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authorJuha Mäki-Kanto <ih5235252@gmail.com>2012-02-18 20:55:41 +0400
committerJuha Mäki-Kanto <ih5235252@gmail.com>2012-02-18 20:55:41 +0400
commitf75bf20c817d9e09b23513d007bc8cc69ff00d48 (patch)
tree7fc3a9ea0327a0ab22c9a65d3d77d2f8cf0e095d /source/blender/collada/SceneExporter.cpp
parent7beddb750610982ebccfd64d87759baa91e011a5 (diff)
Fix rest of #27022, collada export: add bone parenting of objects
- SceneExporter collects a list of child-objects for armature-object and passes it onto ArmatureExporter - SceneExporter's writeNodes is then called from ArmatureExporter for matching child-objects for bone. - ArmatureExporter removes written child-objects from list, objects not exported as being bone parented are exported as direct children of the armature-node. - Should play nice with current Second Life-compatibility. A nicer implementation would require some design changes, will have to wait.
Diffstat (limited to 'source/blender/collada/SceneExporter.cpp')
-rw-r--r--source/blender/collada/SceneExporter.cpp49
1 files changed, 28 insertions, 21 deletions
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp
index 5dd452faa41..b6be8a57f7a 100644
--- a/source/blender/collada/SceneExporter.cpp
+++ b/source/blender/collada/SceneExporter.cpp
@@ -77,6 +77,29 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
node.start();
bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
+ std::list<Object*> child_objects;
+
+ // list child objects
+ Base *b = (Base*) sce->base.first;
+ while(b) {
+ // cob - child object
+ Object *cob = b->object;
+
+ if (cob->parent == ob) {
+ switch(cob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_EMPTY:
+ case OB_ARMATURE:
+ child_objects.push_back(cob);
+ break;
+ }
+ }
+
+ b = b->next;
+ }
+
if (ob->type == OB_MESH && is_skinned_mesh)
// for skinned mesh we write obmat in <bind_shape_matrix>
@@ -101,7 +124,7 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
// <instance_controller>
else if (ob->type == OB_ARMATURE) {
- arm_exporter->add_armature_bones(ob, sce);
+ arm_exporter->add_armature_bones(ob, sce, this, child_objects);
// XXX this looks unstable...
node.end();
@@ -131,28 +154,12 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
}
}
- // write nodes for child objects
- Base *b = (Base*) sce->base.first;
- while(b) {
- // cob - child object
- Object *cob = b->object;
-
- if (cob->parent == ob) {
- switch(cob->type) {
- case OB_MESH:
- case OB_CAMERA:
- case OB_LAMP:
- case OB_EMPTY:
- case OB_ARMATURE:
- // write node...
- writeNodes(cob, sce);
- break;
- }
- }
-
- b = b->next;
+ for(std::list<Object*>::iterator i= child_objects.begin(); i != child_objects.end(); ++i)
+ {
+ writeNodes(*i, sce);
}
+
if (ob->type != OB_ARMATURE)
node.end();
}