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@@ -90,6 +90,12 @@ MayaToEggServer() :
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"0.0; 0.444 becomes 0.44; 0.778 becomes 0.78.",
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&MayaToEggServer::dispatch_none, &_round_uvs);
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+ add_option
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+ ("copytex","dir",0,
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+ "copy the textures to a ""Textures"" sub directory relative to the written out egg file."
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+ """dir"" is a sub directory in the same format as those used by -pr, etc." ,
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+ &MayaToEggServer::dispatch_filename, &_texture_copy, &_texture_out_dir);
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+
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add_option
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("trans", "type", 0,
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"Specifies which transforms in the Maya file should be converted to "
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@@ -148,6 +154,12 @@ MayaToEggServer() :
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"Increase verbosity. More v's means more verbose.",
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&MayaToEggServer::dispatch_count, NULL, &_verbose);
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+ add_option
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+ ("legacy-shaders", "", 0,
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+ "Use this flag to turn off modern (Phong) shader generation"
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+ "and treat all shaders as if they were Lamberts (legacy).",
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+ &MayaToEggServer::dispatch_none, &_legacy_shader);
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+
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// Unfortunately, the Maya API doesn't allow us to differentiate
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// between relative and absolute pathnames--everything comes out as
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// an absolute pathname, even if it is stored in the Maya file as a
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@@ -211,6 +223,11 @@ run() {
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// directory.
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if (_got_output_filename) {
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_output_filename.make_absolute();
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+ //conjunct the relative output path with output file's dir weifengh
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+ if (_texture_out_dir.is_local()) {
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+ Filename tempdir = _output_filename.get_dirname() + "/";
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+ _texture_out_dir = tempdir + _texture_out_dir;
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+ }
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}
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// So our relative path names come out correctly
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@@ -226,6 +243,9 @@ run() {
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converter._keep_all_uvsets = _keep_all_uvsets;
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converter._round_uvs = _round_uvs;
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converter._transform_type = _transform_type;
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+ converter._texture_copy = _texture_copy;
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+ converter._texture_out_dir = _texture_out_dir;
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+ converter._legacy_shader = _legacy_shader;
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vector_string::const_iterator si;
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if (!_subroots.empty()) {
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@@ -301,12 +321,18 @@ run() {
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_force_joints.clear();
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_got_transform = false;
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_transform = LMatrix4d::ident_mat();
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+ _normals_mode = NM_preserve;
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+ _normals_threshold = 0.0;
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+ _got_tbnall = false;
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+ _got_tbnauto = false;
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+ _got_transform = false;
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+ _coordinate_system = CS_yup_right;
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+ _noabs = false;
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_program_args.clear();
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_data->clear();
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_animation_convert = AC_none;
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_character_name = "";
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dummy->clear();
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-
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}
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////////////////////////////////////////////////////////////////////
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