14#include "COLLADAFWAnimation.h"
15#include "COLLADAFWAnimationCurve.h"
16#include "COLLADAFWAnimationList.h"
17#include "COLLADAFWCamera.h"
18#include "COLLADAFWEffect.h"
19#include "COLLADAFWInstanceGeometry.h"
20#include "COLLADAFWLight.h"
21#include "COLLADAFWMaterial.h"
22#include "COLLADAFWNode.h"
23#include "COLLADAFWUniqueId.h"
52 std::map<COLLADAFW::UniqueId, std::vector<FCurve *>> curve_map;
53 std::map<COLLADAFW::UniqueId, TransformReader::Animation> uid_animated_map;
55 std::map<COLLADAFW::UniqueId, const COLLADAFW::AnimationList *> animlist_map;
56 std::vector<FCurve *> unused_curves;
57 std::map<COLLADAFW::UniqueId, Object *> joint_objects;
59 FCurve *create_fcurve(
int array_index,
const char *rna_path);
69 void animation_to_fcurves(COLLADAFW::AnimationCurve *curve);
71 void fcurve_deg_to_rad(
FCurve *cu);
72 void fcurve_scale(
FCurve *cu,
int scale);
74 void fcurve_is_used(
FCurve *fcu);
78 std::string import_from_version;
98 MATERIAL_SHININESS = 2,
99 MATERIAL_SPEC_COLOR = 4,
100 MATERIAL_DIFF_COLOR = 1 << 3,
101 MATERIAL_TRANSPARENCY = 1 << 4,
102 MATERIAL_IOR = 1 << 5,
107 BC_NODE_TRANSFORM = 1,
141 std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &root_map,
142 std::multimap<COLLADAFW::UniqueId, Object *> &object_map,
143 std::map<COLLADAFW::UniqueId, const COLLADAFW::Object *> FW_object_map,
144 std::map<COLLADAFW::UniqueId, Material *> uid_material_map);
151 const COLLADAFW::Node *node,
152 std::map<COLLADAFW::UniqueId, const COLLADAFW::Object *> FW_object_map);
155 std::vector<FCurve *> &animcurves,
156 COLLADAFW::Node *root,
157 COLLADAFW::Node *node,
158 COLLADAFW::Transformation *tm);
165 const COLLADAFW::AnimationList::AnimationBinding *binding,
166 std::vector<FCurve *> *curves,
176 const char *anim_type);
179 const char *anim_type);
189 const char *anim_type,
192 int setAnimType(
const COLLADAFW::Animatable *prop,
int type,
int addition);
196 const char *rna_path,
201 void find_frames(std::vector<float> *frames, std::vector<FCurve *> *curves);
214 const char *node_id);
217 void get_joint_rest_mat(
float mat[4][4], COLLADAFW::Node *root, COLLADAFW::Node *node);
222 COLLADAFW::Node *node,
223 COLLADAFW::Node *end);
Object is a sort of wrapper for general info.
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 Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture 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)
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)
void unused_fcurve(std::vector< FCurve * > *curves)
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 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)
local_group_size(16, 16) .push_constant(Type texture