Blender  V2.59
collada_utils.cpp
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00001 /*
00002  * $Id: collada_utils.cpp 35243 2011-02-27 20:30:35Z jesterking $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
00021  *
00022  * ***** END GPL LICENSE BLOCK *****
00023  */
00024 
00030 /* COLLADABU_ASSERT, may be able to remove later */
00031 #include "COLLADABUPlatform.h"
00032 
00033 #include "COLLADAFWGeometry.h"
00034 #include "COLLADAFWMeshPrimitive.h"
00035 #include "COLLADAFWMeshVertexData.h"
00036 
00037 #include "DNA_customdata_types.h"
00038 #include "DNA_object_types.h"
00039 
00040 #include "BLI_math.h"
00041 
00042 #include "BKE_context.h"
00043 #include "BKE_customdata.h"
00044 #include "BKE_depsgraph.h"
00045 #include "BKE_object.h"
00046 
00047 #include "WM_api.h" // XXX hrm, see if we can do without this
00048 #include "WM_types.h"
00049 
00050 float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
00051 {
00052         if (index >= array.getValuesCount())
00053                 return 0.0f;
00054 
00055         if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
00056                 return array.getFloatValues()->getData()[index];
00057         else 
00058                 return array.getDoubleValues()->getData()[index];
00059 }
00060 
00061 // copied from /editors/object/object_relations.c
00062 int bc_test_parent_loop(Object *par, Object *ob)
00063 {
00064         /* test if 'ob' is a parent somewhere in par's parents */
00065         
00066         if(par == NULL) return 0;
00067         if(ob == par) return 1;
00068         
00069         return bc_test_parent_loop(par->parent, ob);
00070 }
00071 
00072 // a shortened version of parent_set_exec()
00073 // if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
00074 int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
00075 {
00076         Object workob;
00077         Main *bmain = CTX_data_main(C);
00078         Scene *sce = CTX_data_scene(C);
00079         
00080         if (!par || bc_test_parent_loop(par, ob))
00081                 return false;
00082 
00083         ob->parent = par;
00084         ob->partype = PAROBJECT;
00085 
00086         ob->parsubstr[0] = 0;
00087 
00088         if (is_parent_space) {
00089                 float mat[4][4];
00090                 // calc par->obmat
00091                 where_is_object(sce, par);
00092 
00093                 // move child obmat into world space
00094                 mul_m4_m4m4(mat, ob->obmat, par->obmat);
00095                 copy_m4_m4(ob->obmat, mat);
00096         }
00097         
00098         // apply child obmat (i.e. decompose it into rot/loc/size)
00099         object_apply_mat4(ob, ob->obmat, 0, 0);
00100 
00101         // compute parentinv
00102         what_does_parent(sce, ob, &workob);
00103         invert_m4_m4(ob->parentinv, workob.obmat);
00104 
00105         ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA;
00106         par->recalc |= OB_RECALC_OB;
00107 
00108         DAG_scene_sort(bmain, sce);
00109         DAG_ids_flush_update(bmain, 0);
00110         WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
00111 
00112         return true;
00113 }
00114