- more fine-grained import settings.
parent
67c55990cd
commit
711878567a
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@ -261,7 +261,7 @@ private:
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// one material per mesh maps easily to aiMesh. Multiple material
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// meshes need to be split.
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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if (!mindices.empty()) {
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if (doc.Settings().readMaterials && !mindices.empty()) {
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const unsigned int base = mindices[0];
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BOOST_FOREACH(unsigned int index, mindices) {
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if(index != base) {
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@ -408,7 +408,7 @@ private:
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std::copy(colors.begin(),colors.end(),out_mesh->mColors[i]);
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}
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if(mindices.empty()) {
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if(!doc.Settings().readMaterials || mindices.empty()) {
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FBXImporter::LogError("no material assigned to mesh, setting default material");
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out_mesh->mMaterialIndex = GetDefaultMaterial();
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}
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@ -53,6 +53,10 @@ struct ImportSettings
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ImportSettings()
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: readAllLayers(true)
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, readAllMaterials()
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, readMaterials(true)
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, readCameras(true)
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, readLights(true)
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, readAnimations(true)
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{}
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/** specifies whether all geometry layers are read and scanned for
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@ -66,8 +70,24 @@ struct ImportSettings
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/** specifies whether all materials are read, or only those that
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* are referenced by at least one mesh. Reading all materials
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* may make FBX reading a lot slower since all objects
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* need to be processed .*/
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* need to be processed .
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* This bit is ignored unless readMaterials=true*/
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bool readAllMaterials;
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/** import materials (true) or skip them and assign a default
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* material. The default value is true.*/
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bool readMaterials;
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/** import cameras? Default value is true.*/
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bool readCameras;
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/** import light sources? Default value is true.*/
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bool readLights;
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/** import animations (i.e. animation curves, the node
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* skeleton is always imported)? Default value is true. */
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bool readAnimations;
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};
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