Blender V4.5
TransformWriter.cpp
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1/* SPDX-FileCopyrightText: 2010-2022 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
8
9#include "BLI_math_matrix.h"
10
11#include "BKE_object.hh"
12
13#include "TransformWriter.h"
14
15#include "collada_utils.h"
16
17void TransformWriter::add_joint_transform(COLLADASW::Node &node,
18 float mat[4][4],
19 float parent_mat[4][4],
20 BCExportSettings &export_settings,
21 bool has_restmat)
22{
23 float local[4][4];
24
25 if (parent_mat) {
26 float invpar[4][4];
27 invert_m4_m4(invpar, parent_mat);
28 mul_m4_m4m4(local, invpar, mat);
29 }
30 else {
31 copy_m4_m4(local, mat);
32 }
33
34 if (!has_restmat && export_settings.get_apply_global_orientation()) {
35 bc_apply_global_transform(local, export_settings.get_global_transform());
36 }
37
38 double dmat[4][4];
40
41 if (export_settings.get_object_transformation_type() == BC_TRANSFORMATION_TYPE_MATRIX) {
42 node.addMatrix("transform", dmat);
43 }
44 else {
45 float loc[3], rot[3], scale[3];
46 bc_decompose(local, loc, rot, nullptr, scale);
47 add_transform(node, loc, rot, scale);
48 }
49}
50
51void TransformWriter::add_node_transform_ob(COLLADASW::Node &node,
52 Object *ob,
53 BCExportSettings &export_settings)
54{
55 bool limit_precision = export_settings.get_limit_precision();
56
57 /* Export the local Matrix (relative to the object parent,
58 * be it an object, bone or vertices (one or more)). */
59 Matrix f_obmat;
60 BKE_object_matrix_local_get(ob, f_obmat);
61
62 if (export_settings.get_apply_global_orientation()) {
63 bc_apply_global_transform(f_obmat, export_settings.get_global_transform());
64 }
65 else {
66 bc_add_global_transform(f_obmat, export_settings.get_global_transform());
67 }
68
69 switch (export_settings.get_object_transformation_type()) {
71 double d_obmat[4][4];
72 UnitConverter::mat4_to_dae_double(d_obmat, f_obmat);
73
74 if (limit_precision) {
76 }
77 node.addMatrix("transform", d_obmat);
78 break;
79 }
81 float loc[3], rot[3], scale[3];
82 bc_decompose(f_obmat, loc, rot, nullptr, scale);
83 if (limit_precision) {
87 }
88 add_transform(node, loc, rot, scale);
89 break;
90 }
91 }
92}
93
95 BCExportSettings &export_settings)
96{
97 BC_export_transformation_type transformation_type =
98 export_settings.get_object_transformation_type();
99 switch (transformation_type) {
101 BCMatrix mat;
102 DMatrix d_obmat;
103 mat.get_matrix(d_obmat);
104 node.addMatrix("transform", d_obmat);
105 break;
106 }
107 default: {
108 float loc[3] = {0.0f, 0.0f, 0.0f};
109 float scale[3] = {1.0f, 1.0f, 1.0f};
110 float rot[3] = {0.0f, 0.0f, 0.0f};
111 add_transform(node, loc, rot, scale);
112 break;
113 }
114 }
115}
116
117void TransformWriter::add_transform(COLLADASW::Node &node,
118 const float loc[3],
119 const float rot[3],
120 const float scale[3])
121{
122 node.addScale("scale", scale[0], scale[1], scale[2]);
123 node.addRotateZ("rotationZ", RAD2DEGF(rot[2]));
124 node.addRotateY("rotationY", RAD2DEGF(rot[1]));
125 node.addRotateX("rotationX", RAD2DEGF(rot[0]));
126 node.addTranslate("location", loc[0], loc[1], loc[2]);
127}
General operations, lookup, etc. for blender objects.
void BKE_object_matrix_local_get(Object *ob, float r_mat[4][4])
#define RAD2DEGF(_rad)
void mul_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4])
void copy_m4_m4(float m1[4][4], const float m2[4][4])
bool invert_m4_m4(float inverse[4][4], const float mat[4][4])
float[4][4] Matrix
double[4][4] DMatrix
BC_export_transformation_type
@ BC_TRANSFORMATION_TYPE_MATRIX
@ BC_TRANSFORMATION_TYPE_DECOMPOSED
void get_matrix(DMatrix &matrix, bool transposed=false, int precision=-1) const
Definition BCMath.cpp:167
static void sanitize(Matrix &matrix, int precision)
Definition BCMath.cpp:140
void add_node_transform_ob(COLLADASW::Node &node, Object *ob, BCExportSettings &export_settings)
void add_joint_transform(COLLADASW::Node &node, float mat[4][4], float parent_mat[4][4], BCExportSettings &export_settings, bool has_restmat)
void add_node_transform_identity(COLLADASW::Node &node, BCExportSettings &export_settings)
static void mat4_to_dae_double(double out[4][4], float in[4][4])
void bc_add_global_transform(Matrix &to_mat, const Matrix &from_mat, const BCMatrix &global_transform, const bool invert)
void bc_sanitize_v3(float v[3], int precision)
void bc_apply_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
constexpr int LIMITTED_PRECISION
#define rot(x, k)