Added option to convert lights to locators
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9f896821e7
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@ -101,6 +101,7 @@ MayaToEggConverter(const string &program_name) :
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_round_uvs = false;
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_legacy_shader = false;
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_convert_cameras = false;
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_convert_lights = false;
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_transform_type = TT_model;
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}
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@ -127,6 +128,7 @@ MayaToEggConverter(const MayaToEggConverter ©) :
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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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_convert_cameras(copy._convert_cameras),
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_convert_lights(copy._convert_lights),
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_round_uvs(copy._round_uvs),
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_legacy_shader(copy._legacy_shader),
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_transform_type(copy._transform_type)
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@ -837,6 +839,9 @@ convert_hierarchy(EggGroupNode *egg_root) {
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if (_convert_cameras) {
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mayaegg_cat.info() << "will convert camera nodes to locators" << endl;
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}
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if (_convert_lights) {
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mayaegg_cat.info() << "will convert light nodes to locators" << endl;
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}
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// give some feedback about whether special options are on
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if (_legacy_shader) {
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mayaegg_cat.info() << "will disable modern Phong shader path. using legacy" << endl;
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@ -964,11 +969,40 @@ process_model_node(MayaNodeDesc *node_desc) {
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}
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} else if (dag_path.hasFn(MFn::kLight)) {
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug()
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<< "Ignoring light node " << path
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<< "\n";
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}
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if (_convert_lights) {
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MFnLight light (dag_path, &status);
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if ( !status ) {
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status.perror("MFnLight constructor");
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return false;
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}
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EggGroup *egg_group = _tree.get_egg_group(node_desc);
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.warning() << "Saving light node as a locator: " << path << endl;
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}
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if (node_desc->is_tagged()) {
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// Presumably, the lighht's position has some meaning to the
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// end-user, so we will implicitly tag it with the DCS flag so it
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// won't get flattened out.
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if (_animation_convert != AC_model) {
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// For now, don't set the DCS flag on lights within
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// character models, since egg-optchar doesn't understand
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// this. Perhaps there's no reason to ever change this, since
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// lights within character models may not be meaningful.
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egg_group->set_dcs_type(EggGroup::DC_net);
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}
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get_transform(node_desc, dag_path, egg_group);
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make_light_locator(dag_path, dag_node, egg_group);
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} else {
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug()
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<< "Ignoring light node " << path
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<< "\n";
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}
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}
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}
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MFnLight light (dag_path, &status);
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if ( !status ) {
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@ -976,9 +1010,9 @@ process_model_node(MayaNodeDesc *node_desc) {
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mayaegg_cat.error() << "light extraction failed" << endl;
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return false;
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}
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mayaegg_cat.debug() << "-- Light found -- tranlations in cm, rotations in rads\n";
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mayaegg_cat.info() << "-- Light found -- tranlations in cm, rotations in rads\n";
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mayaegg_cat.debug() << "\"" << dag_path.partialPathName() << "\" : \n";
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mayaegg_cat.info() << "\"" << dag_path.partialPathName() << "\" : \n";
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// Get the translation/rotation/scale data
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MObject transformNode = dag_path.transform(&status);
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@ -1003,18 +1037,18 @@ process_model_node(MayaNodeDesc *node_desc) {
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tl.z = 0;
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}
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// We swap Y and Z in the next few bits cuz Panda is Z-up by default and Maya is Y-up
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mayaegg_cat.debug() << " \"translation\" : (" << tl.x << ", " << tl.z << ", " << tl.y << ")"
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mayaegg_cat.info() << " \"translation\" : (" << tl.x << ", " << tl.z << ", " << tl.y << ")"
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<< endl;
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double threeDoubles[3];
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MTransformationMatrix::RotationOrder rOrder;
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matrix.getRotation (threeDoubles, rOrder, MSpace::kWorld);
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mayaegg_cat.debug() << " \"rotation\": ("
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mayaegg_cat.info() << " \"rotation\": ("
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<< threeDoubles[0] << ", "
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<< threeDoubles[2] << ", "
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<< threeDoubles[1] << ")\n";
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matrix.getScale (threeDoubles, MSpace::kWorld);
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mayaegg_cat.debug() << " \"scale\" : ("
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mayaegg_cat.info() << " \"scale\" : ("
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<< threeDoubles[0] << ", "
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<< threeDoubles[2] << ", "
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<< threeDoubles[1] << ")\n";
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@ -1022,12 +1056,12 @@ process_model_node(MayaNodeDesc *node_desc) {
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// Extract some interesting Light data
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MColor color;
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color = light.color();
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mayaegg_cat.debug() << " \"color\" : ("
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mayaegg_cat.info() << " \"color\" : ("
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<< color.r << ", "
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<< color.g << ", "
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<< color.b << ")\n";
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color = light.shadowColor();
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mayaegg_cat.debug() << " \"intensity\" : " << light.intensity() << endl;
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mayaegg_cat.info() << " \"intensity\" : " << light.intensity() << endl;
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} else if (dag_path.hasFn(MFn::kNurbsSurface)) {
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EggGroup *egg_group = _tree.get_egg_group(node_desc);
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@ -2322,7 +2356,7 @@ make_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::make_locator
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// Function: MayaToEggConverter::make_camera_locator
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// Access: Private
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// Description: Locators are used in Maya to indicate a particular
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// position in space to the user or the modeler. We
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@ -2365,6 +2399,62 @@ make_camera_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::make_light_locator
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// Access: Private
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// Description: Locators are used in Maya to indicate a particular
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// position in space to the user or the modeler. We
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// represent that in egg with an ordinary Group node,
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// which we transform by the locator's position, so that
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// the indicated point becomes the origin at this node
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// and below.
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////////////////////////////////////////////////////////////////////
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void MayaToEggConverter::
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make_light_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
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EggGroup *egg_group) {
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MStatus status;
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unsigned int num_children = dag_node.childCount();
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MObject locator;
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bool found_alight = false;
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bool found_dlight = false;
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bool found_plight = false;
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for (unsigned int ci = 0; ci < num_children && !found_alight && !found_dlight && !found_plight; ci++) {
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locator = dag_node.child(ci);
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found_alight = (locator.apiType() == MFn::kAmbientLight);
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found_dlight = (locator.apiType() == MFn::kDirectionalLight);
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found_plight = (locator.apiType() == MFn::kPointLight);
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}
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if (!found_alight && !found_dlight && !found_plight) {
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mayaegg_cat.error()
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<< "Couldn't find light within locator node "
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<< dag_path.fullPathName().asChar() << "\n";
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return;
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}
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LPoint3d p3d;
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// We need to convert the position to world coordinates. For some
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// reason, Maya can only tell it to us in local coordinates.
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MMatrix mat = dag_path.inclusiveMatrix(&status);
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if (!status) {
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status.perror("Can't get coordinate space for light");
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return;
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}
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LMatrix4d n2w(mat[0][0], mat[0][1], mat[0][2], mat[0][3],
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mat[1][0], mat[1][1], mat[1][2], mat[1][3],
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mat[2][0], mat[2][1], mat[2][2], mat[2][3],
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mat[3][0], mat[3][1], mat[3][2], mat[3][3]);
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p3d = p3d * n2w;
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// Now convert the locator point into the group's space.
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p3d = p3d * egg_group->get_node_frame_inv();
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egg_group->add_translate3d(p3d);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::get_vertex_weights
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// Access: Private
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@ -2722,14 +2812,14 @@ set_shader_legacy(EggPrimitive &primitive, const MayaShader &shader,
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}
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if (color_def->_has_texture || trans_def._has_texture) {
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EggTexture tex(shader.get_name(), "");
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug() << "got shader name:" << shader.get_name() << endl;
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mayaegg_cat.debug() << "ssa:texture name[" << i << "]: " << color_def->_texture_name << endl;
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if (mayaegg_cat.is_spam()) {
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mayaegg_cat.spam() << "got shader name:" << shader.get_name() << endl;
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mayaegg_cat.spam() << "ssa:texture name[" << i << "]: " << color_def->_texture_name << endl;
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}
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string uvset_name = _shaders.find_uv_link(color_def->_texture_name);
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug() << "ssa:corresponding uvset name is " << uvset_name << endl;
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if (mayaegg_cat.is_spam()) {
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mayaegg_cat.spam() << "ssa:corresponding uvset name is " << uvset_name << endl;
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}
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if (color_def->_has_texture) {
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@ -141,6 +141,8 @@ private:
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EggGroup *egg_group);
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void make_camera_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
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EggGroup *egg_group);
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void make_light_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
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EggGroup *egg_group);
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bool get_vertex_weights(const MDagPath &dag_path, const MFnMesh &mesh,
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pvector<EggGroup *> &joints, MFloatArray &weights);
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bool get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
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@ -194,6 +196,7 @@ public:
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bool _always_show_vertex_color;
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bool _keep_all_uvsets;
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bool _convert_cameras;
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bool _convert_lights;
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bool _round_uvs;
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bool _legacy_shader;
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@ -107,6 +107,11 @@ MayaToEgg() :
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"Convert all camera nodes to locators. Will preserve position and rotation.",
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&MayaToEgg::dispatch_none, &_convert_cameras);
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add_option
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("convert-lights", "", 0,
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"Convert all light nodes to locators. Will preserve position and rotation only.",
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&MayaToEgg::dispatch_none, &_convert_lights);
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add_option
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("keep-uvs", "", 0,
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"Convert all UV sets on all vertices, even those that do not appear "
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@ -248,6 +253,7 @@ run() {
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converter._always_show_vertex_color = !_suppress_vertex_color;
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converter._keep_all_uvsets = _keep_all_uvsets;
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converter._convert_cameras = _convert_cameras;
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converter._convert_lights = _convert_lights;
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converter._round_uvs = _round_uvs;
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converter._transform_type = _transform_type;
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converter._legacy_shader = _legacy_shader;
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@ -39,6 +39,7 @@ protected:
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bool _suppress_vertex_color;
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bool _keep_all_uvsets;
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bool _convert_cameras;
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bool _convert_lights;
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bool _round_uvs;
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bool _legacy_shader;
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bool _legacy_copytex;
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