/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup collada */ #include "MaterialExporter.h" #include "COLLADABUUtils.h" #include "collada_internal.h" MaterialsExporter::MaterialsExporter(COLLADASW::StreamWriter *sw, BCExportSettings &export_settings) : COLLADASW::LibraryMaterials(sw), export_settings(export_settings) { /* pass */ } void MaterialsExporter::exportMaterials(Scene *sce) { if (hasMaterials(sce)) { openLibrary(); MaterialFunctor mf; mf.forEachMaterialInExportSet( sce, *this, this->export_settings.get_export_set()); closeLibrary(); } } bool MaterialsExporter::hasMaterials(Scene *sce) { LinkNode *node; for (node = this->export_settings.get_export_set(); node; node = node->next) { Object *ob = (Object *)node->link; int a; for (a = 0; a < ob->totcol; a++) { Material *ma = BKE_object_material_get(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(); }