From 7dc32ab9b6bf96515bd1978a5892b7cbefd964fb Mon Sep 17 00:00:00 2001 From: Merwan Achibet Date: Tue, 8 Jan 2019 22:14:45 +0100 Subject: [PATCH] Preserve all the material parameters from FBX models --- code/FBXConverter.cpp | 175 ++++++++++++++++++++++++++++++++++++++++++ code/FBXConverter.h | 1 + 2 files changed, 176 insertions(+) diff --git a/code/FBXConverter.cpp b/code/FBXConverter.cpp index b14bbfe98..a67f171da 100644 --- a/code/FBXConverter.cpp +++ b/code/FBXConverter.cpp @@ -1524,6 +1524,7 @@ namespace Assimp { // shading stuff and colors SetShadingPropertiesCommon(out_mat, props); + SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh ); // texture assignments SetTextureProperties(out_mat, material.Textures(), mesh); @@ -2022,6 +2023,180 @@ namespace Assimp { const float DispFactor = PropertyGet(props, "DisplacementFactor", ok); if (ok) { out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0); + } +} + + +void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh) +{ + // Add all the unparsed properties with a "$raw." prefix + + const std::string prefix = "$raw."; + + for (const DirectPropertyMap::value_type& prop : props.GetUnparsedProperties()) { + + std::string name = prefix + prop.first; + + if (const TypedProperty* interpreted = prop.second->As >()) + { + out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0); + } + else if (const TypedProperty* interpreted = prop.second->As >()) + { + out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0); + } + else if (const TypedProperty* interpreted = prop.second->As >()) + { + out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0); + } + else if (const TypedProperty* interpreted = prop.second->As >()) + { + out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0); + } + else if (const TypedProperty* interpreted = prop.second->As >()) + { + out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0); + } + else if (const TypedProperty* interpreted = prop.second->As >()) + { + int value = interpreted->Value() ? 1 : 0; + out_mat->AddProperty(&value, 1, name.c_str(), 0, 0); + } + else if (const TypedProperty* interpreted = prop.second->As >()) + { + const aiString value = aiString(interpreted->Value()); + out_mat->AddProperty(&value, name.c_str(), 0, 0); + } + } + + // Add the textures' properties + + for (TextureMap::const_iterator it = textures.begin(); it != textures.end(); it++) { + + std::string name = prefix + it->first; + + const Texture* const tex = (*it).second; + if (tex != nullptr) + { + aiString path; + path.Set(tex->RelativeFilename()); + + const Video* media = tex->Media(); + if (media != nullptr && media->ContentLength() > 0) { + unsigned int index; + + VideoMap::const_iterator it = textures_converted.find(media); + if (it != textures_converted.end()) { + index = (*it).second; + } + else { + index = ConvertVideo(*media); + textures_converted[media] = index; + } + + // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture) + path.data[0] = '*'; + path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index); + } + + out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0); + + aiUVTransform uvTrafo; + // XXX handle all kinds of UV transformations + uvTrafo.mScaling = tex->UVScaling(); + uvTrafo.mTranslation = tex->UVTranslation(); + out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0); + + int uvIndex = 0; + + bool uvFound = false; + const std::string& uvSet = PropertyGet(tex->Props(), "UVSet", uvFound); + if (uvFound) { + // "default" is the name which usually appears in the FbxFileTexture template + if (uvSet != "default" && uvSet.length()) { + // this is a bit awkward - we need to find a mesh that uses this + // material and scan its UV channels for the given UV name because + // assimp references UV channels by index, not by name. + + // XXX: the case that UV channels may appear in different orders + // in meshes is unhandled. A possible solution would be to sort + // the UV channels alphabetically, but this would have the side + // effect that the primary (first) UV channel would sometimes + // be moved, causing trouble when users read only the first + // UV channel and ignore UV channel assignments altogether. + + std::vector::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat); + const unsigned int matIndex = static_cast(std::distance(materials.begin(), materialIt)); + + uvIndex = -1; + if (!mesh) + { + for (const MeshMap::value_type& v : meshes_converted) { + const MeshGeometry* const mesh = dynamic_cast(v.first); + if (!mesh) { + continue; + } + + const MatIndexArray& mats = mesh->GetMaterialIndices(); + if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) { + continue; + } + + int index = -1; + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { + if (mesh->GetTextureCoords(i).empty()) { + break; + } + const std::string& name = mesh->GetTextureCoordChannelName(i); + if (name == uvSet) { + index = static_cast(i); + break; + } + } + if (index == -1) { + FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material"); + continue; + } + + if (uvIndex == -1) { + uvIndex = index; + } + else { + FBXImporter::LogWarn("the UV channel named " + uvSet + " appears at different positions in meshes, results will be wrong"); + } + } + } + else + { + int index = -1; + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { + if (mesh->GetTextureCoords(i).empty()) { + break; + } + const std::string& name = mesh->GetTextureCoordChannelName(i); + if (name == uvSet) { + index = static_cast(i); + break; + } + } + if (index == -1) { + FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material"); + } + + if (uvIndex == -1) { + uvIndex = index; + } + } + + if (uvIndex == -1) { + FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel"); + uvIndex = 0; + } + } + } + + out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0); + } } } diff --git a/code/FBXConverter.h b/code/FBXConverter.h index 039422839..0f87038bb 100644 --- a/code/FBXConverter.h +++ b/code/FBXConverter.h @@ -264,6 +264,7 @@ private: // ------------------------------------------------------------------------------------------------ void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props); + void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh); // ------------------------------------------------------------------------------------------------ // get the number of fps for a FrameRate enumerated value