Merge pull request #2304 from merwaaan/fbx-keep-material-params
Preserve all the material parameters from FBX modelspull/2307/head
commit
9765eb988a
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@ -1575,6 +1575,7 @@ namespace Assimp {
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// shading stuff and colors
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SetShadingPropertiesCommon(out_mat, props);
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SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
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// texture assignments
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SetTextureProperties(out_mat, material.Textures(), mesh);
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@ -2073,6 +2074,180 @@ namespace Assimp {
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const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
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if (ok) {
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out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
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}
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}
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void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh)
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{
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// Add all the unparsed properties with a "$raw." prefix
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const std::string prefix = "$raw.";
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for (const DirectPropertyMap::value_type& prop : props.GetUnparsedProperties()) {
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std::string name = prefix + prop.first;
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if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<aiColor3D>* interpreted = prop.second->As<TypedProperty<aiColor3D> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<aiColor4D>* interpreted = prop.second->As<TypedProperty<aiColor4D> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >())
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{
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int value = interpreted->Value() ? 1 : 0;
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out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
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{
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const aiString value = aiString(interpreted->Value());
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out_mat->AddProperty(&value, name.c_str(), 0, 0);
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}
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}
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// Add the textures' properties
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for (TextureMap::const_iterator it = textures.begin(); it != textures.end(); it++) {
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std::string name = prefix + it->first;
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const Texture* const tex = (*it).second;
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if (tex != nullptr)
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{
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aiString path;
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path.Set(tex->RelativeFilename());
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const Video* media = tex->Media();
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if (media != nullptr && media->ContentLength() > 0) {
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unsigned int index;
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VideoMap::const_iterator it = textures_converted.find(media);
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if (it != textures_converted.end()) {
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index = (*it).second;
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}
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else {
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index = ConvertVideo(*media);
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textures_converted[media] = index;
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
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path.data[0] = '*';
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path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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}
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out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
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aiUVTransform uvTrafo;
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// XXX handle all kinds of UV transformations
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uvTrafo.mScaling = tex->UVScaling();
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uvTrafo.mTranslation = tex->UVTranslation();
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out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
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int uvIndex = 0;
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bool uvFound = false;
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const std::string& uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
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if (uvFound) {
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// "default" is the name which usually appears in the FbxFileTexture template
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if (uvSet != "default" && uvSet.length()) {
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// this is a bit awkward - we need to find a mesh that uses this
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// material and scan its UV channels for the given UV name because
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// assimp references UV channels by index, not by name.
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// XXX: the case that UV channels may appear in different orders
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// in meshes is unhandled. A possible solution would be to sort
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// the UV channels alphabetically, but this would have the side
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// effect that the primary (first) UV channel would sometimes
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// be moved, causing trouble when users read only the first
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// UV channel and ignore UV channel assignments altogether.
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std::vector<aiMaterial*>::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat);
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const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), materialIt));
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uvIndex = -1;
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if (!mesh)
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{
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for (const MeshMap::value_type& v : meshes_converted) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(v.first);
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if (!mesh) {
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continue;
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}
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const MatIndexArray& mats = mesh->GetMaterialIndices();
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if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
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continue;
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}
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int index = -1;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (mesh->GetTextureCoords(i).empty()) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName(i);
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if (name == uvSet) {
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index = static_cast<int>(i);
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break;
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}
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}
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if (index == -1) {
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FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
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continue;
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}
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if (uvIndex == -1) {
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uvIndex = index;
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}
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else {
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FBXImporter::LogWarn("the UV channel named " + uvSet + " appears at different positions in meshes, results will be wrong");
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}
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}
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}
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else
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{
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int index = -1;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (mesh->GetTextureCoords(i).empty()) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName(i);
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if (name == uvSet) {
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index = static_cast<int>(i);
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break;
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}
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}
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if (index == -1) {
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FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
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}
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if (uvIndex == -1) {
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uvIndex = index;
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}
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}
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if (uvIndex == -1) {
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FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
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uvIndex = 0;
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}
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}
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}
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out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
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}
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}
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}
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@ -268,6 +268,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
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void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
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// ------------------------------------------------------------------------------------------------
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// get the number of fps for a FrameRate enumerated value
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