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blender-archive/source/blender/io/collada/InstanceWriter.cpp
Martijn Versteegh 343bb4a5a3 Cleanup: Use const char * for layer names in collada exporter
CustomData layer names should not be written except via the CusomData
api. Therefore use const char * instead of char * when referencing the
layer name.

Pull Request #104585
2023-02-11 01:13:38 +01:00

56 lines
1.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#include <sstream>
#include <string>
#include "COLLADASWInstanceMaterial.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "DNA_mesh_types.h"
#include "InstanceWriter.h"
#include "collada_internal.h"
#include "collada_utils.h"
void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial &bind_material,
Object *ob,
bool active_uv_only)
{
for (int a = 0; a < ob->totcol; a++) {
Material *ma = BKE_object_material_get(ob, a + 1);
COLLADASW::InstanceMaterialList &iml = bind_material.getInstanceMaterialList();
if (ma) {
std::string matid(get_material_id(ma));
matid = translate_id(matid);
std::ostringstream ostr;
ostr << matid;
COLLADASW::InstanceMaterial im(ostr.str(),
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
// create <bind_vertex_input> for each uv map
Mesh *me = (Mesh *)ob->data;
int num_layers = CustomData_number_of_layers(&me->ldata, CD_PROP_FLOAT2);
int map_index = 0;
int active_uv_index = CustomData_get_active_layer_index(&me->ldata, CD_PROP_FLOAT2);
for (int b = 0; b < num_layers; b++) {
if (!active_uv_only || b == active_uv_index) {
const char *name = bc_CustomData_get_layer_name(&me->ldata, CD_PROP_FLOAT2, b);
im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", map_index++));
}
}
iml.push_back(im);
}
}
}