by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
71 lines
2.1 KiB
C++
71 lines
2.1 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 blender/collada/InstanceWriter.cpp
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* \ingroup collada
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*/
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#include <string>
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#include <sstream>
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#include "COLLADASWInstanceMaterial.h"
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#include "BKE_customdata.h"
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#include "BKE_material.h"
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#include "DNA_mesh_types.h"
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#include "InstanceWriter.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob)
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{
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for(int a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a+1);
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COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
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if (ma) {
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std::string matid(get_material_id(ma));
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matid = translate_id(matid);
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std::ostringstream ostr;
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ostr << translate_id(id_name(ma)) << a+1;
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COLLADASW::InstanceMaterial im(ostr.str(), COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
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// create <bind_vertex_input> for each uv map
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Mesh *me = (Mesh*)ob->data;
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int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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for (int b = 0; b < totlayer; b++) {
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char *name = bc_CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
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im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b));
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}
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iml.push_back(im);
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}
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}
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}
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