Merge branch 'master' into kimkulling-net-doc
commit
bcf8a90b8b
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@ -1526,6 +1526,46 @@ unsigned int Converter::ConvertVideo( const Video& video )
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return static_cast<unsigned int>( textures.size() - 1 );
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}
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aiString Converter::GetTexturePath(const Texture* tex)
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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) {
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bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
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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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textureReady = true;
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}
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else {
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if (media->ContentLength() > 0) {
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index = ConvertVideo(*media);
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textures_converted[media] = index;
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textureReady = true;
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}
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
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if (doc.Settings().useLegacyEmbeddedTextureNaming) {
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if (textureReady) {
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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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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}
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}
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return path;
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}
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void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh )
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@ -1538,41 +1578,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
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const Texture* const tex = ( *it ).second;
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if ( tex != 0 )
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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 != 0) {
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bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
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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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textureReady = true;
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}
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else {
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if (media->ContentLength() > 0) {
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index = ConvertVideo(*media);
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textures_converted[media] = index;
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textureReady = true;
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}
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
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if (doc.Settings().useLegacyEmbeddedTextureNaming) {
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if (textureReady) {
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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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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}
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}
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aiString path = GetTexturePath(tex);
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
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aiUVTransform uvTrafo;
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@ -1696,9 +1702,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
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const Texture* const tex = ( *it ).second->getTexture(texIndex);
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aiString path;
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path.Set( tex->RelativeFilename() );
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aiString path = GetTexturePath(tex);
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
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aiUVTransform uvTrafo;
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@ -228,6 +228,10 @@ private:
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// Video -> aiTexture
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unsigned int ConvertVideo(const Video& video);
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// ------------------------------------------------------------------------------------------------
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// convert embedded texture if necessary and return actual texture path
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aiString GetTexturePath(const Texture* tex);
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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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