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source/blender/collada/SkinInfo.h
| Show First 20 Lines • Show All 93 Lines • ▼ Show 20 Lines | public: | ||||
| // using inverse bind matrices to construct armature | // using inverse bind matrices to construct armature | ||||
| // it is safe to invert them to get the original matrices | // it is safe to invert them to get the original matrices | ||||
| // because if they are inverse matrices, they can be inverted | // because if they are inverse matrices, they can be inverted | ||||
| void add_joint(const COLLADABU::Math::Matrix4& matrix); | void add_joint(const COLLADABU::Math::Matrix4& matrix); | ||||
| void set_controller(const COLLADAFW::SkinController* co); | void set_controller(const COLLADAFW::SkinController* co); | ||||
| // called from write_controller | // called from write_controller | ||||
| Object *create_armature(Scene *scene, ViewLayer *view_layer); | Object *create_armature(Scene *scene, ViewLayer *view_layer, WorkSpace *workspace); | ||||
| Object* set_armature(Object *ob_arm); | Object* set_armature(Object *ob_arm); | ||||
| bool get_joint_inv_bind_matrix(float inv_bind_mat[4][4], COLLADAFW::Node *node); | bool get_joint_inv_bind_matrix(float inv_bind_mat[4][4], COLLADAFW::Node *node); | ||||
| Object *BKE_armature_from_object(); | Object *BKE_armature_from_object(); | ||||
| const COLLADAFW::UniqueId& get_controller_uid(); | const COLLADAFW::UniqueId& get_controller_uid(); | ||||
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