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Make small improvements to FBXSerializer code changes
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2 changed files with 37 additions and 43 deletions
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@ -1263,13 +1263,11 @@ HFMModel* FBXSerializer::extractHFMModel(const hifi::VariantHash& mapping, const
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// convert the models to joints
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hfmModel.hasSkeletonJoints = false;
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// Note that these transform nodes are initially defined in world space
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bool needMixamoHack = hfmModel.applicationName == "mixamo.com";
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hfmModel.transforms.reserve(modelIDs.size());
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std::vector<glm::mat4> globalTransforms;
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globalTransforms.reserve(modelIDs.size());
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int jointIndex = 0;
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for (const QString& modelID : modelIDs) {
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const FBXModel& fbxModel = fbxModels[modelID];
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HFMJoint joint;
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@ -1378,13 +1376,8 @@ HFMModel* FBXSerializer::extractHFMModel(const hifi::VariantHash& mapping, const
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transformNode.transform = Transform(localTransform);
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globalTransforms.push_back(globalTransform);
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hfmModel.transforms.push_back(transformNode);
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++jointIndex;
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}
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// NOTE: shapeVertices are in joint-frame
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hfmModel.shapeVertices.resize(std::max((size_t)1, hfmModel.joints.size()) );
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hfmModel.bindExtents.reset();
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hfmModel.meshExtents.reset();
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@ -1482,35 +1475,37 @@ HFMModel* FBXSerializer::extractHFMModel(const hifi::VariantHash& mapping, const
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}
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// For FBX_DRACO_MESH_VERSION < 2, or unbaked models, get materials from the partMaterialTextures
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int materialIndex = 0;
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int textureIndex = 0;
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QList<QString> children = _connectionChildMap.values(modelID);
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for (int i = children.size() - 1; i >= 0; i--) {
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const QString& childID = children.at(i);
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if (_hfmMaterials.contains(childID)) {
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// the pure material associated with this part
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const HFMMaterial& material = _hfmMaterials.value(childID);
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for (int j = 0; j < partMaterialTextures.size(); j++) {
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if (partMaterialTextures.at(j).first == materialIndex) {
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hfm::Shape& shape = partShapes[j];
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shape.material = materialNameToID[material.materialID.toStdString()];
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if (!partMaterialTextures.empty()) {
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int materialIndex = 0;
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int textureIndex = 0;
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QList<QString> children = _connectionChildMap.values(modelID);
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for (int i = children.size() - 1; i >= 0; i--) {
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const QString& childID = children.at(i);
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if (_hfmMaterials.contains(childID)) {
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// the pure material associated with this part
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const HFMMaterial& material = _hfmMaterials.value(childID);
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for (int j = 0; j < partMaterialTextures.size(); j++) {
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if (partMaterialTextures.at(j).first == materialIndex) {
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hfm::Shape& shape = partShapes[j];
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shape.material = materialNameToID[material.materialID.toStdString()];
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}
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}
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}
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materialIndex++;
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} else if (_textureFilenames.contains(childID)) {
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// NOTE (Sabrina 2019/01/11): getTextures now takes in the materialID as a second parameter, because FBX material nodes can sometimes have uv transform information (ex: "Maya|uv_scale")
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// I'm leaving the second parameter blank right now as this code may never be used.
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HFMTexture texture = getTexture(childID, "");
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for (int j = 0; j < partMaterialTextures.size(); j++) {
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int partTexture = partMaterialTextures.at(j).second;
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if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) {
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// TODO: DO something here that replaces this legacy code
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// Maybe create a material just for this part with the correct textures?
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// material.albedoTexture = texture;
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// partShapes[j].material = materialIndex;
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materialIndex++;
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} else if (_textureFilenames.contains(childID)) {
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// NOTE (Sabrina 2019/01/11): getTextures now takes in the materialID as a second parameter, because FBX material nodes can sometimes have uv transform information (ex: "Maya|uv_scale")
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// I'm leaving the second parameter blank right now as this code may never be used.
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HFMTexture texture = getTexture(childID, "");
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for (int j = 0; j < partMaterialTextures.size(); j++) {
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int partTexture = partMaterialTextures.at(j).second;
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if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) {
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// TODO: DO something here that replaces this legacy code
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// Maybe create a material just for this part with the correct textures?
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// material.albedoTexture = texture;
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// partShapes[j].material = materialIndex;
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}
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}
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textureIndex++;
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}
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textureIndex++;
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}
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}
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// For baked models with FBX_DRACO_MESH_VERSION >= 2, get materials from extracted.materialIDPerMeshPart
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@ -369,6 +369,11 @@ ExtractedMesh FBXSerializer::extractMesh(const FBXNode& object, unsigned int& me
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}
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}
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if (dracoMeshNodeVersion >= 2) {
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// Define the materialIDs now
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data.extracted.materialIDPerMeshPart = dracoMaterialList;
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}
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// load the draco mesh from the FBX and create a draco::Mesh
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draco::Decoder decoder;
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draco::DecoderBuffer decodedBuffer;
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@ -467,8 +472,6 @@ ExtractedMesh FBXSerializer::extractMesh(const FBXNode& object, unsigned int& me
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}
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}
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ExtractedMesh& extracted = data.extracted;
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extracted.materialIDPerMeshPart.resize(dracoMaterialList.size());
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for (uint32_t i = 0; i < dracoMesh->num_faces(); ++i) {
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// grab the material ID and texture ID for this face, if we have it
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auto& dracoFace = dracoMesh->face(draco::FaceIndex(i));
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@ -489,18 +492,14 @@ ExtractedMesh FBXSerializer::extractMesh(const FBXNode& object, unsigned int& me
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int& partIndexPlusOne = materialTextureParts[materialTexture];
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if (partIndexPlusOne == 0) {
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data.extracted.mesh.parts.resize(data.extracted.mesh.parts.size() + 1);
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HFMMeshPart& part = extracted.mesh.parts.back();
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HFMMeshPart& part = data.extracted.mesh.parts.back();
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// Figure out what material this part is
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if (dracoMeshNodeVersion >= 2) {
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// Define the materialID now
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if (materialID < dracoMaterialList.size()) {
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extracted.materialIDPerMeshPart[materialID] = dracoMaterialList[materialID];
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}
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} else {
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// Figure out if this is the older way of defining the per-part material for baked FBX
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if (dracoMeshNodeVersion < 2) {
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// Define the materialID later, based on the order of first appearance of the materials in the _connectionChildMap
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data.extracted.partMaterialTextures.append(materialTexture);
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}
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// in dracoMeshNodeVersion >= 2, fbx meshes have their per-part materials already defined in data.extracted.materialIDPerMeshPart
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partIndexPlusOne = (int)data.extracted.mesh.parts.size();
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}
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