// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.
-int DocumentExporter::exportCurrentScene(Scene *sce)
+int DocumentExporter::exportCurrentScene(EvaluationContext *eval_ctx, Scene *sce)
{
PointerRNA sceneptr, unit_settings;
PropertyRNA *system; /* unused , *scale; */
{
public:
DocumentExporter(const ExportSettings *export_settings);
- int exportCurrentScene(Scene *sce);
+ int exportCurrentScene(EvaluationContext *eval_ctx, Scene *sce);
void exportScenes(const char *filename);
private:
const ExportSettings *export_settings;
return 0;
}
-int collada_export(Scene *sce,
+int collada_export(EvaluationContext *eval_ctx,
+ Scene *sce,
const char *filepath,
int apply_modifiers,
}
DocumentExporter exporter(&export_settings);
- int status = exporter.exportCurrentScene(sce);
+ int status = exporter.exportCurrentScene(eval_ctx, sce);
BLI_linklist_free(export_settings.export_set, NULL);
extern "C" {
#endif
+#include "BKE_depsgraph.h"
#include "BLI_linklist.h"
#include "BLI_path_util.h"
#include "RNA_types.h"
BC_TEXTURE_TYPE_UV
} BC_export_texture_type;
+struct EvaluationContext;
struct bContext;
struct Scene;
int keep_bind_info);
-int collada_export(struct Scene *sce,
+int collada_export(struct EvaluationContext *eval_ctx,
+ struct Scene *sce,
const char *filepath,
int apply_modifiers,
BC_export_mesh_type export_mesh_type,
#include "BLI_utildefines.h"
#include "BKE_context.h"
+#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_report.h"
/* get editmode results */
ED_object_editmode_load(CTX_data_edit_object(C));
+ EvaluationContext *eval_ctx = G.main->eval_ctx;
+ Scene *scene = CTX_data_scene(C);
- export_count = collada_export(CTX_data_scene(C),
+ export_count = collada_export(eval_ctx,
+ scene,
filepath,
apply_modifiers,
export_mesh_type,