fixes to maya2egg

This commit is contained in:
David Rose 2006-11-08 23:17:31 +00:00
parent ea1386b007
commit 35356701f9
5 changed files with 92 additions and 61 deletions

View File

@ -333,7 +333,10 @@ get_egg_group(MayaNodeDesc *node_desc) {
nassertr(node_desc->_parent != (MayaNodeDesc *)NULL, NULL);
egg_group = new EggGroup(node_desc->get_name());
if (node_desc->is_joint()) {
egg_group->set_group_type(EggGroup::GT_joint);
if (_converter->get_animation_convert() == AC_model ||
_converter->get_animation_convert() == AC_both) {
egg_group->set_group_type(EggGroup::GT_joint);
}
}
MayaEggGroupUserData *parent_user_data = NULL;

View File

@ -96,6 +96,7 @@ MayaToEggConverter(const string &program_name) :
_polygon_tolerance = 0.01;
_respect_maya_double_sided = maya_default_double_sided;
_always_show_vertex_color = maya_default_vertex_color;
_keep_all_uvsets = false;
_transform_type = TT_model;
}
@ -118,6 +119,7 @@ MayaToEggConverter(const MayaToEggConverter &copy) :
_polygon_tolerance(copy._polygon_tolerance),
_respect_maya_double_sided(copy._respect_maya_double_sided),
_always_show_vertex_color(copy._always_show_vertex_color),
_keep_all_uvsets(copy._keep_all_uvsets),
_transform_type(copy._transform_type)
{
}
@ -454,6 +456,8 @@ convert_maya() {
}
} else {
// This call makes every node a potential joint; but it does not
// necessarily force nodes to be joints.
_tree.tag_joint_all();
}
}
@ -1819,10 +1823,10 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
}
}
//bool keep_all_uvsets = egg_group->has_object_type("keep-all-uvsets");
bool keep_all_uvsets = node_desc->has_object_type("keep-all-uvsets");
if (keep_all_uvsets)
bool keep_all_uvsets = _keep_all_uvsets || node_desc->has_object_type("keep-all-uvsets");
if (keep_all_uvsets) {
mayaegg_cat.info() << "will keep_all_uvsets" << endl;
}
MStringArray maya_uvset_names;
status = mesh.getUVSetNames(maya_uvset_names);
@ -1850,6 +1854,10 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
}
_tex_names.push_back(t_n);
}
if (mayaegg_cat.is_spam()) {
mayaegg_cat.spam()
<< "done scanning uvs\n";
}
while (!pi.isDone()) {
EggPolygon *egg_poly = new EggPolygon;
@ -1873,12 +1881,12 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
shader = default_shader;
}
const MayaShaderColorDef *color_def = NULL;
const MayaShaderColorDef *default_color_def = NULL;
// And apply the shader properties to the polygon.
if (shader != (MayaShader *)NULL) {
set_shader_attributes(*egg_poly, *shader, &pi);
color_def = shader->get_color_def();
default_color_def = shader->get_color_def();
}
// Should we extract the color from the vertices? Normally, in
@ -1894,8 +1902,8 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
// Furthermore, if _always_show_vertex_color is true, we pretend
// that the "vertex-color" flag is always set.
bool ignore_vertex_color = false;
if ( color_def != (MayaShaderColorDef *)NULL) {
ignore_vertex_color = color_def->_has_texture && !(egg_vertex_color || _always_show_vertex_color);
if ( default_color_def != (MayaShaderColorDef *)NULL) {
ignore_vertex_color = default_color_def->_has_texture && !(egg_vertex_color || _always_show_vertex_color);
}
Colorf poly_color(1.0f, 1.0f, 1.0f, 1.0f);
@ -1912,7 +1920,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
long i;
LPoint3d centroid(0.0, 0.0, 0.0);
if (color_def != (MayaShaderColorDef *)NULL && color_def->has_projection()) {
if (default_color_def != (MayaShaderColorDef *)NULL && default_color_def->has_projection()) {
// If the shader has a projection, we may need to compute the
// polygon's centroid to avoid seams at the edges.
for (i = 0; i < num_verts; i++) {
@ -1942,28 +1950,31 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
}
string uvset_name("");
if (color_def != (MayaShaderColorDef *)NULL && color_def->_has_texture) {
// Go thru all the texture references for this primitive and set uvs
if (mayaegg_cat.is_debug()) {
// Go thru all the texture references for this primitive and set uvs
if (mayaegg_cat.is_debug()) {
if (shader != (MayaShader *)NULL) {
mayaegg_cat.debug() << "shader->_color.size is " << shader->_color.size() << endl;
mayaegg_cat.debug() << "primitive->tref.size is " << egg_poly->get_num_textures() << endl;
}
for (size_t ti=0; ti< _uvset_names.size(); ++ti) {
// get the eggTexture pointer
string colordef_uv_name = uvset_name= _uvset_names[ti];
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug() << "--uvset_name :" << uvset_name << endl;
}
if (uvset_name == "map1") // this is the name to look up by in maya
colordef_uv_name = "default";
// get the shader color def that matches this EggTexture
// Asad: optimizing uvset: to discard unused uvsets. This for
// loop figures out which ones are unused.
//
bool found = false;
for (size_t tj=0; tj< shader->_color.size(); ++tj) {
mayaegg_cat.debug() << "primitive->tref.size is " << egg_poly->get_num_textures() << endl;
}
for (size_t ti=0; ti< _uvset_names.size(); ++ti) {
// get the eggTexture pointer
string colordef_uv_name = uvset_name= _uvset_names[ti];
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug() << "--uvset_name :" << uvset_name << endl;
}
if (uvset_name == "map1") // this is the name to look up by in maya
colordef_uv_name = "default";
// get the shader color def that matches this EggTexture
// Asad: optimizing uvset: to discard unused uvsets. This for
// loop figures out which ones are unused.
//
MayaShaderColorDef *color_def = NULL;
bool found = false;
if (shader != (MayaShader *)NULL) {
for (size_t tj = 0; tj < shader->_color.size(); ++tj) {
color_def = shader->get_color_def(tj);
if (color_def->_uvset_name == colordef_uv_name) {
if (mayaegg_cat.is_debug()) {
@ -1973,36 +1984,46 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
break;
}
}
// if uvset is not used don't add it to the vertex
if (!found && !keep_all_uvsets) {
if (mayaegg_cat.is_spam()) {
mayaegg_cat.spam() << "discarding unused uvset " << uvset_name << endl;
}
continue;
}
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug() << "color_def->uvset_name :" << color_def->_uvset_name << endl;
if (!found && shader->_transparency._uvset_name == colordef_uv_name) {
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug() << "matched colordef to transparency\n";
}
color_def = &shader->_transparency;
found = true;
}
if (color_def->has_projection()) {
// If the shader has a projection, use it instead of the
// polygon's built-in UV's.
vert.set_uv(colordef_uv_name,
color_def->project_uv(p3d, centroid));
} else {
// Get the UV's from the polygon.
float2 uvs;
MString uv_mstring(uvset_name.c_str());
if (pi.hasUVs(uv_mstring, &status)) {
status = pi.getUV(i, uvs, &uv_mstring);
if (!status) {
status.perror("MItMeshPolygon::getUV");
} else {
// apply upto 1/1000th precision
uvs[0] = (double)((long)(uvs[0]*1000))/1000.0;
uvs[1] = (double)((long)(uvs[1]*1000))/1000.0;
vert.set_uv(colordef_uv_name, TexCoordd(uvs[0], uvs[1]));
}
}
// if uvset is not used don't add it to the vertex
if (!found && !keep_all_uvsets) {
if (mayaegg_cat.is_spam()) {
mayaegg_cat.spam() << "discarding unused uvset " << uvset_name << endl;
}
continue;
}
nassertv(color_def != (MayaShaderColorDef *)NULL);
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug() << "color_def->uvset_name :" << color_def->_uvset_name << endl;
}
if (color_def->has_projection()) {
// If the shader has a projection, use it instead of the
// polygon's built-in UV's.
vert.set_uv(colordef_uv_name,
color_def->project_uv(p3d, centroid));
} else {
// Get the UV's from the polygon.
float2 uvs;
MString uv_mstring(uvset_name.c_str());
if (pi.hasUVs(uv_mstring, &status)) {
status = pi.getUV(i, uvs, &uv_mstring);
if (!status) {
status.perror("MItMeshPolygon::getUV");
} else {
// apply upto 1/1000th precision
uvs[0] = (double)((long)(uvs[0]*1000))/1000.0;
uvs[1] = (double)((long)(uvs[1]*1000))/1000.0;
vert.set_uv(colordef_uv_name, TexCoordd(uvs[0], uvs[1]));
}
}
}
@ -2070,9 +2091,8 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
}
}
}
pi.next();
}
if (mayaegg_cat.is_spam()) {
mayaegg_cat.spam() << "done traversing polys" << endl;
@ -2646,6 +2666,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
fullpath, outpath);
tex.set_filename(outpath);
tex.set_fullpath(fullpath);
tex.set_format(EggTexture::F_alpha);
apply_texture_properties(tex, trans_def);
}
@ -2660,9 +2681,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
_textures.create_unique_texture(tex, ~0);
if (pi) {
// Asad: let the primitive add the texture, don't worry about the coord
if (uvset_name.find("not found") == -1) {
//if (pi->hasUVs(MString(uvset_name.c_str()))) {
primitive.add_texture(new_tex);
if (uvset_name == "map1") // this is the name to look up by in maya
color_def->_uvset_name.assign("default");

View File

@ -181,6 +181,7 @@ public:
double _polygon_tolerance;
bool _respect_maya_double_sided;
bool _always_show_vertex_color;
bool _keep_all_uvsets;
enum TransformType {
TT_invalid,

View File

@ -77,6 +77,12 @@ MayaToEgg() :
"this setting locally.",
&MayaToEgg::dispatch_none, &_suppress_vertex_color);
add_option
("keep-uvs", "", 0,
"Convert all UV sets on all vertices, even those that do not appear "
"to be referenced by any textures.",
&MayaToEgg::dispatch_none, &_keep_all_uvsets);
add_option
("trans", "type", 0,
"Specifies which transforms in the Maya file should be converted to "
@ -175,6 +181,7 @@ run() {
converter._polygon_tolerance = _polygon_tolerance;
converter._respect_maya_double_sided = _respect_maya_double_sided;
converter._always_show_vertex_color = !_suppress_vertex_color;
converter._keep_all_uvsets = _keep_all_uvsets;
converter._transform_type = _transform_type;
vector_string::const_iterator si;

View File

@ -41,6 +41,7 @@ protected:
double _polygon_tolerance;
bool _respect_maya_double_sided;
bool _suppress_vertex_color;
bool _keep_all_uvsets;
MayaToEggConverter::TransformType _transform_type;
vector_string _subroots;
vector_string _subsets;