- fbx: texture conversion & UV channel mapping.
parent
a0c45f9190
commit
c7ee6fd70f
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@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXDocument.h"
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#include "FBXUtil.h"
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#include "FBXProperties.h"
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#include "FBXImporter.h"
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namespace Assimp {
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namespace FBX {
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@ -125,6 +126,8 @@ private:
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aiMesh* out_mesh = new aiMesh();
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meshes.push_back(out_mesh);
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sourceMeshes.push_back(&mesh);
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// copy vertices
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out_mesh->mNumVertices = static_cast<size_t>(vertices.size());
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out_mesh->mVertices = new aiVector3D[vertices.size()];
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@ -245,10 +248,115 @@ private:
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str.Set(material.Name());
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out_mat->AddProperty(&str,AI_MATKEY_NAME);
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// shading stuff and colors
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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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}
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const std::string& propName, aiTextureType target)
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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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return;
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}
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const Texture* const tex = (*it).second;
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aiString path;
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path.Set(tex->RelativeFilename());
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out_mat->AddProperty(&path,_AI_MATKEY_TEXTURE_BASE,target,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,_AI_MATKEY_UVTRANSFORM_BASE,target,0);
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const PropertyTable& props = tex->Props();
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int uvIndex = 0;
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bool ok;
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const std::string& uvSet = PropertyGet<std::string>(props,"UVSet",ok);
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if(ok) {
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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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const unsigned int matIndex = std::distance(materials.begin(),
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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 MeshGeometry* mesh,sourceMeshes) {
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ai_assert(mesh);
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const std::vector<unsigned int>& 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 found 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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}
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out_mat->AddProperty(&uvIndex,1,_AI_MATKEY_UVWSRC_BASE,target,0);
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}
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
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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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}
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// ------------------------------------------------------------------------------------------------
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aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result)
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{
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@ -355,6 +463,8 @@ private:
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std::vector<aiMesh*> meshes;
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std::vector<aiMaterial*> materials;
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std::vector<const MeshGeometry*> sourceMeshes;
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aiScene* const out;
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const FBX::Document& doc;
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};
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@ -282,6 +282,13 @@ public:
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return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index];
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}
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/** Get a UV coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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std::string GetTextureCoordChannelName(unsigned int index) const {
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return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : uvNames[index];
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}
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/** Get a vertex color coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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const std::vector<aiColor4D>& GetVertexColors(unsigned int index) const {
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@ -336,6 +343,8 @@ private:
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std::vector<aiVector3D> tangents;
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std::vector<aiVector3D> binormals;
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std::vector<aiVector3D> normals;
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std::string uvNames[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiVector2D> uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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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
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return;
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}
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const Element* Name = source["Name"];
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uvNames[index] = "";
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if(Name) {
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uvNames[index] = ParseTokenAsString(GetRequiredToken(*Name,0));
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}
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ReadVertexDataUV(uvs[index],source,
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MappingInformationType,
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ReferenceInformationType
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