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@@ -96,6 +96,7 @@ MayaToEggConverter(const string &program_name) :
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_polygon_tolerance = 0.01;
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_respect_maya_double_sided = maya_default_double_sided;
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_always_show_vertex_color = maya_default_vertex_color;
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+ _keep_all_uvsets = false;
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_transform_type = TT_model;
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}
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@@ -118,6 +119,7 @@ MayaToEggConverter(const MayaToEggConverter ©) :
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_polygon_tolerance(copy._polygon_tolerance),
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_respect_maya_double_sided(copy._respect_maya_double_sided),
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_always_show_vertex_color(copy._always_show_vertex_color),
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+ _keep_all_uvsets(copy._keep_all_uvsets),
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_transform_type(copy._transform_type)
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{
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}
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@@ -454,6 +456,8 @@ convert_maya() {
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}
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} else {
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+ // This call makes every node a potential joint; but it does not
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+ // necessarily force nodes to be joints.
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_tree.tag_joint_all();
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}
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}
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@@ -1819,10 +1823,10 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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}
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}
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- //bool keep_all_uvsets = egg_group->has_object_type("keep-all-uvsets");
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- bool keep_all_uvsets = node_desc->has_object_type("keep-all-uvsets");
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- if (keep_all_uvsets)
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+ bool keep_all_uvsets = _keep_all_uvsets || node_desc->has_object_type("keep-all-uvsets");
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+ if (keep_all_uvsets) {
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mayaegg_cat.info() << "will keep_all_uvsets" << endl;
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+ }
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MStringArray maya_uvset_names;
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status = mesh.getUVSetNames(maya_uvset_names);
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@@ -1850,6 +1854,10 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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}
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_tex_names.push_back(t_n);
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}
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+ if (mayaegg_cat.is_spam()) {
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+ mayaegg_cat.spam()
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+ << "done scanning uvs\n";
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+ }
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while (!pi.isDone()) {
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EggPolygon *egg_poly = new EggPolygon;
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@@ -1873,12 +1881,12 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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shader = default_shader;
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}
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- const MayaShaderColorDef *color_def = NULL;
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+ const MayaShaderColorDef *default_color_def = NULL;
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// And apply the shader properties to the polygon.
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if (shader != (MayaShader *)NULL) {
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set_shader_attributes(*egg_poly, *shader, &pi);
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- color_def = shader->get_color_def();
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+ default_color_def = shader->get_color_def();
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}
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// Should we extract the color from the vertices? Normally, in
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@@ -1894,8 +1902,8 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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// Furthermore, if _always_show_vertex_color is true, we pretend
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// that the "vertex-color" flag is always set.
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bool ignore_vertex_color = false;
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- if ( color_def != (MayaShaderColorDef *)NULL) {
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- ignore_vertex_color = color_def->_has_texture && !(egg_vertex_color || _always_show_vertex_color);
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+ if ( default_color_def != (MayaShaderColorDef *)NULL) {
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+ ignore_vertex_color = default_color_def->_has_texture && !(egg_vertex_color || _always_show_vertex_color);
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}
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Colorf poly_color(1.0f, 1.0f, 1.0f, 1.0f);
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@@ -1912,7 +1920,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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long i;
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LPoint3d centroid(0.0, 0.0, 0.0);
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- if (color_def != (MayaShaderColorDef *)NULL && color_def->has_projection()) {
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+ if (default_color_def != (MayaShaderColorDef *)NULL && default_color_def->has_projection()) {
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// If the shader has a projection, we may need to compute the
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// polygon's centroid to avoid seams at the edges.
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for (i = 0; i < num_verts; i++) {
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@@ -1942,28 +1950,31 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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}
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string uvset_name("");
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- if (color_def != (MayaShaderColorDef *)NULL && color_def->_has_texture) {
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- // Go thru all the texture references for this primitive and set uvs
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- if (mayaegg_cat.is_debug()) {
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+ // Go thru all the texture references for this primitive and set uvs
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+ if (mayaegg_cat.is_debug()) {
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+ if (shader != (MayaShader *)NULL) {
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mayaegg_cat.debug() << "shader->_color.size is " << shader->_color.size() << endl;
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- mayaegg_cat.debug() << "primitive->tref.size is " << egg_poly->get_num_textures() << endl;
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}
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- for (size_t ti=0; ti< _uvset_names.size(); ++ti) {
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- // get the eggTexture pointer
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- string colordef_uv_name = uvset_name= _uvset_names[ti];
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- if (mayaegg_cat.is_debug()) {
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- mayaegg_cat.debug() << "--uvset_name :" << uvset_name << endl;
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- }
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-
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- if (uvset_name == "map1") // this is the name to look up by in maya
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- colordef_uv_name = "default";
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-
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- // get the shader color def that matches this EggTexture
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- // Asad: optimizing uvset: to discard unused uvsets. This for
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- // loop figures out which ones are unused.
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- //
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- bool found = false;
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- for (size_t tj=0; tj< shader->_color.size(); ++tj) {
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+ mayaegg_cat.debug() << "primitive->tref.size is " << egg_poly->get_num_textures() << endl;
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+ }
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+ for (size_t ti=0; ti< _uvset_names.size(); ++ti) {
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+ // get the eggTexture pointer
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+ string colordef_uv_name = uvset_name= _uvset_names[ti];
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+ if (mayaegg_cat.is_debug()) {
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+ mayaegg_cat.debug() << "--uvset_name :" << uvset_name << endl;
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+ }
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+
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+ if (uvset_name == "map1") // this is the name to look up by in maya
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+ colordef_uv_name = "default";
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+
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+ // get the shader color def that matches this EggTexture
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+ // Asad: optimizing uvset: to discard unused uvsets. This for
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+ // loop figures out which ones are unused.
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+ //
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+ MayaShaderColorDef *color_def = NULL;
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+ bool found = false;
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+ if (shader != (MayaShader *)NULL) {
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+ for (size_t tj = 0; tj < shader->_color.size(); ++tj) {
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color_def = shader->get_color_def(tj);
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if (color_def->_uvset_name == colordef_uv_name) {
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if (mayaegg_cat.is_debug()) {
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@@ -1973,36 +1984,46 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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break;
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}
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}
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- // if uvset is not used don't add it to the vertex
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- if (!found && !keep_all_uvsets) {
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- if (mayaegg_cat.is_spam()) {
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- mayaegg_cat.spam() << "discarding unused uvset " << uvset_name << endl;
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+
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+ if (!found && shader->_transparency._uvset_name == colordef_uv_name) {
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+ if (mayaegg_cat.is_debug()) {
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+ mayaegg_cat.debug() << "matched colordef to transparency\n";
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}
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- continue;
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+ color_def = &shader->_transparency;
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+ found = true;
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}
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+ }
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- if (mayaegg_cat.is_debug()) {
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- mayaegg_cat.debug() << "color_def->uvset_name :" << color_def->_uvset_name << endl;
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+ // if uvset is not used don't add it to the vertex
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+ if (!found && !keep_all_uvsets) {
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+ if (mayaegg_cat.is_spam()) {
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+ mayaegg_cat.spam() << "discarding unused uvset " << uvset_name << endl;
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}
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- if (color_def->has_projection()) {
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- // If the shader has a projection, use it instead of the
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- // polygon's built-in UV's.
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- vert.set_uv(colordef_uv_name,
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- color_def->project_uv(p3d, centroid));
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- } else {
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- // Get the UV's from the polygon.
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- float2 uvs;
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- MString uv_mstring(uvset_name.c_str());
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- if (pi.hasUVs(uv_mstring, &status)) {
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- status = pi.getUV(i, uvs, &uv_mstring);
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- if (!status) {
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- status.perror("MItMeshPolygon::getUV");
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- } else {
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- // apply upto 1/1000th precision
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- uvs[0] = (double)((long)(uvs[0]*1000))/1000.0;
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- uvs[1] = (double)((long)(uvs[1]*1000))/1000.0;
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- vert.set_uv(colordef_uv_name, TexCoordd(uvs[0], uvs[1]));
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- }
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+ continue;
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+ }
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+ nassertv(color_def != (MayaShaderColorDef *)NULL);
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+
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+ if (mayaegg_cat.is_debug()) {
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+ mayaegg_cat.debug() << "color_def->uvset_name :" << color_def->_uvset_name << endl;
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+ }
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+ if (color_def->has_projection()) {
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+ // If the shader has a projection, use it instead of the
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+ // polygon's built-in UV's.
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+ vert.set_uv(colordef_uv_name,
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+ color_def->project_uv(p3d, centroid));
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+ } else {
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+ // Get the UV's from the polygon.
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+ float2 uvs;
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+ MString uv_mstring(uvset_name.c_str());
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+ if (pi.hasUVs(uv_mstring, &status)) {
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+ status = pi.getUV(i, uvs, &uv_mstring);
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+ if (!status) {
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+ status.perror("MItMeshPolygon::getUV");
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+ } else {
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+ // apply upto 1/1000th precision
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+ uvs[0] = (double)((long)(uvs[0]*1000))/1000.0;
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+ uvs[1] = (double)((long)(uvs[1]*1000))/1000.0;
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+ vert.set_uv(colordef_uv_name, TexCoordd(uvs[0], uvs[1]));
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}
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}
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}
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@@ -2070,9 +2091,8 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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}
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}
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}
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-
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+
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pi.next();
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-
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}
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if (mayaegg_cat.is_spam()) {
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mayaegg_cat.spam() << "done traversing polys" << endl;
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@@ -2646,6 +2666,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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fullpath, outpath);
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tex.set_filename(outpath);
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tex.set_fullpath(fullpath);
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+ tex.set_format(EggTexture::F_alpha);
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apply_texture_properties(tex, trans_def);
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}
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@@ -2660,9 +2681,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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_textures.create_unique_texture(tex, ~0);
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if (pi) {
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- // Asad: let the primitive add the texture, don't worry about the coord
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if (uvset_name.find("not found") == -1) {
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- //if (pi->hasUVs(MString(uvset_name.c_str()))) {
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primitive.add_texture(new_tex);
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if (uvset_name == "map1") // this is the name to look up by in maya
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color_def->_uvset_name.assign("default");
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