- fbx: fix bug that caused textures to be ignored in some cases.
parent
c7ee6fd70f
commit
2f5ec6f136
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@ -57,7 +57,8 @@ namespace FBX {
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using namespace Util;
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namespace {
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// XXX vc9's debugger won't step into anonymous namespaces
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//namespace {
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/** Dummy class to encapsulate the conversion process */
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class Converter
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@ -84,6 +85,20 @@ public:
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}
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}
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// hack to process all materials
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BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) {
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const Object* ob = v.second->Get();
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if(!ob) {
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continue;
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}
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const Material* mat = dynamic_cast<const Material*>(ob);
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if(mat) {
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ConvertMaterial(*mat);
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}
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}
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// dummy root node
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out->mRootNode = new aiNode();
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out->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes.size());
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@ -469,7 +484,7 @@ private:
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const FBX::Document& doc;
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};
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} // !anon
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//} // !anon
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// ------------------------------------------------------------------------------------------------
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void ConvertToAssimpScene(aiScene* out, const Document& doc)
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@ -464,6 +464,10 @@ Document::Document(const Parser& parser, const ImportSettings& settings)
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, settings(settings)
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{
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ReadPropertyTemplates();
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// this order is important, connections need parsed objects to check
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// whether connections are ok or not. Objects may not be evaluated yet,
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// though, since this may require valid connections.
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ReadObjects();
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ReadConnections();
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}
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@ -506,8 +510,6 @@ void Document::ReadObjects()
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}
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objects[id] = new LazyObject(id, *el.second, *this);
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// DEBUG - evaluate all objects
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const Object* o = objects[id]->Get();
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}
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}
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@ -392,7 +392,7 @@ public:
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public:
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uint64_t insertionOrder;
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const std::string& prop;
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const std::string prop;
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uint64_t src, dest;
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const Document& doc;
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