forked from bartvdbraak/blender
Material diffuse color animation COLLADA export.
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41216990dc
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4a32691416
@ -111,7 +111,8 @@ void AnimationExporter::exportAnimations(Scene *sce)
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while (fcu) {
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transformName = extract_transform_name( fcu->rna_path );
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if ((!strcmp(transformName, "specular_hardness"))||(!strcmp(transformName, "specular_color")))
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if ((!strcmp(transformName, "specular_hardness"))||(!strcmp(transformName, "specular_color"))
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||(!strcmp(transformName, "diffuse")))
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dae_animation(ob ,fcu, transformName, true, ma );
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fcu = fcu->next;
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}
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@ -204,7 +205,7 @@ void AnimationExporter::exportAnimations(Scene *sce)
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axis_name = axis_names[fcu->array_index];*/
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}
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//maybe a list or a vector of float animations
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else if ( !strcmp(transformName, "color")||!strcmp(transformName, "specular_color") )
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else if ( !strcmp(transformName, "color")||!strcmp(transformName, "specular_color")||!strcmp(transformName, "diffuse_color"))
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{
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const char *axis_names[] = {"R", "G", "B"};
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if (fcu->array_index < 3)
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@ -842,6 +843,8 @@ void AnimationExporter::exportAnimations(Scene *sce)
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tm_type = 11;
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else if (!strcmp(name, "specular_color"))
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tm_type = 12;
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else if (!strcmp(name, "diffuse_color"))
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tm_type = 13;
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else
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tm_type = -1;
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@ -886,7 +889,9 @@ void AnimationExporter::exportAnimations(Scene *sce)
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case 12:
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tm_name = "specular";
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break;
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case 13:
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tm_name = "diffuse";
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break;
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default:
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tm_name = "";
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break;
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@ -844,33 +844,21 @@ void AnimationImporter::translate_Animations_NEW ( COLLADAFW::Node * node ,
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{
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const COLLADAFW::Color *col = &(light->getColor());
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const COLLADAFW::UniqueId& listid = col->getAnimationList();
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//transformation has animations
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//const COLLADAFW::AnimationList *animlist = animlist_map[listid];
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//const COLLADAFW::AnimationList::AnimationBindings& bindings = animlist->getAnimationBindings();
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////all the curves belonging to the current binding
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//std::vector<FCurve*> animcurves;
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//for (unsigned int j = 0; j < bindings.getCount(); j++) {
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// animcurves = curve_map[bindings[j].animation];
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// //calculate rnapaths and array index of fcurves according to transformation and animation class
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Assign_color_animations(listid, AnimCurves, "color");
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//std::vector<FCurve*>::iterator iter;
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////Add the curves of the current animation to the object
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//for (iter = animcurves.begin(); iter != animcurves.end(); iter++) {
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// FCurve * fcu = *iter;
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// BLI_addtail(AnimCurves, fcu);
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//}
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Assign_color_animations(listid, AnimCurves, "color");
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}
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if ((animType->light & LIGHT_FOA) != 0 )
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{
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const COLLADAFW::AnimatableFloat *foa = &(light->getFallOffAngle());
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const COLLADAFW::UniqueId& listid = foa->getAnimationList();
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Assign_float_animations( listid ,AnimCurves, "spot_size");
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}
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if ( (animType->light & LIGHT_FOE) != 0 )
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{
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const COLLADAFW::AnimatableFloat *foe = &(light->getFallOffExponent());
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const COLLADAFW::UniqueId& listid = foe->getAnimationList();
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Assign_float_animations( listid ,AnimCurves, "spot_blend");
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}
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