Correction on FBX material texture UV index
(keep the previous method for "allMaterials" option, this should be change too since the materials indexes used are not the good ones, or just remove the object / material testpull/287/head
parent
62554a055d
commit
b2ac7b878f
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@ -121,7 +121,7 @@ public:
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if(mat) {
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if (materials_converted.find(mat) == materials_converted.end()) {
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ConvertMaterial(*mat);
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ConvertMaterial(*mat, 0);
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}
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}
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}
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@ -1381,7 +1381,7 @@ private:
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return;
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}
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out->mMaterialIndex = ConvertMaterial(*mat);
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out->mMaterialIndex = ConvertMaterial(*mat, &geo);
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materials_converted[mat] = out->mMaterialIndex;
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}
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@ -1411,7 +1411,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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// Material -> aiMaterial
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unsigned int ConvertMaterial(const Material& material)
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unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh)
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{
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const PropertyTable& props = material.Props();
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@ -1440,8 +1440,8 @@ private:
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SetShadingPropertiesCommon(out_mat,props);
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// texture assignments
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SetTextureProperties(out_mat,material.Textures());
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SetTextureProperties(out_mat,material.LayeredTextures());
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SetTextureProperties(out_mat,material.Textures(), mesh);
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SetTextureProperties(out_mat,material.LayeredTextures(), mesh);
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return static_cast<unsigned int>(materials.size() - 1);
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}
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@ -1450,7 +1450,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target)
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aiTextureType target, const MeshGeometry* const mesh)
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{
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TextureMap::const_iterator it = textures.find(propName);
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if(it == textures.end()) {
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@ -1495,18 +1495,48 @@ private:
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std::find(materials.begin(),materials.end(),out_mat)
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));
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uvIndex = -1;
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BOOST_FOREACH(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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uvIndex = -1;
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if (!mesh)
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{
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BOOST_FOREACH(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 +
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" 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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@ -1520,17 +1550,12 @@ private:
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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 +
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" 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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if(uvIndex == -1) {
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FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
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@ -1546,7 +1571,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
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const std::string& propName,
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aiTextureType target)
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aiTextureType target, const MeshGeometry* const mesh)
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{
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LayeredTextureMap::const_iterator it = layeredTextures.find(propName);
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if(it == layeredTextures.end()) {
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@ -1590,18 +1615,47 @@ private:
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std::find(materials.begin(),materials.end(),out_mat)
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));
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uvIndex = -1;
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BOOST_FOREACH(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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uvIndex = -1;
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if (!mesh)
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{
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BOOST_FOREACH(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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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 +
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" 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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@ -1615,17 +1669,12 @@ private:
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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 +
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" 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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if(uvIndex == -1) {
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FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
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@ -1638,33 +1687,33 @@ private:
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}
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
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void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh)
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{
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TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE);
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TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT);
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TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE);
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TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR);
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TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY);
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TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION);
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TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT);
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TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS);
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TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT);
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TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS);
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TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
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TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh);
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TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
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TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh);
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TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
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TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
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TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh);
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TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT, mesh);
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TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh);
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}
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures)
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void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
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{
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TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE);
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TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT);
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TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE);
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TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR);
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TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY);
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TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION);
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TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT);
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TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS);
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TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT);
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TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS);
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TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh);
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TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh);
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}
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@ -53,7 +53,7 @@ struct ImportSettings
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ImportSettings()
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: strictMode(true)
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, readAllLayers(true)
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, readAllMaterials()
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, readAllMaterials(false)
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, readMaterials(true)
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, readCameras(true)
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, readLights(true)
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