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Correction on FBX material texture UV index
(keep the previous method for "allMaterials" option, this should be change too since the materials indexes used are not the good ones, or just remove the object / material test

arkeon hace 11 años
padre
commit
b2ac7b878f
Se han modificado 2 ficheros con 112 adiciones y 63 borrados
  1. 111 62
      code/FBXConverter.cpp
  2. 1 1
      code/FBXImportSettings.h

+ 111 - 62
code/FBXConverter.cpp

@@ -121,7 +121,7 @@ public:
 				if(mat) {
 
 					if (materials_converted.find(mat) == materials_converted.end()) {
-						ConvertMaterial(*mat);
+						ConvertMaterial(*mat, 0);
 					}
 				}
 			}
@@ -1381,7 +1381,7 @@ private:
 			return;
 		}
 
-		out->mMaterialIndex = ConvertMaterial(*mat);	
+		out->mMaterialIndex = ConvertMaterial(*mat, &geo);	
 		materials_converted[mat] = out->mMaterialIndex;
 	}
 
@@ -1411,7 +1411,7 @@ private:
 
 	// ------------------------------------------------------------------------------------------------
 	// Material -> aiMaterial
-	unsigned int ConvertMaterial(const Material& material)
+	unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh)
 	{
 		const PropertyTable& props = material.Props();
 
@@ -1440,8 +1440,8 @@ private:
 		SetShadingPropertiesCommon(out_mat,props);
 	
 		// texture assignments
-		SetTextureProperties(out_mat,material.Textures());
-		SetTextureProperties(out_mat,material.LayeredTextures());
+		SetTextureProperties(out_mat,material.Textures(), mesh);
+		SetTextureProperties(out_mat,material.LayeredTextures(), mesh);
 
 		return static_cast<unsigned int>(materials.size() - 1);
 	}
@@ -1450,7 +1450,7 @@ private:
 	// ------------------------------------------------------------------------------------------------
 	void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, 
 		const std::string& propName, 
-		aiTextureType target)
+		aiTextureType target, const MeshGeometry* const mesh)
 	{
 		TextureMap::const_iterator it = textures.find(propName);
 		if(it == textures.end()) {
@@ -1495,18 +1495,48 @@ private:
 						std::find(materials.begin(),materials.end(),out_mat)
 					));
 
-					uvIndex = -1;
-					BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
-						const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
-						if(!mesh) {
-							continue;
-						}
-
-						const MatIndexArray& mats = mesh->GetMaterialIndices();
-						if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
-							continue;
-						}
 
+          uvIndex = -1;
+          if (!mesh)
+          {					
+					  BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
+						  const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
+						  if(!mesh) {
+							  continue;
+						  }
+
+						  const MatIndexArray& mats = mesh->GetMaterialIndices();
+						  if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
+							  continue;
+						  }
+
+						  int index = -1;
+						  for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+							  if(mesh->GetTextureCoords(i).empty()) {
+								  break;
+							  }
+							  const std::string& name = mesh->GetTextureCoordChannelName(i);
+							  if(name == uvSet) {
+								  index = static_cast<int>(i);
+								  break;
+							  }
+						  }
+						  if(index == -1) {
+							  FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
+							  continue;
+						  }
+
+						  if(uvIndex == -1) {
+							  uvIndex = index;
+						  }
+						  else {
+							  FBXImporter::LogWarn("the UV channel named " + uvSet + 
+								  " appears at different positions in meshes, results will be wrong");
+						  }
+					  }
+          }
+          else
+          {
 						int index = -1;
 						for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
 							if(mesh->GetTextureCoords(i).empty()) {
@@ -1520,17 +1550,12 @@ private:
 						}
 						if(index == -1) {
 							FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
-							continue;
 						}
 
 						if(uvIndex == -1) {
 							uvIndex = index;
 						}
-						else {
-							FBXImporter::LogWarn("the UV channel named " + uvSet + 
-								" appears at different positions in meshes, results will be wrong");
-						}
-					}
+          }
 
 					if(uvIndex == -1) {
 						FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
@@ -1546,7 +1571,7 @@ private:
 	// ------------------------------------------------------------------------------------------------
 	void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, 
 		const std::string& propName, 
-		aiTextureType target)
+		aiTextureType target, const MeshGeometry* const mesh)
 	{
 		LayeredTextureMap::const_iterator it = layeredTextures.find(propName);
 		if(it == layeredTextures.end()) {
@@ -1590,18 +1615,47 @@ private:
 					std::find(materials.begin(),materials.end(),out_mat)
 					));
 
-				uvIndex = -1;
-				BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
-					const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
-					if(!mesh) {
-						continue;
-					}
+			  uvIndex = -1;
+        if (!mesh)
+        {					
+					BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
+						const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
+						if(!mesh) {
+							continue;
+						}
 
-					const MatIndexArray& mats = mesh->GetMaterialIndices();
-					if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
-						continue;
-					}
+						const MatIndexArray& mats = mesh->GetMaterialIndices();
+						if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
+							continue;
+						}
 
+						int index = -1;
+						for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+							if(mesh->GetTextureCoords(i).empty()) {
+								break;
+							}
+							const std::string& name = mesh->GetTextureCoordChannelName(i);
+							if(name == uvSet) {
+								index = static_cast<int>(i);
+								break;
+							}
+						}
+						if(index == -1) {
+							FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
+							continue;
+						}
+
+						if(uvIndex == -1) {
+							uvIndex = index;
+						}
+						else {
+							FBXImporter::LogWarn("the UV channel named " + uvSet + 
+								" appears at different positions in meshes, results will be wrong");
+						}
+					}
+        }
+        else
+        {
 					int index = -1;
 					for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
 						if(mesh->GetTextureCoords(i).empty()) {
@@ -1615,17 +1669,12 @@ private:
 					}
 					if(index == -1) {
 						FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
-						continue;
 					}
 
 					if(uvIndex == -1) {
 						uvIndex = index;
 					}
-					else {
-						FBXImporter::LogWarn("the UV channel named " + uvSet + 
-							" appears at different positions in meshes, results will be wrong");
-					}
-				}
+        }
 
 				if(uvIndex == -1) {
 					FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
@@ -1638,33 +1687,33 @@ private:
 	}
 
 	// ------------------------------------------------------------------------------------------------
-	void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
+	void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh)
 	{
-		TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE);
-		TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT);
-		TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE);
-		TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR);
-		TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY);
-		TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION);
-		TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT);
-		TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS);
-		TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT);
-		TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS);
+		TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
+		TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh);
+		TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
+		TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh);
+		TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh);
+		TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
+		TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
+		TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh);
+		TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT, mesh);
+		TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh);
 	}
 
 	// ------------------------------------------------------------------------------------------------
-	void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures)
+	void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
 	{
-		TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE);
-		TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT);
-		TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE);
-		TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR);
-		TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY);
-		TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION);
-		TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT);
-		TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS);
-		TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT);
-		TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS);
+		TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh);
+		TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh);
 	}
 
 

+ 1 - 1
code/FBXImportSettings.h

@@ -53,7 +53,7 @@ struct ImportSettings
 	ImportSettings()
 		: strictMode(true)
 		, readAllLayers(true)
-		, readAllMaterials()
+		, readAllMaterials(false)
 		, readMaterials(true)
 		, readCameras(true)
 		, readLights(true)