- fbx: strip prefixes from Material and Mesh names. Don't set empty material names.
parent
72f1734f82
commit
6441f9d984
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@ -145,7 +145,13 @@ private:
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aiNode* nd = new aiNode();
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aiNode* nd = new aiNode();
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nodes.push_back(nd);
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nodes.push_back(nd);
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nd->mName.Set(model->Name());
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// strip Model:: prefix
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std::string name = model->Name();
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if(name.substr(0,7) == "Model::") {
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name = name.substr(7);
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}
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nd->mName.Set(name);
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nd->mParent = &parent;
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nd->mParent = &parent;
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ConvertTransformation(*model,*nd);
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ConvertTransformation(*model,*nd);
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@ -639,9 +645,18 @@ private:
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aiString str;
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aiString str;
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// set material name
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// stip Material:: prefix
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str.Set(material.Name());
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std::string name = material.Name();
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out_mat->AddProperty(&str,AI_MATKEY_NAME);
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if(name.substr(0,10) == "Material::") {
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name = name.substr(10);
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}
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// set material name if not empty - this could happen
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// and there should be no key for it in this case.
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if(name.length()) {
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str.Set(name);
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out_mat->AddProperty(&str,AI_MATKEY_NAME);
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}
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// shading stuff and colors
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// shading stuff and colors
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SetShadingPropertiesCommon(out_mat,props);
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SetShadingPropertiesCommon(out_mat,props);
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