tornavis/source/blender/collada/ArmatureExporter.h

103 lines
3.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file ArmatureExporter.h
* \ingroup collada
*/
#ifndef __ARMATUREEXPORTER_H__
#define __ARMATUREEXPORTER_H__
#include <list>
#include <string>
//#include <vector>
#include "COLLADASWStreamWriter.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInputList.h"
#include "COLLADASWNode.h"
#include "DNA_armature_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_constraint_types.h"
#include "DNA_scene_types.h"
#include "TransformWriter.h"
#include "InstanceWriter.h"
#include "ExportSettings.h"
class SceneExporter;
// 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?
class ArmatureExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
public:
ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce, SceneExporter *se,
std::list<Object *>& child_objects);
bool add_instance_controller(Object *ob);
//void export_controllers(Scene *sce);*/
//void operator()(Object *ob);
private:
UnitConverter converter;
const ExportSettings *export_settings;
#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_joint_sid(Bone *bone, Object *ob_arm);
// Scene, SceneExporter and the list of child_objects
// are required for writing bone parented objects
void add_bone_node(Bone *bone, Object *ob_arm, Scene *sce, SceneExporter *se,
std::list<Object *>& child_objects);
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
void add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node);
std::string get_controller_id(Object *ob_arm, Object *ob);
void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};
#endif