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blender-archive/source/blender/collada/MaterialExporter.cpp
Campbell Barton 65ec7ec524 Cleanup: remove redundant, invalid info from headers
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to reduce noise.

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  This is often invalid, outdated or misleading
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See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00

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C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file blender/collada/MaterialExporter.cpp
* \ingroup collada
*/
#include "MaterialExporter.h"
#include "COLLADABUUtils.h"
#include "collada_internal.h"
MaterialsExporter::MaterialsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryMaterials(sw), export_settings(export_settings)
{
/* pass */
}
void MaterialsExporter::exportMaterials(Scene *sce)
{
if (hasMaterials(sce)) {
openLibrary();
MaterialFunctor mf;
mf.forEachMaterialInExportSet<MaterialsExporter>(sce, *this, this->export_settings->export_set);
closeLibrary();
}
}
bool MaterialsExporter::hasMaterials(Scene *sce)
{
LinkNode *node;
for (node=this->export_settings->export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
int a;
for (a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a + 1);
// no material, but check all of the slots
if (!ma) continue;
return true;
}
}
return false;
}
void MaterialsExporter::operator()(Material *ma, Object *ob)
{
std::string mat_name = encode_xml(id_name(ma));
std::string mat_id = get_material_id(ma);
std::string eff_id = get_effect_id(ma);
openMaterial(mat_id, mat_name);
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, eff_id));
closeMaterial();
}