tornavis/source/blender/collada/TransformReader.cpp

137 lines
4.2 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, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/TransformReader.cpp
* \ingroup collada
*/
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include "TransformReader.h"
TransformReader::TransformReader(UnitConverter *conv) : unit_converter(conv)
{
/* pass */
}
void TransformReader::get_node_mat(float mat[4][4], COLLADAFW::Node *node, std::map<COLLADAFW::UniqueId, Animation> *animation_map, Object *ob)
{
float cur[4][4];
float copy[4][4];
unit_m4(mat);
for (unsigned int i = 0; i < node->getTransformations().getCount(); i++) {
COLLADAFW::Transformation *tm = node->getTransformations()[i];
COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
switch (type) {
case COLLADAFW::Transformation::MATRIX:
// When matrix AND Trans/Rot/Scale are defined for a node,
// then this is considered as redundant information.
// So if we find a Matrix we use that and return.
dae_matrix_to_mat4(tm, mat);
return;
case COLLADAFW::Transformation::TRANSLATE:
dae_translate_to_mat4(tm, cur);
break;
case COLLADAFW::Transformation::ROTATE:
dae_rotate_to_mat4(tm, cur);
break;
case COLLADAFW::Transformation::SCALE:
dae_scale_to_mat4(tm, cur);
break;
case COLLADAFW::Transformation::LOOKAT:
case COLLADAFW::Transformation::SKEW:
fprintf(stderr, "LOOKAT and SKEW transformations are not supported yet.\n");
break;
}
copy_m4_m4(copy, mat);
mul_m4_m4m4(mat, copy, cur);
if (animation_map) {
// AnimationList that drives this Transformation
const COLLADAFW::UniqueId& anim_list_id = tm->getAnimationList();
// store this so later we can link animation data with ob
Animation anim = {ob, node, tm};
(*animation_map)[anim_list_id] = anim;
}
}
}
void TransformReader::dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
COLLADAFW::Rotate *ro = (COLLADAFW::Rotate *)tm;
COLLADABU::Math::Vector3& axis = ro->getRotationAxis();
const float angle = (float)DEG2RAD(ro->getRotationAngle());
const float ax[] = {(float)axis[0], (float)axis[1], (float)axis[2]};
// float quat[4];
// axis_angle_to_quat(quat, axis, angle);
// quat_to_mat4(m, quat);
axis_angle_to_mat4(m, ax, angle);
}
void TransformReader::dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
COLLADAFW::Translate *tra = (COLLADAFW::Translate *)tm;
COLLADABU::Math::Vector3& t = tra->getTranslation();
unit_m4(m);
m[3][0] = (float)t[0];
m[3][1] = (float)t[1];
m[3][2] = (float)t[2];
}
void TransformReader::dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
COLLADABU::Math::Vector3& s = ((COLLADAFW::Scale *)tm)->getScale();
float size[3] = {(float)s[0], (float)s[1], (float)s[2]};
size_to_mat4(m, size);
}
void TransformReader::dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
unit_converter->dae_matrix_to_mat4_(m, ((COLLADAFW::Matrix *)tm)->getMatrix());
}
void TransformReader::dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3])
{
dae_vector3_to_v3(((COLLADAFW::Translate *)tm)->getTranslation(), v);
}
void TransformReader::dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3])
{
dae_vector3_to_v3(((COLLADAFW::Scale *)tm)->getScale(), v);
}
void TransformReader::dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3])
{
v[0] = v3.x;
v[1] = v3.y;
v[2] = v3.z;
}