From 4623c2f14c121e4792e74169b6cef09631a4184a Mon Sep 17 00:00:00 2001 From: rickomax Date: Mon, 18 Dec 2017 18:14:54 -0200 Subject: [PATCH] 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. --- code/ColladaLoader.cpp | 5 +++++ code/FBXConverter.cpp | 30 ++++++++++++------------------ code/FBXImportSettings.h | 8 ++++---- code/FBXImporter.cpp | 2 +- include/assimp/scene.h | 21 +++++++++++++++++++++ include/assimp/texture.h | 6 ++++++ 6 files changed, 49 insertions(+), 23 deletions(-) diff --git a/code/ColladaLoader.cpp b/code/ColladaLoader.cpp index d2141c374..d41f4a999 100644 --- a/code/ColladaLoader.cpp +++ b/code/ColladaLoader.cpp @@ -1778,6 +1778,11 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars tex->pcData = (aiTexel*)new char[tex->mWidth]; memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth); + // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING" + // In FBX files textures are now stored internally by Assimp with their filename included + // Now Assimp can lookup thru the loaded textures after all data is processed + // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it + // This may occur on this case too, it has to be studied // setup texture reference string result.data[0] = '*'; result.length = 1 + ASSIMP_itoa10(result.data+1,static_cast(MAXLEN-1),static_cast(mTextures.size())); diff --git a/code/FBXConverter.cpp b/code/FBXConverter.cpp index 24bdfdd11..66f541f17 100644 --- a/code/FBXConverter.cpp +++ b/code/FBXConverter.cpp @@ -436,18 +436,6 @@ private: aiScene* const out; const FBX::Document& doc; - - bool FindTextureIndexByFilename(const Video& video, unsigned int& index) { - index = 0; - const char* videoFileName = video.FileName().c_str(); - for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture) { - if (!strcmp(texture->first->FileName().c_str(), videoFileName)) { - index = texture->second; - return true; - } - } - return false; - } }; Converter::Converter( aiScene* out, const Document& doc ) @@ -1776,6 +1764,8 @@ unsigned int Converter::ConvertVideo( const Video& video ) memcpy( out_tex->achFormatHint, ext.c_str(), ext.size() ); } + out_tex->mFilename.Set(video.FileName().c_str()); + return static_cast( textures.size() - 1 ); } @@ -1810,15 +1800,19 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures_converted[media] = index; textureReady = true; } - else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on - textureReady = FindTextureIndexByFilename(*media, index); - } } // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready - if (textureReady) { - path.data[0] = '*'; - path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index); + if (doc.Settings().useLegacyEmbeddedTextureNaming) { + if (textureReady) { + // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING" + // In FBX files textures are now stored internally by Assimp with their filename included + // Now Assimp can lookup thru the loaded textures after all data is processed + // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it + // This may occur on this case too, it has to be studied + path.data[0] = '*'; + path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index); + } } } diff --git a/code/FBXImportSettings.h b/code/FBXImportSettings.h index 53fa64ec6..84129cd4a 100644 --- a/code/FBXImportSettings.h +++ b/code/FBXImportSettings.h @@ -63,7 +63,7 @@ struct ImportSettings , readWeights(true) , preservePivots(true) , optimizeEmptyAnimationCurves(true) - , searchEmbeddedTextures(false) + , useLegacyEmbeddedTextureNaming(false) {} @@ -139,9 +139,9 @@ struct ImportSettings * The default value is true. */ bool optimizeEmptyAnimationCurves; - /** search for embedded loaded textures, where no embedded texture data is provided. - * The default value is false. */ - bool searchEmbeddedTextures; + /** use legacy naming for embedded textures eg: (*0, *1, *2) + **/ + bool useLegacyEmbeddedTextureNaming; }; diff --git a/code/FBXImporter.cpp b/code/FBXImporter.cpp index 51e41b8f4..37d7cc4be 100644 --- a/code/FBXImporter.cpp +++ b/code/FBXImporter.cpp @@ -135,7 +135,7 @@ void FBXImporter::SetupProperties(const Importer* pImp) settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false); settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true); settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true); - settings.searchEmbeddedTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES, false); + settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false); } // ------------------------------------------------------------------------------------------------ diff --git a/include/assimp/scene.h b/include/assimp/scene.h index 342c316d6..5d6fbab13 100644 --- a/include/assimp/scene.h +++ b/include/assimp/scene.h @@ -366,6 +366,27 @@ struct aiScene return mAnimations != NULL && mNumAnimations > 0; } + //! Returns a short filename from a full path + static const char* GetShortFilename(const char* filename) { + const char* lastSlash = strrchr(filename, '/'); + if (lastSlash == '\0') { + lastSlash = strrchr(filename, '\\'); + } + const char* shortFilename = lastSlash != '\0' ? lastSlash + 1 : filename; + return shortFilename; + } + + //! Returns an embedded texture + const aiTexture* GetEmbeddedTexture(const char* filename) { + const char* shortFilename = GetShortFilename(filename); + for (unsigned int i = 0; i < mNumTextures; i++) { + const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str()); + if (strcmp(shortTextureFilename, shortFilename) == 0) { + return mTextures[i]; + } + } + return nullptr; + } #endif // __cplusplus /** Internal data, do not touch */ diff --git a/include/assimp/texture.h b/include/assimp/texture.h index c09ef2cbe..ec65e4655 100644 --- a/include/assimp/texture.h +++ b/include/assimp/texture.h @@ -179,6 +179,12 @@ struct aiTexture */ C_STRUCT aiTexel* pcData; + /** Texture original filename + * + * Used to get the texture reference + */ + C_STRUCT aiString mFilename; + #ifdef __cplusplus //! For compressed textures (mHeight == 0): compare the