Cleanup: remove last G.main's from Collada code.
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@@ -34,9 +34,10 @@ void forEachObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
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}
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}
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bool AnimationExporter::exportAnimations(Scene *sce)
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bool AnimationExporter::exportAnimations(Main *bmain, Scene *sce)
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{
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bool has_animations = hasAnimations(sce);
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m_bmain = bmain;
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if (has_animations) {
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this->scene = sce;
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@@ -214,7 +215,7 @@ void AnimationExporter::export_sampled_matrix_animation(Object *ob, std::vector<
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for (std::vector<float>::iterator ctime = ctimes.begin(); ctime != ctimes.end(); ++ctime) {
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float fmat[4][4];
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bc_update_scene(scene, *ctime);
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bc_update_scene(m_bmain, scene, *ctime);
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BKE_object_matrix_local_get(ob, fmat);
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if (this->export_settings->limit_precision)
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bc_sanitize_mat(fmat, 6);
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@@ -246,7 +247,7 @@ void AnimationExporter::export_sampled_transrotloc_animation(Object *ob, std::ve
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float fsize[3];
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float feul[3];
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bc_update_scene(scene, *ctime);
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bc_update_scene(m_bmain, scene, *ctime);
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BKE_object_matrix_local_get(ob, fmat);
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mat4_decompose(floc, fquat, fsize, fmat);
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quat_to_eul(feul, fquat);
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@@ -1315,7 +1316,7 @@ std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Obj
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float frame = *it;
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float ctime = BKE_scene_frame_get_from_ctime(scene, frame);
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bc_update_scene(scene, ctime);
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bc_update_scene(m_bmain, scene, ctime);
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if (is_bone_animation) {
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if (pchan->flag & POSE_CHAIN) {
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enable_fcurves(ob->adt->action, NULL);
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