Keep original materials names after RemoveRedundant materials process and export to collada
parent
54c5acd02d
commit
8e8757f800
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@ -636,9 +636,24 @@ void ColladaExporter::WriteMaterials()
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const aiMaterial* mat = mScene->mMaterials[a];
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const aiMaterial* mat = mScene->mMaterials[a];
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aiString name;
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aiString name;
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS ) {
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name = "mat";
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name = "mat";
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materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
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materials[a].name = std::string( "m") + to_string(a) + name.C_Str();
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} else {
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// try to use the material's name if no other material has already taken it, else append #
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std::string testName = name.C_Str();
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size_t materialCountWithThisName = 0;
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for( size_t i = 0; i < a; i ++ ) {
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if( materials[i].name == testName ) {
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materialCountWithThisName ++;
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}
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}
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if( materialCountWithThisName == 0 ) {
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materials[a].name = name.C_Str();
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} else {
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materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
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}
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}
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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if( !isalnum_C( *it ) ) {
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if( !isalnum_C( *it ) ) {
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*it = '_';
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*it = '_';
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@ -177,12 +177,14 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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continue;
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continue;
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}
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}
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// generate new names for all modified materials
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// generate new names for modified materials that had no names
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const unsigned int idx = aiMappingTable[p];
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx]) {
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if (ppcMaterials[idx]) {
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aiString sz;
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aiString sz;
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sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
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if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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} else {
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} else {
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ppcMaterials[idx] = pScene->mMaterials[p];
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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}
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