102 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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 *                 Nathan Letwory
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file MaterialExporter.h
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 *  \ingroup collada
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 */
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#ifndef __MATERIALEXPORTER_H__
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#define __MATERIALEXPORTER_H__
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#include <string>
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#include <vector>
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#include "COLLADASWLibraryMaterials.h"
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#include "COLLADASWStreamWriter.h"
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#include "BKE_material.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "GeometryExporter.h"
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#include "collada_internal.h"
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#include "ExportSettings.h"
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class MaterialsExporter: COLLADASW::LibraryMaterials
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{
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public:
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	MaterialsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
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	void exportMaterials(Scene *sce);
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	void operator()(Material *ma, Object *ob);
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private:
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	bool hasMaterials(Scene *sce);
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	const ExportSettings *export_settings;
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};
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// used in forEachMaterialInScene
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template <class Functor>
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class ForEachMaterialFunctor
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{
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	std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
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	Functor *f;
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public:
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	ForEachMaterialFunctor(Functor*f) : f(f) {}
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	void operator ()(Object *ob)
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	{
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		int a;
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		for (a = 0; a < ob->totcol; a++) {
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			Material *ma = give_current_material(ob, a+1);
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			if (!ma) continue;
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			std::string translated_id = translate_id(id_name(ma));
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			if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
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				(*this->f)(ma, ob);
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				mMat.push_back(translated_id);
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			}
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		}
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	}
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};
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struct MaterialFunctor {
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	// calls f for each unique material linked to each object in sce
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	// f should have
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	// void operator()(Material* ma)
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	template<class Functor>
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	void forEachMaterialInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
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	{
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		ForEachMaterialFunctor<Functor> matfunc(&f);
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		GeometryFunctor gf;
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		gf.forEachMeshObjectInExportSet<ForEachMaterialFunctor<Functor> >(sce, matfunc, export_set);
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	}
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};
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#endif
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