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blender-archive/source/blender/io/collada/MaterialExporter.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

81 lines
1.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <string>
#include <vector>
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWStreamWriter.h"
#include "BKE_material.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "ExportSettings.h"
#include "GeometryExporter.h"
#include "Materials.h"
#include "collada_internal.h"
class MaterialsExporter : COLLADASW::LibraryMaterials {
public:
MaterialsExporter(COLLADASW::StreamWriter *sw, BCExportSettings &export_settings);
void exportMaterials(Scene *sce);
void operator()(Material *ma, Object *ob);
private:
bool hasMaterials(Scene *sce);
BCExportSettings &export_settings;
};
// used in forEachMaterialInScene
template<class Functor> class ForEachMaterialFunctor {
std::vector<std::string>
mMat; /* contains list of material names, to avoid duplicate calling of f */
Functor *f;
public:
ForEachMaterialFunctor(Functor *f) : f(f)
{
}
void operator()(Object *ob)
{
int a;
for (a = 0; a < ob->totcol; a++) {
Material *ma = BKE_object_material_get(ob, a + 1);
if (!ma) {
continue;
}
std::string translated_id = translate_id(id_name(ma));
if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
(*this->f)(ma, ob);
mMat.push_back(translated_id);
}
}
}
};
struct MaterialFunctor {
/* calls f for each unique material linked to each object in sce
* f should have */
// void operator()(Material *ma)
template<class Functor>
void forEachMaterialInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
{
ForEachMaterialFunctor<Functor> matfunc(&f);
GeometryFunctor gf;
gf.forEachMeshObjectInExportSet<ForEachMaterialFunctor<Functor>>(sce, matfunc, export_set);
}
};