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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.h
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.h')
-rw-r--r--source/blender/collada/ArmatureExporter.h33
1 files changed, 6 insertions, 27 deletions
diff --git a/source/blender/collada/ArmatureExporter.h b/source/blender/collada/ArmatureExporter.h
index b3441c797e8..554a8a7cfe6 100644
--- a/source/blender/collada/ArmatureExporter.h
+++ b/source/blender/collada/ArmatureExporter.h
@@ -47,16 +47,15 @@
#include "TransformWriter.h"
#include "InstanceWriter.h"
+#include "ExportSettings.h"
+
// 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?
class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
-private:
- Scene *scene;
-
public:
- ArmatureExporter(COLLADASW::StreamWriter *sw);
+ ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce);
@@ -65,13 +64,14 @@ public:
void add_instance_controller(Object *ob);
- void export_controllers(Scene *sce, bool export_selected);
+ void export_controllers(Scene *sce);
void operator()(Object *ob);
private:
-
+ Scene *scene;
UnitConverter converter;
+ const ExportSettings *export_settings;
#if 0
std::vector<Object*> written_armatures;
@@ -119,25 +119,4 @@ private:
Object *ob_arm, ListBase *defbase);
};
-/*
-struct GeometryFunctor {
- // f should have
- // void operator()(Object* ob)
- template<class Functor>
- void forEachMeshObjectInScene(Scene *sce, Functor &f)
- {
-
- Base *base= (Base*) sce->base.first;
- while(base) {
- Object *ob = base->object;
-
- if (ob->type == OB_MESH && ob->data) {
- f(ob);
- }
- base= base->next;
-
- }
- }
-};*/
-
#endif