#include <exception>
#include <string>
#include <memory>
#include <vector>
Go to the source code of this file.
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void | require_ (int line, bool value, const char *type, const char *message) |
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template<typename T > |
void | write (OutputCB &output, const T &data) |
| Outputs a structure, using sizeof to get the size. More...
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bool | FindSingleInstance (FCDSceneNode *node, FCDEntityInstance *&instance, FMMatrix44 &transform) |
| Tries to find a single suitable entity instance in the scene. More...
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void | SkinReduceInfluences (FCDSkinController *skin, size_t maxInfluenceCount, float minimumWeight) |
| Like FCDSkinController::ReduceInfluences but works correctly. More...
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void | FixSkeletonRoots (FCDControllerInstance &controllerInstance) |
| Fixes some occasional problems with the skeleton root definitions in a controller. More...
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const Skeleton & | FindSkeleton (const FCDControllerInstance &controllerInstance) |
| Finds the skeleton definition which best matches the given controller. More...
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void | TransformBones (std::vector< BoneTransform > &bones, const FMMatrix44 &scaleTransform, bool yUp) |
| Performs the standard transformations on bones, applying a scale matrix and moving them into the game's coordinate space. More...
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◆ REQUIRE
#define REQUIRE |
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value, |
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message |
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| require_(__LINE__, value, "Assertion not satisfied", "failed requirement \"" message "\"") |
◆ REQUIRE_SUCCESS
#define REQUIRE_SUCCESS |
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status | ) |
require_(__LINE__, status, "FCollada error", "Line " STRINGIFY(__LINE__)) |
◆ STRINGIFY
#define STRINGIFY |
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x | ) |
#x |
◆ FindSingleInstance()
bool FindSingleInstance |
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FCDSceneNode * |
node, |
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FCDEntityInstance *& |
instance, |
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FMMatrix44 & |
transform |
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Tries to find a single suitable entity instance in the scene.
Fails if there are none, or if there are too many and it's not clear which one should be converted.
- Parameters
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node | root scene node to search under |
instance | output - the found entity instance (if any) |
transform | - the world-space transform of the found entity |
- Returns
- true if one was found
◆ FindSkeleton()
const Skeleton & FindSkeleton |
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const FCDControllerInstance & |
controllerInstance | ) |
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Finds the skeleton definition which best matches the given controller.
- Exceptions
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◆ FixSkeletonRoots()
void FixSkeletonRoots |
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FCDControllerInstance & |
controllerInstance | ) |
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Fixes some occasional problems with the skeleton root definitions in a controller.
(In particular, it's needed for models exported from XSI.) Should be called before extracting any joint information from the controller.
◆ require_()
void require_ |
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int |
line, |
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bool |
value, |
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const char * |
type, |
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const char * |
message |
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◆ SkinReduceInfluences()
void SkinReduceInfluences |
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FCDSkinController * |
skin, |
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size_t |
maxInfluenceCount, |
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float |
minimumWeight |
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Like FCDSkinController::ReduceInfluences but works correctly.
Additionally, multiple influences for the same joint-vertex pair are collapsed into a single influence.
◆ TransformBones()
void TransformBones |
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std::vector< BoneTransform > & |
bones, |
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const FMMatrix44 & |
scaleTransform, |
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bool |
yUp |
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Performs the standard transformations on bones, applying a scale matrix and moving them into the game's coordinate space.
◆ write()
void write |
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OutputCB & |
output, |
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const T & |
data |
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Outputs a structure, using sizeof to get the size.
◆ FMMatrix44_Identity
FMMatrix44 FMMatrix44_Identity |
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extern |