- fbx: rework material reading to support negative indices (these will be assigned a default material).
- fbx: fix uninitialized variable.pull/14/head
parent
729e98fef0
commit
c126cfa1ff
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@ -100,6 +100,7 @@ public:
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Converter(aiScene* out, const Document& doc)
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: out(out)
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, doc(doc)
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, defaultMaterialIndex()
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{
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// animations need to be converted first since this will
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// populate the node_anim_chain_bits map, which is needed
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@ -561,7 +562,8 @@ private:
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh,const Model& model, const aiMatrix4x4& node_global_transform)
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std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh,const Model& model,
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const aiMatrix4x4& node_global_transform)
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{
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std::vector<unsigned int> temp;
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@ -580,10 +582,10 @@ private:
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// one material per mesh maps easily to aiMesh. Multiple material
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// meshes need to be split.
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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const MatIndexArray& mindices = mesh.GetMaterialIndices();
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if (doc.Settings().readMaterials && !mindices.empty()) {
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const unsigned int base = mindices[0];
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BOOST_FOREACH(unsigned int index, mindices) {
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const MatIndexArray::value_type base = mindices[0];
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BOOST_FOREACH(MatIndexArray::value_type index, mindices) {
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if(index != base) {
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return ConvertMeshMultiMaterial(mesh, model, node_global_transform);
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}
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@ -597,7 +599,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh(const MeshGeometry& mesh, unsigned int material_index)
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aiMesh* SetupEmptyMesh(const MeshGeometry& mesh)
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{
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aiMesh* const out_mesh = new aiMesh();
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meshes.push_back(out_mesh);
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@ -618,10 +620,11 @@ private:
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model, const aiMatrix4x4& node_global_transform)
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unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform)
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{
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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aiMesh* const out_mesh = SetupEmptyMesh(mesh,mindices.size() ? mindices[0] : static_cast<unsigned int>(-1));
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const MatIndexArray& mindices = mesh.GetMaterialIndices();
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aiMesh* const out_mesh = SetupEmptyMesh(mesh);
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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@ -745,15 +748,16 @@ private:
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, const aiMatrix4x4& node_global_transform)
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std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform)
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{
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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const MatIndexArray& mindices = mesh.GetMaterialIndices();
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ai_assert(mindices.size());
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std::set<unsigned int> had;
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std::set<MatIndexArray::value_type> had;
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std::vector<unsigned int> indices;
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BOOST_FOREACH(unsigned int index, mindices) {
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BOOST_FOREACH(MatIndexArray::value_type index, mindices) {
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if(had.find(index) == had.end()) {
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indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform));
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@ -766,11 +770,13 @@ private:
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, unsigned int index, const aiMatrix4x4& node_global_transform)
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unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
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MatIndexArray::value_type index,
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const aiMatrix4x4& node_global_transform)
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{
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aiMesh* const out_mesh = SetupEmptyMesh(mesh, index);
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aiMesh* const out_mesh = SetupEmptyMesh(mesh);
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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const MatIndexArray& mindices = mesh.GetMaterialIndices();
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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@ -780,8 +786,9 @@ private:
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unsigned int count_vertices = 0;
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// count faces
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for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
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end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
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std::vector<unsigned int>::const_iterator itf = faces.begin();
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for(MatIndexArray::const_iterator it = mindices.begin(),
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end = mindices.end(); it != end; ++it, ++itf)
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{
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if ((*it) != index) {
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continue;
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@ -870,8 +877,9 @@ private:
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unsigned int cursor = 0, in_cursor = 0;
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for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
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end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
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itf = faces.begin();
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for(MatIndexArray::const_iterator it = mindices.begin(),
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end = mindices.end(); it != end; ++it, ++itf)
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{
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const unsigned int pcount = *itf;
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if ((*it) != index) {
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@ -1095,11 +1103,12 @@ private:
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// ------------------------------------------------------------------------------------------------
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void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo, unsigned int materialIndex)
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void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
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MatIndexArray::value_type materialIndex)
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{
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// locate source materials for this mesh
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const std::vector<const Material*>& mats = model.GetMaterials();
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if (materialIndex >= mats.size()) {
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if (materialIndex >= mats.size() || materialIndex < 0) {
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FBXImporter::LogError("material index out of bounds, setting default material");
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out->mMaterialIndex = GetDefaultMaterial();
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return;
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@ -1229,7 +1238,7 @@ private:
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continue;
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}
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const std::vector<unsigned int>& mats = mesh->GetMaterialIndices();
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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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@ -387,7 +387,7 @@ private:
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};
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typedef std::vector<unsigned int> MatIndexArray;
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typedef std::vector<int> MatIndexArray;
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/** DOM class for FBX geometry of type "Mesh"*/
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@ -528,7 +528,7 @@ private:
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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void ReadVertexDataMaterials(std::vector<unsigned int>& materials_out, const Scope& source,
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void ReadVertexDataMaterials(MatIndexArray& materials_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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@ -261,10 +261,26 @@ void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scop
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return;
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}
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ReadVertexDataMaterials(materials,source,
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std::vector<int> temp_materials;
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ReadVertexDataMaterials(temp_materials,source,
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MappingInformationType,
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ReferenceInformationType
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);
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// sometimes, there will be only negative entries. Drop the material
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// layer in such a case (I guess it means a default material should
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// be used). This is what the converter would do anyway, and it
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// avoids loosing the material if there are more material layers
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// coming of which at least one contains actual data (did observe
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// that with one test file).
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const size_t count_neg = std::count_if(temp_materials.begin(),temp_materials.end(),std::bind2nd(std::less<int>(),0));
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if(count_neg == temp_materials.size()) {
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FBXImporter::LogWarn("ignoring dummy material layer (all entries -1)");
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return;
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}
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std::swap(temp_materials, materials);
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}
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else if (type == "LayerElementNormal") {
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if (normals.size() > 0) {
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@ -474,7 +490,7 @@ void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_ou
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataMaterials(std::vector<unsigned int>& materials_out, const Scope& source,
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void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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