forked from bartvdbraak/blender
137 lines
4.2 KiB
C++
137 lines
4.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/TransformReader.cpp
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* \ingroup collada
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*/
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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include "TransformReader.h"
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TransformReader::TransformReader(UnitConverter *conv) : unit_converter(conv)
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{
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/* pass */
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}
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void TransformReader::get_node_mat(float mat[4][4], COLLADAFW::Node *node, std::map<COLLADAFW::UniqueId, Animation> *animation_map, Object *ob)
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{
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float cur[4][4];
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float copy[4][4];
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unit_m4(mat);
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for (unsigned int i = 0; i < node->getTransformations().getCount(); i++) {
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COLLADAFW::Transformation *tm = node->getTransformations()[i];
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COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
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switch (type) {
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case COLLADAFW::Transformation::MATRIX:
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// When matrix AND Trans/Rot/Scale are defined for a node,
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// then this is considered as redundant information.
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// So if we find a Matrix we use that and return.
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dae_matrix_to_mat4(tm, mat);
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return;
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case COLLADAFW::Transformation::TRANSLATE:
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dae_translate_to_mat4(tm, cur);
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break;
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case COLLADAFW::Transformation::ROTATE:
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dae_rotate_to_mat4(tm, cur);
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break;
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case COLLADAFW::Transformation::SCALE:
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dae_scale_to_mat4(tm, cur);
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break;
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case COLLADAFW::Transformation::LOOKAT:
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case COLLADAFW::Transformation::SKEW:
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fprintf(stderr, "LOOKAT and SKEW transformations are not supported yet.\n");
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break;
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}
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copy_m4_m4(copy, mat);
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mul_m4_m4m4(mat, copy, cur);
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if (animation_map) {
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// AnimationList that drives this Transformation
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const COLLADAFW::UniqueId& anim_list_id = tm->getAnimationList();
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// store this so later we can link animation data with ob
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Animation anim = {ob, node, tm};
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(*animation_map)[anim_list_id] = anim;
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}
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}
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}
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void TransformReader::dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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COLLADAFW::Rotate *ro = (COLLADAFW::Rotate *)tm;
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COLLADABU::Math::Vector3& axis = ro->getRotationAxis();
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const float angle = (float)DEG2RAD(ro->getRotationAngle());
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const float ax[] = {(float)axis[0], (float)axis[1], (float)axis[2]};
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// float quat[4];
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// axis_angle_to_quat(quat, axis, angle);
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// quat_to_mat4(m, quat);
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axis_angle_to_mat4(m, ax, angle);
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}
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void TransformReader::dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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COLLADAFW::Translate *tra = (COLLADAFW::Translate *)tm;
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COLLADABU::Math::Vector3& t = tra->getTranslation();
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unit_m4(m);
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m[3][0] = (float)t[0];
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m[3][1] = (float)t[1];
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m[3][2] = (float)t[2];
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}
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void TransformReader::dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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COLLADABU::Math::Vector3& s = ((COLLADAFW::Scale *)tm)->getScale();
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float size[3] = {(float)s[0], (float)s[1], (float)s[2]};
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size_to_mat4(m, size);
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}
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void TransformReader::dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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{
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unit_converter->dae_matrix_to_mat4_(m, ((COLLADAFW::Matrix *)tm)->getMatrix());
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}
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void TransformReader::dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3])
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{
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dae_vector3_to_v3(((COLLADAFW::Translate *)tm)->getTranslation(), v);
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}
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void TransformReader::dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3])
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{
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dae_vector3_to_v3(((COLLADAFW::Scale *)tm)->getScale(), v);
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}
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void TransformReader::dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3])
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{
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v[0] = v3.x;
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v[1] = v3.y;
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v[2] = v3.z;
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}
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