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@@ -179,10 +179,10 @@ def hasUniqueName(o, class_id):
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object_name = o.GetName()
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object_id = o.GetUniqueID()
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- object_count = scene.GetSrcObjectCount(class_id)
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+ object_count = scene.GetSrcObjectCount(FbxCriteria.ObjectType(class_id))
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for i in range(object_count):
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- other = scene.GetSrcObject(class_id, i)
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+ other = scene.GetSrcObject(FbxCriteria.ObjectType(class_id), i)
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other_id = other.GetUniqueID()
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other_name = other.GetName()
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@@ -297,21 +297,21 @@ def generate_texture_bindings(material_property, material_params):
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if material_property.IsValid():
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#Here we have to check if it's layeredtextures, or just textures:
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- layered_texture_count = material_property.GetSrcObjectCount(FbxLayeredTexture.ClassId)
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+ layered_texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId))
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if layered_texture_count > 0:
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for j in range(layered_texture_count):
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- layered_texture = material_property.GetSrcObject(FbxLayeredTexture.ClassId, j)
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- texture_count = layered_texture.GetSrcObjectCount(FbxTexture.ClassId)
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+ layered_texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId), j)
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+ texture_count = layered_texture.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
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for k in range(texture_count):
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- texture = layered_texture.GetSrcObject(FbxTexture.ClassId,k)
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+ texture = layered_texture.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),k)
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if texture:
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texture_id = getTextureName(texture, True)
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material_params[binding_types[str(material_property.GetName())]] = texture_id
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else:
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# no layered texture simply get on the property
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- texture_count = material_property.GetSrcObjectCount(FbxTexture.ClassId)
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+ texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
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for j in range(texture_count):
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- texture = material_property.GetSrcObject(FbxTexture.ClassId,j)
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+ texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),j)
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if texture:
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texture_id = getTextureName(texture, True)
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material_params[binding_types[str(material_property.GetName())]] = texture_id
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@@ -481,9 +481,9 @@ def generate_material_dict(scene):
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material_dict = {}
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# generate all materials for this scene
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- material_count = scene.GetSrcObjectCount(FbxSurfaceMaterial.ClassId)
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+ material_count = scene.GetSrcObjectCount(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId))
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for i in range(material_count):
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- material = scene.GetSrcObject(FbxSurfaceMaterial.ClassId, i)
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+ material = scene.GetSrcObject(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId), i)
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material_object = generate_material_object(material)
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material_name = getMaterialName(material)
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material_dict[material_name] = material_object
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@@ -565,22 +565,22 @@ def replace_OutFolder2inFolder(url):
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def extract_material_textures(material_property, texture_dict):
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if material_property.IsValid():
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#Here we have to check if it's layeredtextures, or just textures:
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- layered_texture_count = material_property.GetSrcObjectCount(FbxLayeredTexture.ClassId)
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+ layered_texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId))
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if layered_texture_count > 0:
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for j in range(layered_texture_count):
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- layered_texture = material_property.GetSrcObject(FbxLayeredTexture.ClassId, j)
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- texture_count = layered_texture.GetSrcObjectCount(FbxTexture.ClassId)
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+ layered_texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxLayeredTexture.ClassId), j)
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+ texture_count = layered_texture.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
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for k in range(texture_count):
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- texture = layered_texture.GetSrcObject(FbxTexture.ClassId,k)
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+ texture = layered_texture.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),k)
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if texture:
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texture_object = generate_texture_object(texture)
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texture_name = getTextureName( texture, True )
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texture_dict[texture_name] = texture_object
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else:
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# no layered texture simply get on the property
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- texture_count = material_property.GetSrcObjectCount(FbxTexture.ClassId)
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+ texture_count = material_property.GetSrcObjectCount(FbxCriteria.ObjectType(FbxTexture.ClassId))
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for j in range(texture_count):
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- texture = material_property.GetSrcObject(FbxTexture.ClassId,j)
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+ texture = material_property.GetSrcObject(FbxCriteria.ObjectType(FbxTexture.ClassId),j)
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if texture:
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texture_object = generate_texture_object(texture)
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texture_name = getTextureName( texture, True )
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@@ -591,9 +591,9 @@ def extract_textures_from_node(node, texture_dict):
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mesh = node.GetNodeAttribute()
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#for all materials attached to this mesh
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- material_count = mesh.GetNode().GetSrcObjectCount(FbxSurfaceMaterial.ClassId)
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+ material_count = mesh.GetNode().GetSrcObjectCount(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId))
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for material_index in range(material_count):
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- material = mesh.GetNode().GetSrcObject(FbxSurfaceMaterial.ClassId, material_index)
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+ material = mesh.GetNode().GetSrcObject(FbxCriteria.ObjectType(FbxSurfaceMaterial.ClassId), material_index)
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#go through all the possible textures types
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if material:
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