- fbx: texture conversion & UV channel mapping.

pull/14/head
Alexander Gessler 2012-07-03 20:41:21 +02:00
parent a0c45f9190
commit c7ee6fd70f
3 changed files with 125 additions and 0 deletions

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@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXDocument.h" #include "FBXDocument.h"
#include "FBXUtil.h" #include "FBXUtil.h"
#include "FBXProperties.h" #include "FBXProperties.h"
#include "FBXImporter.h"
namespace Assimp { namespace Assimp {
namespace FBX { namespace FBX {
@ -125,6 +126,8 @@ private:
aiMesh* out_mesh = new aiMesh(); aiMesh* out_mesh = new aiMesh();
meshes.push_back(out_mesh); meshes.push_back(out_mesh);
sourceMeshes.push_back(&mesh);
// copy vertices // copy vertices
out_mesh->mNumVertices = static_cast<size_t>(vertices.size()); out_mesh->mNumVertices = static_cast<size_t>(vertices.size());
out_mesh->mVertices = new aiVector3D[vertices.size()]; out_mesh->mVertices = new aiVector3D[vertices.size()];
@ -245,10 +248,115 @@ private:
str.Set(material.Name()); str.Set(material.Name());
out_mat->AddProperty(&str,AI_MATKEY_NAME); out_mat->AddProperty(&str,AI_MATKEY_NAME);
// shading stuff and colors
SetShadingPropertiesCommon(out_mat,props); SetShadingPropertiesCommon(out_mat,props);
// texture assignments
SetTextureProperties(out_mat,material.Textures());
} }
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const std::string& propName, aiTextureType target)
{
TextureMap::const_iterator it = textures.find(propName);
if(it == textures.end()) {
return;
}
const Texture* const tex = (*it).second;
aiString path;
path.Set(tex->RelativeFilename());
out_mat->AddProperty(&path,_AI_MATKEY_TEXTURE_BASE,target,0);
aiUVTransform uvTrafo;
// XXX handle all kinds of UV transformations
uvTrafo.mScaling = tex->UVScaling();
uvTrafo.mTranslation = tex->UVTranslation();
out_mat->AddProperty(&uvTrafo,1,_AI_MATKEY_UVTRANSFORM_BASE,target,0);
const PropertyTable& props = tex->Props();
int uvIndex = 0;
bool ok;
const std::string& uvSet = PropertyGet<std::string>(props,"UVSet",ok);
if(ok) {
// "default" is the name which usually appears in the FbxFileTexture template
if(uvSet != "default" && uvSet.length()) {
// this is a bit awkward - we need to find a mesh that uses this
// material and scan its UV channels for the given UV name because
// assimp references UV channels by index, not by name.
// XXX: the case that UV channels may appear in different orders
// in meshes is unhandled. A possible solution would be to sort
// the UV channels alphabetically, but this would have the side
// effect that the primary (first) UV channel would sometimes
// be moved, causing trouble when users read only the first
// UV channel and ignore UV channel assignments altogether.
const unsigned int matIndex = std::distance(materials.begin(),
std::find(materials.begin(),materials.end(),out_mat)
);
uvIndex = -1;
BOOST_FOREACH(const MeshGeometry* mesh,sourceMeshes) {
ai_assert(mesh);
const std::vector<unsigned int>& mats = mesh->GetMaterialIndices();
if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
continue;
}
int index = -1;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if(mesh->GetTextureCoords(i).empty()) {
break;
}
const std::string& name = mesh->GetTextureCoordChannelName(i);
if(name == uvSet) {
index = static_cast<int>(i);
break;
}
}
if(index == -1) {
FBXImporter::LogWarn("did not found UV channel named " + uvSet + " in a mesh using this material");
continue;
}
if(uvIndex == -1) {
uvIndex = index;
}
else {
FBXImporter::LogWarn("the UV channel named " + uvSet +
" appears at different positions in meshes, results will be wrong");
}
}
}
}
out_mat->AddProperty(&uvIndex,1,_AI_MATKEY_UVWSRC_BASE,target,0);
}
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
{
TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE);
TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT);
TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE);
TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR);
TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY);
TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION);
TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT);
TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS);
TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT);
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result) aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result)
{ {
@ -355,6 +463,8 @@ private:
std::vector<aiMesh*> meshes; std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials; std::vector<aiMaterial*> materials;
std::vector<const MeshGeometry*> sourceMeshes;
aiScene* const out; aiScene* const out;
const FBX::Document& doc; const FBX::Document& doc;
}; };

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@ -282,6 +282,13 @@ public:
return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index]; return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index];
} }
/** Get a UV coordinate slot, returns an empty array if
* the requested slot does not exist. */
std::string GetTextureCoordChannelName(unsigned int index) const {
return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : uvNames[index];
}
/** Get a vertex color coordinate slot, returns an empty array if /** Get a vertex color coordinate slot, returns an empty array if
* the requested slot does not exist. */ * the requested slot does not exist. */
const std::vector<aiColor4D>& GetVertexColors(unsigned int index) const { const std::vector<aiColor4D>& GetVertexColors(unsigned int index) const {
@ -336,6 +343,8 @@ private:
std::vector<aiVector3D> tangents; std::vector<aiVector3D> tangents;
std::vector<aiVector3D> binormals; std::vector<aiVector3D> binormals;
std::vector<aiVector3D> normals; std::vector<aiVector3D> normals;
std::string uvNames[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiVector2D> uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS]; std::vector<aiVector2D> uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> colors[AI_MAX_NUMBER_OF_COLOR_SETS]; std::vector<aiColor4D> colors[AI_MAX_NUMBER_OF_COLOR_SETS];

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@ -221,6 +221,12 @@ void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scop
return; return;
} }
const Element* Name = source["Name"];
uvNames[index] = "";
if(Name) {
uvNames[index] = ParseTokenAsString(GetRequiredToken(*Name,0));
}
ReadVertexDataUV(uvs[index],source, ReadVertexDataUV(uvs[index],source,
MappingInformationType, MappingInformationType,
ReferenceInformationType ReferenceInformationType