Fixed many FBX bugs

Fixed a bug where FBX loader won´t load embedded textures that don´t have the Content data filled. Some FBX files only fill this data once, so any embedded texture with the same source filename, should use the pre-loaded data.

Fixed another bug where FBX Texture "Filename" field came different than  on some files than the one defined by the code. One suggestion is load all properties by the case-insensitive function created.

Added the "AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES" flag to tell the importer to load embedded texture data from already loaded ones.
pull/1347/head
rickomax 2017-07-15 00:27:33 -03:00
parent c9912fd481
commit c86013b08d
6 changed files with 93 additions and 40 deletions

View File

@ -436,6 +436,19 @@ private:
aiScene* const out;
const FBX::Document& doc;
bool FindTextureIndexByFilename(const Video& video, unsigned int& index) {
index = 0;
const char* videoFileName = video.FileName().c_str();
for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture)
{
if (!strcmp(texture->first->FileName().c_str(), videoFileName)) {
return true;
}
index++;
}
return false;
}
};
Converter::Converter( aiScene* out, const Document& doc )
@ -1783,22 +1796,32 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
path.Set( tex->RelativeFilename() );
const Video* media = tex->Media();
if ( media != 0 && media->ContentLength() > 0 ) {
if (media != 0) {
bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media);
if (it != textures_converted.end()) {
index = (*it).second;
textureReady = true;
}
else {
if (media->ContentLength() > 0) {
index = ConvertVideo(*media);
textures_converted[media] = index;
textureReady = true;
}
else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on
textureReady = FindTextureIndexByFilename(*media, index);
}
}
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
if (textureReady) {
path.data[0] = '*';
path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
}
}
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );

View File

@ -63,6 +63,7 @@ struct ImportSettings
, readWeights(true)
, preservePivots(true)
, optimizeEmptyAnimationCurves(true)
, searchEmbeddedTextures(false)
{}
@ -137,6 +138,10 @@ struct ImportSettings
* values matching the corresponding node transformation.
* The default value is true. */
bool optimizeEmptyAnimationCurves;
/** search for embedded loaded textures, where no embedded texture data is provided.
* The default value is false. */
bool searchEmbeddedTextures;
};

View File

@ -131,6 +131,7 @@ void FBXImporter::SetupProperties(const Importer* pImp)
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.searchEmbeddedTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES, false);
}
// ------------------------------------------------------------------------------------------------

View File

@ -281,7 +281,7 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std
const Scope& sc = GetRequiredScope(element);
const Element* const Type = sc["Type"];
const Element* const FileName = sc["FileName"];
const Element* const FileName = sc.FindElementCaseInsensitive("FileName"); //some files retain the information as "Filename", others "FileName", who knows
const Element* const RelativeFilename = sc["RelativeFilename"];
const Element* const Content = sc["Content"];
@ -298,6 +298,8 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std
}
if(Content) {
//this field is ommited when the embedded texture is already loaded, let's ignore if it´s not found
try {
const Token& token = GetRequiredToken(*Content, 0);
const char* data = token.begin();
if (!token.IsBinary()) {
@ -320,6 +322,9 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std
content = new uint8_t[len];
::memcpy(content, data + 5, len);
}
} catch (runtime_error runtimeError) {
//we don´t need the content data for contents that has already been loaded
}
}
props = GetPropertyTable(doc,"Video.FbxVideo",element,sc);

View File

@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <map>
#include <memory>
#include "LogAux.h"
#include "fast_atof.h"
#include "FBXCompileConfig.h"
#include "FBXTokenizer.h"
@ -137,6 +138,17 @@ public:
return it == elements.end() ? NULL : (*it).second;
}
const Element* FindElementCaseInsensitive(const std::string& elementName) const {
const char* elementNameCStr = elementName.c_str();
for (auto element = elements.begin(); element != elements.end(); ++element)
{
if (!ASSIMP_strincmp(element->first.c_str(), elementNameCStr, MAXLEN)) {
return element->second;
}
}
return NULL;
}
ElementCollection GetCollection(const std::string& index) const {
return elements.equal_range(index);
}

View File

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, assimp team
Copyright (c) 2006-2017, assimp team
All rights reserved.
@ -632,7 +632,14 @@ enum aiComponent
#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
"IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will search for embedded loaded textures, where no embedded texture data is provided.
*
* The default value is false (0)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES \
"IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES"
// ---------------------------------------------------------------------------
/** @brief Set the vertex animation keyframe to be imported