12 #include "COLLADAFWAnimation.h"
13 #include "COLLADAFWAnimationCurve.h"
14 #include "COLLADAFWAnimationList.h"
15 #include "COLLADAFWCamera.h"
16 #include "COLLADAFWEffect.h"
17 #include "COLLADAFWInstanceGeometry.h"
18 #include "COLLADAFWLight.h"
19 #include "COLLADAFWMaterial.h"
20 #include "COLLADAFWNode.h"
21 #include "COLLADAFWUniqueId.h"
50 std::map<COLLADAFW::UniqueId, std::vector<FCurve *>> curve_map;
51 std::map<COLLADAFW::UniqueId, TransformReader::Animation> uid_animated_map;
53 std::map<COLLADAFW::UniqueId, const COLLADAFW::AnimationList *> animlist_map;
54 std::vector<FCurve *> unused_curves;
55 std::map<COLLADAFW::UniqueId, Object *> joint_objects;
57 FCurve *create_fcurve(
int array_index,
const char *rna_path);
67 void animation_to_fcurves(COLLADAFW::AnimationCurve *
curve);
69 void fcurve_deg_to_rad(
FCurve *cu);
70 void fcurve_scale(
FCurve *cu,
int scale);
72 void fcurve_is_used(
FCurve *fcu);
74 void add_fcurves_to_object(
Main *bmain,
76 std::vector<FCurve *> &
curves,
83 std::string import_from_version;
103 MATERIAL_SHININESS = 2,
104 MATERIAL_SPEC_COLOR = 4,
105 MATERIAL_DIFF_COLOR = 1 << 3,
106 MATERIAL_TRANSPARENCY = 1 << 4,
107 MATERIAL_IOR = 1 << 5,
112 BC_NODE_TRANSFORM = 1,
148 std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &root_map,
149 std::multimap<COLLADAFW::UniqueId, Object *> &object_map,
150 std::map<COLLADAFW::UniqueId, const COLLADAFW::Object *> FW_object_map,
151 std::map<COLLADAFW::UniqueId, Material *> uid_material_map);
158 const COLLADAFW::Node *
node,
159 std::map<COLLADAFW::UniqueId, const COLLADAFW::Object *> FW_object_map);
162 std::vector<FCurve *> &animcurves,
163 COLLADAFW::Node *root,
164 COLLADAFW::Node *
node,
165 COLLADAFW::Transformation *tm);
168 std::vector<FCurve *> &animcurves,
169 COLLADAFW::Node *root,
170 COLLADAFW::Node *
node,
171 COLLADAFW::Transformation *tm);
178 const COLLADAFW::AnimationList::AnimationBinding *binding,
179 std::vector<FCurve *> *
curves,
189 const char *anim_type);
192 const char *anim_type);
202 const char *anim_type,
205 int setAnimType(
const COLLADAFW::Animatable *prop,
int type,
int addition);
209 const char *rna_path,
219 std::map<COLLADAFW::UniqueId, Object *> &object_map,
220 std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &root_map,
221 COLLADAFW::Transformation::TransformationType tm_type,
227 COLLADAFW::Node *
node,
228 COLLADAFW::Transformation::TransformationType tm_type);
240 const char *node_id);
248 COLLADAFW::Node *
node,
249 COLLADAFW::Node *end);
254 Object *get_joint_object(COLLADAFW::Node *root, COLLADAFW::Node *
node,
Object *par_job);
262 bool evaluate_joint_world_transform_at_frame(
263 float mat[4][4],
float par[4][4], COLLADAFW::Node *
node, COLLADAFW::Node *end,
float fra);
Object is a sort of wrapper for general info.
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to curves
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between camera
SIMD_FORCE_INLINE btVector3 transform(const btVector3 &point) const
void get_joint_rest_mat(float mat[4][4], COLLADAFW::Node *root, COLLADAFW::Node *node)
float convert_to_focal_length(float in_xfov, int fov_type, float aspect, float sensorx)
void find_frames(std::vector< float > *frames, std::vector< FCurve * > *curves)
void Assign_float_animations(const COLLADAFW::UniqueId &listid, ListBase *AnimCurves, const char *anim_type)
void extra_data_importer(std::string elementName)
bool evaluate_animation(COLLADAFW::Transformation *tm, float mat[4][4], float fra, const char *node_id)
void read_node_transform(COLLADAFW::Node *node, Object *ob)
void Assign_transform_animations(COLLADAFW::Transformation *transform, const COLLADAFW::AnimationList::AnimationBinding *binding, std::vector< FCurve * > *curves, bool is_joint, char *joint_path)
int setAnimType(const COLLADAFW::Animatable *prop, int type, int addition)
void Assign_color_animations(const COLLADAFW::UniqueId &listid, ListBase *AnimCurves, const char *anim_type)
bool write_animation_list(const COLLADAFW::AnimationList *animlist)
AnimMix * get_animation_type(const COLLADAFW::Node *node, std::map< COLLADAFW::UniqueId, const COLLADAFW::Object * > FW_object_map)
Object * translate_animation_OLD(COLLADAFW::Node *node, std::map< COLLADAFW::UniqueId, Object * > &object_map, std::map< COLLADAFW::UniqueId, COLLADAFW::Node * > &root_map, COLLADAFW::Transformation::TransformationType tm_type, Object *par_job=NULL)
void unused_fcurve(std::vector< FCurve * > *curves)
void add_bone_animation_sampled(Object *ob, std::vector< FCurve * > &animcurves, COLLADAFW::Node *root, COLLADAFW::Node *node, COLLADAFW::Transformation *tm)
void add_bone_fcurve(Object *ob, COLLADAFW::Node *node, FCurve *fcu)
void modify_fcurve(std::vector< FCurve * > *curves, const char *rna_path, int array_index, int scale=1)
bool calc_joint_parent_mat_rest(float mat[4][4], float par[4][4], COLLADAFW::Node *node, COLLADAFW::Node *end)
void find_frames_old(std::vector< float > *frames, COLLADAFW::Node *node, COLLADAFW::Transformation::TransformationType tm_type)
void evaluate_transform_at_frame(float mat[4][4], COLLADAFW::Node *node, float fra)
void apply_matrix_curves(Object *ob, std::vector< FCurve * > &animcurves, COLLADAFW::Node *root, COLLADAFW::Node *node, COLLADAFW::Transformation *tm)
void translate_Animations(COLLADAFW::Node *Node, std::map< COLLADAFW::UniqueId, COLLADAFW::Node * > &root_map, std::multimap< COLLADAFW::UniqueId, Object * > &object_map, std::map< COLLADAFW::UniqueId, const COLLADAFW::Object * > FW_object_map, std::map< COLLADAFW::UniqueId, Material * > uid_material_map)
bool write_animation(const COLLADAFW::Animation *anim)
void Assign_lens_animations(const COLLADAFW::UniqueId &listid, ListBase *AnimCurves, double aspect, Camera *cam, const char *anim_type, int fov_type)
AnimationImporter(bContext *C, UnitConverter *conv, ArmatureImporter *arm, Scene *scene)
void set_import_from_version(std::string import_from_version)