Merge branch 'master' into Fix_SceneCombiner_Texture_Reindexing
commit
ca1ab8b11b
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@ -268,6 +268,8 @@ ELSEIF(MSVC)
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ADD_COMPILE_OPTIONS(/wd4351)
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ADD_COMPILE_OPTIONS(/wd4351)
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ENDIF()
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ENDIF()
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SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
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SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
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SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zi")
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SET(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} /DEBUG:FULL /PDBALTPATH:%_PDB% /OPT:REF /OPT:ICF")
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ELSEIF (CMAKE_CXX_COMPILER_ID MATCHES "Clang" )
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ELSEIF (CMAKE_CXX_COMPILER_ID MATCHES "Clang" )
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IF(NOT ASSIMP_HUNTER_ENABLED)
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IF(NOT ASSIMP_HUNTER_ENABLED)
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SET(CMAKE_CXX_STANDARD 11)
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SET(CMAKE_CXX_STANDARD 11)
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@ -541,10 +541,17 @@ void FBXExporter::WriteReferences ()
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// (before any actual data is written)
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// (before any actual data is written)
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// ---------------------------------------------------------------
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// ---------------------------------------------------------------
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size_t count_nodes(const aiNode* n) {
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size_t count_nodes(const aiNode* n, const aiNode* root) {
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size_t count = 1;
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size_t count;
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if (n == root) {
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count = n->mNumMeshes; // (not counting root node)
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} else if (n->mNumMeshes > 1) {
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count = n->mNumMeshes + 1;
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} else {
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count = 1;
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}
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for (size_t i = 0; i < n->mNumChildren; ++i) {
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for (size_t i = 0; i < n->mNumChildren; ++i) {
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count += count_nodes(n->mChildren[i]);
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count += count_nodes(n->mChildren[i], root);
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}
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}
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return count;
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return count;
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}
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}
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@ -714,7 +721,7 @@ void FBXExporter::WriteDefinitions ()
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// Model / FbxNode
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// Model / FbxNode
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// <~~ node hierarchy
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// <~~ node hierarchy
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count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
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count = int32_t(count_nodes(mScene->mRootNode, mScene->mRootNode));
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if (count) {
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if (count) {
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n = FBX::Node("ObjectType", "Model");
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n = FBX::Node("ObjectType", "Model");
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n.AddChild("Count", count);
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n.AddChild("Count", count);
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@ -2625,17 +2632,14 @@ void FBXExporter::WriteModelNodes(
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],
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],
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new_node_uid
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new_node_uid
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);
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);
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// write model node
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FBX::Node m("Model");
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aiNode new_node;
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// take name from mesh name, if it exists
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// take name from mesh name, if it exists
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std::string name = mScene->mMeshes[node->mMeshes[i]]->mName.C_Str();
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new_node.mName = mScene->mMeshes[node->mMeshes[i]]->mName;
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name += FBX::SEPARATOR + "Model";
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// write model node
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m.AddProperties(new_node_uid, name, "Mesh");
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WriteModelNode(
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m.AddChild("Version", int32_t(232));
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outstream, binary, &new_node, new_node_uid, "Mesh", std::vector<std::pair<std::string,aiVector3D>>()
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FBX::Node p("Properties70");
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);
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p.AddP70enum("InheritType", 1);
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m.AddChild(p);
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m.Dump(outstream, binary, 1);
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}
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}
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}
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}
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