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blender-archive/source/blender/collada/MaterialExporter.h

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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file MaterialExporter.h
* \ingroup collada
*/
#ifndef __MATERIALEXPORTER_H__
#define __MATERIALEXPORTER_H__
#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 "GeometryExporter.h"
#include "collada_internal.h"
class MaterialsExporter: COLLADASW::LibraryMaterials
{
public:
MaterialsExporter(COLLADASW::StreamWriter *sw);
void exportMaterials(Scene *sce, bool export_selected);
void operator()(Material *ma, Object *ob);
private:
bool hasMaterials(Scene *sce);
};
// 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 = give_current_material(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 forEachMaterialInScene(Scene *sce, Functor &f, bool export_selected)
{
ForEachMaterialFunctor<Functor> matfunc(&f);
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ForEachMaterialFunctor<Functor> >(sce, matfunc, export_selected);
}
};
#endif