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authorNathan Letwory <nathan@letworyinteractive.com>2011-09-07 22:23:30 +0400
committerNathan Letwory <nathan@letworyinteractive.com>2011-09-07 22:23:30 +0400
commit3dc0ee19c44c33d15c7f696f313f5703b1eb32bf (patch)
tree45368d7199a5d7ac98c7c2d2de67b918c3584f85 /source/blender/collada/ArmatureExporter.cpp
parenta1277508ccf6dc47765608f415284e1089685d5a (diff)
Introduce struct for export settings in COLLADA export code. This will make it easier to
add new options without having to change function signatures all over the place.
Diffstat (limited to 'source/blender/collada/ArmatureExporter.cpp')
-rw-r--r--source/blender/collada/ArmatureExporter.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/collada/ArmatureExporter.cpp b/source/blender/collada/ArmatureExporter.cpp
index de01c000373..431c67833f1 100644
--- a/source/blender/collada/ArmatureExporter.cpp
+++ b/source/blender/collada/ArmatureExporter.cpp
@@ -49,7 +49,7 @@
// XXX exporter writes wrong data for shared armatures. A separate
// controller should be written for each armature-mesh binding how do
// we make controller ids then?
-ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {}
+ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {}
// write bone nodes
void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce)
@@ -90,14 +90,14 @@ void ArmatureExporter::add_instance_controller(Object *ob)
ins.add();
}
-void ArmatureExporter::export_controllers(Scene *sce, bool export_selected)
+void ArmatureExporter::export_controllers(Scene *sce)
{
scene = sce;
openLibrary();
GeometryFunctor gf;
- gf.forEachMeshObjectInScene<ArmatureExporter>(sce, *this, export_selected);
+ gf.forEachMeshObjectInScene<ArmatureExporter>(sce, *this, this->export_settings->selected);
closeLibrary();
}