type;
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BC_export_transformation_type animation_transformation_type;
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bool open_sim;
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bool limit_precision;
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bool keep_bind_info;
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char *filepath;
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LinkNode *export_set;
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} ExportSettings;
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#ifdef __cplusplus
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}
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void bc_get_children(std::vector<Object *> &child_set,
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Object *ob,
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const Scene *scene,
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ViewLayer *view_layer);
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class BCExportSettings {
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private:
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const ExportSettings &export_settings;
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BlenderContext &blender_context;
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const BCMatrix global_transform;
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public:
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BCExportSettings(ExportSettings *exportSettings, BlenderContext &blenderContext)
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: export_settings(*exportSettings),
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blender_context(blenderContext),
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global_transform(BCMatrix(exportSettings->global_forward, exportSettings->global_up))
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{
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}
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const BCMatrix &get_global_transform()
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{
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return global_transform;
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}
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bool get_apply_modifiers()
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{
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return export_settings.apply_modifiers;
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}
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BC_global_forward_axis get_global_forward()
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{
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return export_settings.global_forward;
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}
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BC_global_up_axis get_global_up()
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{
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return export_settings.global_up;
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}
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bool get_apply_global_orientation()
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{
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return export_settings.apply_global_orientation;
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}
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BC_export_mesh_type get_export_mesh_type()
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{
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return export_settings.export_mesh_type;
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}
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bool get_selected()
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{
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return export_settings.selected;
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}
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bool get_include_children()
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{
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return export_settings.include_children;
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}
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bool get_include_armatures()
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{
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return export_settings.include_armatures;
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}
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bool get_include_shapekeys()
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{
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return export_settings.include_shapekeys;
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}
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bool get_deform_bones_only()
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{
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return export_settings.deform_bones_only;
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}
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bool get_include_animations()
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{
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return export_settings.include_animations;
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}
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bool get_include_all_actions()
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{
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return export_settings.include_all_actions;
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}
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int get_sampling_rate()
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{
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return export_settings.sampling_rate;
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}
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bool get_keep_smooth_curves()
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{
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return export_settings.keep_smooth_curves;
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}
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bool get_keep_keyframes()
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{
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return export_settings.keep_keyframes;
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}
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bool get_keep_flat_curves()
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{
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return export_settings.keep_flat_curves;
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}
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bool get_active_uv_only()
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{
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return export_settings.active_uv_only;
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}
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BC_export_animation_type get_export_animation_type()
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{
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return export_settings.export_animation_type;
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}
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bool get_use_texture_copies()
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{
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return export_settings.use_texture_copies;
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}
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bool get_triangulate()
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{
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return export_settings.triangulate;
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}
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bool get_use_object_instantiation()
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{
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return export_settings.use_object_instantiation;
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}
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bool get_use_blender_profile()
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{
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return export_settings.use_blender_profile;
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}
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bool get_sort_by_name()
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{
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return export_settings.sort_by_name;
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}
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BC_export_transformation_type get_object_transformation_type()
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{
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return export_settings.object_transformation_type;
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}
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BC_export_transformation_type get_animation_transformation_type()
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{
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return export_settings.animation_transformation_type;
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}
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bool get_open_sim()
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{
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return export_settings.open_sim;
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}
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bool get_limit_precision()
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{
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return export_settings.limit_precision;
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}
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bool get_keep_bind_info()
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{
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return export_settings.keep_bind_info;
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}
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char *get_filepath()
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{
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return export_settings.filepath;
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}
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LinkNode *get_export_set()
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{
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return export_settings.export_set;
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}
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BlenderContext &get_blender_context()
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{
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return blender_context;
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}
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Scene *get_scene()
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{
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return blender_context.get_scene();
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}
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ViewLayer *get_view_layer()
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{
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return blender_context.get_view_layer();
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}
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bool is_export_root(Object *ob)
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{
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return bc_is_base_node(get_export_set(), ob, get_scene(), get_view_layer());
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}
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};
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#endif
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