FBX Embedding Fix
FBX files may use a texture reference from an embedded texture that hasn't been loaded yet. This patch fixes this issue, storing all texture filenames, that can be acessed later via "scene::GetEmbeddedTexture", when all textures are already loaded. Some warnings have been added to other file formats that uses embedded data.pull/1645/head
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5ddc281c4b
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@ -1778,6 +1778,11 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars
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tex->pcData = (aiTexel*)new char[tex->mWidth];
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memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup thru the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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// setup texture reference string
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result.data[0] = '*';
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result.length = 1 + ASSIMP_itoa10(result.data+1,static_cast<unsigned int>(MAXLEN-1),static_cast<int32_t>(mTextures.size()));
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@ -436,18 +436,6 @@ private:
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aiScene* const out;
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const FBX::Document& doc;
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bool FindTextureIndexByFilename(const Video& video, unsigned int& index) {
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index = 0;
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const char* videoFileName = video.FileName().c_str();
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for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture) {
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if (!strcmp(texture->first->FileName().c_str(), videoFileName)) {
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index = texture->second;
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return true;
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}
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}
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return false;
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}
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};
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Converter::Converter( aiScene* out, const Document& doc )
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@ -1776,6 +1764,8 @@ unsigned int Converter::ConvertVideo( const Video& video )
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memcpy( out_tex->achFormatHint, ext.c_str(), ext.size() );
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}
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out_tex->mFilename.Set(video.FileName().c_str());
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return static_cast<unsigned int>( textures.size() - 1 );
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}
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@ -1810,15 +1800,19 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
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textures_converted[media] = index;
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textureReady = true;
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}
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else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on
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textureReady = FindTextureIndexByFilename(*media, index);
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}
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
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if (textureReady) {
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path.data[0] = '*';
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path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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if (doc.Settings().useLegacyEmbeddedTextureNaming) {
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if (textureReady) {
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup thru the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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path.data[0] = '*';
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path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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}
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}
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}
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@ -63,7 +63,7 @@ struct ImportSettings
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, readWeights(true)
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, preservePivots(true)
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, optimizeEmptyAnimationCurves(true)
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, searchEmbeddedTextures(false)
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, useLegacyEmbeddedTextureNaming(false)
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{}
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@ -139,9 +139,9 @@ struct ImportSettings
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* The default value is true. */
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bool optimizeEmptyAnimationCurves;
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/** search for embedded loaded textures, where no embedded texture data is provided.
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* The default value is false. */
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bool searchEmbeddedTextures;
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/** use legacy naming for embedded textures eg: (*0, *1, *2)
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**/
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bool useLegacyEmbeddedTextureNaming;
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};
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@ -135,7 +135,7 @@ void FBXImporter::SetupProperties(const Importer* pImp)
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settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
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settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
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settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
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settings.searchEmbeddedTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES, false);
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settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
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}
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// ------------------------------------------------------------------------------------------------
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@ -366,6 +366,27 @@ struct aiScene
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return mAnimations != NULL && mNumAnimations > 0;
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}
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//! Returns a short filename from a full path
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static const char* GetShortFilename(const char* filename) {
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const char* lastSlash = strrchr(filename, '/');
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if (lastSlash == '\0') {
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lastSlash = strrchr(filename, '\\');
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}
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const char* shortFilename = lastSlash != '\0' ? lastSlash + 1 : filename;
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return shortFilename;
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}
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//! Returns an embedded texture
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const aiTexture* GetEmbeddedTexture(const char* filename) {
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const char* shortFilename = GetShortFilename(filename);
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for (unsigned int i = 0; i < mNumTextures; i++) {
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const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
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if (strcmp(shortTextureFilename, shortFilename) == 0) {
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return mTextures[i];
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}
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}
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return nullptr;
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}
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#endif // __cplusplus
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/** Internal data, do not touch */
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@ -179,6 +179,12 @@ struct aiTexture
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*/
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C_STRUCT aiTexel* pcData;
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/** Texture original filename
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*
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* Used to get the texture reference
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*/
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C_STRUCT aiString mFilename;
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#ifdef __cplusplus
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//! For compressed textures (mHeight == 0): compare the
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