13 #include "COLLADASWInputList.h"
14 #include "COLLADASWLibraryControllers.h"
15 #include "COLLADASWNode.h"
16 #include "COLLADASWStreamWriter.h"
43 COLLADASW::StreamWriter *
sw,
44 BCExportSettings &export_settings)
45 : COLLADASW::LibraryControllers(
sw),
46 blender_context(blender_context),
47 export_settings(export_settings)
55 std::vector<Object *> &child_objects);
60 BlenderContext &blender_context;
61 BCExportSettings &export_settings;
64 std::vector<Object *> written_armatures;
66 bool already_written(
Object *ob_arm);
68 void wrote(
Object *ob_arm);
70 void find_objects_using_armature(
Object *ob_arm, std::vector<Object *> &objects,
Scene *sce);
78 void add_bone_node(
Bone *bone,
81 std::vector<Object *> &child_objects);
83 inline bool can_export(
Bone *bone)
88 bool is_export_root(
Bone *bone);
89 void add_bone_transform(
Object *ob_arm,
Bone *bone, COLLADASW::Node &
node);
91 std::string get_controller_id(
Object *ob_arm,
Object *ob);
93 void write_bone_URLs(COLLADASW::InstanceController &ins,
Object *ob_arm,
Bone *bone);
These structs are the foundation for all linked lists in the library system.
Object is a sort of wrapper for general info.
ArmatureExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, BCExportSettings &export_settings)
bool add_instance_controller(Object *ob)
void add_armature_bones(Object *ob_arm, ViewLayer *view_layer, SceneExporter *se, std::vector< Object * > &child_objects)
ccl_gpu_kernel_postfix ccl_global float int int int sw