9 #include "COLLADAFWColor.h"
10 #include "COLLADAFWController.h"
11 #include "COLLADAFWEffect.h"
12 #include "COLLADAFWEffectCommon.h"
13 #include "COLLADAFWIWriter.h"
14 #include "COLLADAFWImage.h"
15 #include "COLLADAFWInstanceGeometry.h"
16 #include "COLLADAFWMaterial.h"
17 #include "COLLADAFWMorphController.h"
18 #include "COLLADAFWSkinController.h"
68 void cancel(
const COLLADAFW::String &errorMessage);
119 #if WITH_OPENCOLLADA_ANIMATION_CLIP
122 bool writeAnimationClip(
const COLLADAFW::AnimationClip *animationClip);
196 typedef std::map<std::string, ExtraTags *> TagsMap;
198 TagsMap uid_tags_map;
201 std::map<COLLADAFW::UniqueId, Material *> uid_material_map;
202 std::map<COLLADAFW::UniqueId, Material *> uid_effect_map;
203 std::map<COLLADAFW::UniqueId, Camera *> uid_camera_map;
204 std::map<COLLADAFW::UniqueId, Light *> uid_light_map;
205 std::map<Material *, TexIndexTextureArrayMap> material_texture_mapping_map;
206 std::multimap<COLLADAFW::UniqueId, Object *> object_map;
207 std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> node_map;
208 std::vector<const COLLADAFW::VisualScene *> vscenes;
209 std::vector<Object *> libnode_ob;
211 std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>
214 std::map<COLLADAFW::UniqueId, const COLLADAFW::Object *> FW_object_map;
216 std::string import_from_version;
218 void report_unknown_reference(
const COLLADAFW::Node &
node,
const std::string object_type);
General operations, lookup, etc. for blender objects.
void write_profile_COMMON(COLLADAFW::EffectCommon *, Material *)
std::vector< Object * > * write_node(COLLADAFW::Node *, COLLADAFW::Node *, Scene *, Object *, bool)
std::string get_import_version(const COLLADAFW::FileInfo *asset)
bool addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags)
@ Fetching_Controller_data
Object * create_light_object(COLLADAFW::InstanceLight *, Scene *)
bool writeGeometry(const COLLADAFW::Geometry *)
bool writeKinematicsScene(const COLLADAFW::KinematicsScene *)
void cancel(const COLLADAFW::String &errorMessage)
bool writeEffect(const COLLADAFW::Effect *)
bool writeLibraryNodes(const COLLADAFW::LibraryNodes *)
bool writeFormulas(const COLLADAFW::Formulas *)
void translate_anim_recursive(COLLADAFW::Node *, COLLADAFW::Node *, Object *)
bool writeVisualScene(const COLLADAFW::VisualScene *)
bool writeScene(const COLLADAFW::Scene *)
Object * create_instance_node(Object *, COLLADAFW::Node *, COLLADAFW::Node *, Scene *, bool)
bool writeAnimationList(const COLLADAFW::AnimationList *)
bool writeAnimation(const COLLADAFW::Animation *)
bool writeController(const COLLADAFW::Controller *)
void create_constraints(ExtraTags *et, Object *ob)
DocumentImporter(bContext *C, const ImportSettings *import_settings)
bool writeImage(const COLLADAFW::Image *)
bool writeSkinControllerData(const COLLADAFW::SkinControllerData *)
bool writeCamera(const COLLADAFW::Camera *)
ExtraTags * getExtraTags(const COLLADAFW::UniqueId &uid)
bool writeLight(const COLLADAFW::Light *)
bool writeMaterial(const COLLADAFW::Material *)
Object * create_camera_object(COLLADAFW::InstanceCamera *, Scene *)
bool writeGlobalAsset(const COLLADAFW::FileInfo *)
bool is_armature(COLLADAFW::Node *node)
std::map< COLLADAFW::UniqueId, Image * > UidImageMap