Fixed a bug where FBX loader won´t load embedded textures that don´t have the Content data filled. Some FBX files only fill this data once, so any embedded texture with the same source filename, should use the pre-loaded data.
Fixed another bug where FBX Texture "Filename" field came different than on some files than the one defined by the code. One suggestion is load all properties by the case-insensitive function created.
Added the "AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES" flag to tell the importer to load embedded texture data from already loaded ones.
aiScene* const out;
const FBX::Document& doc;
+
+ bool FindTextureIndexByFilename(const Video& video, unsigned int& index) {
+ index = 0;
+ const char* videoFileName = video.FileName().c_str();
+ for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture)
+ {
+ if (!strcmp(texture->first->FileName().c_str(), videoFileName)) {
+ return true;
+ }
+ index++;
+ }
+ return false;
+ }
};
Converter::Converter( aiScene* out, const Document& doc )
out_tex->mWidth = static_cast<unsigned int>( video.ContentLength() ); // total data size
out_tex->mHeight = 0; // fixed to 0
- // steal the data from the Video to avoid an additional copy
+ // steal the data from the Video to avoid an additional copy
out_tex->pcData = reinterpret_cast<aiTexel*>( const_cast<Video&>( video ).RelinquishContent() );
// try to extract a hint from the file extension
path.Set( tex->RelativeFilename() );
const Video* media = tex->Media();
- if ( media != 0 && media->ContentLength() > 0 ) {
- unsigned int index;
-
- VideoMap::const_iterator it = textures_converted.find( media );
- if ( it != textures_converted.end() ) {
- index = ( *it ).second;
- }
- else {
- index = ConvertVideo( *media );
- textures_converted[ media ] = index;
- }
-
- // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
- path.data[ 0 ] = '*';
- path.length = 1 + ASSIMP_itoa10( path.data + 1, MAXLEN - 1, index );
- }
+ if (media != 0) {
+ bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
+ unsigned int index;
+
+ VideoMap::const_iterator it = textures_converted.find(media);
+ if (it != textures_converted.end()) {
+ index = (*it).second;
+ textureReady = true;
+ }
+ else {
+ if (media->ContentLength() > 0) {
+ index = ConvertVideo(*media);
+ textures_converted[media] = index;
+ textureReady = true;
+ }
+ else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on
+ textureReady = FindTextureIndexByFilename(*media, index);
+ }
+ }
+
+ // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
+ if (textureReady) {
+ path.data[0] = '*';
+ path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
+ }
+ }
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
, readWeights(true)
, preservePivots(true)
, optimizeEmptyAnimationCurves(true)
+ , searchEmbeddedTextures(false)
{}
* values matching the corresponding node transformation.
* The default value is true. */
bool optimizeEmptyAnimationCurves;
+
+ /** search for embedded loaded textures, where no embedded texture data is provided.
+ * The default value is false. */
+ bool searchEmbeddedTextures;
};
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
+ settings.searchEmbeddedTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES, false);
}
// ------------------------------------------------------------------------------------------------
const Scope& sc = GetRequiredScope(element);
const Element* const Type = sc["Type"];
- const Element* const FileName = sc["FileName"];
+ const Element* const FileName = sc.FindElementCaseInsensitive("FileName"); //some files retain the information as "Filename", others "FileName", who knows
const Element* const RelativeFilename = sc["RelativeFilename"];
const Element* const Content = sc["Content"];
if(FileName) {
fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
- }
+ }
if(RelativeFilename) {
relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
}
if(Content) {
- const Token& token = GetRequiredToken(*Content, 0);
- const char* data = token.begin();
- if(!token.IsBinary()) {
- DOMWarning("video content is not binary data, ignoring", &element);
- }
- else if(static_cast<size_t>(token.end() - data) < 5) {
- DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
- }
- else if(*data != 'R') {
- DOMWarning("video content is not raw binary data, ignoring", &element);
- }
- else {
- // read number of elements
- uint32_t len = 0;
- ::memcpy(&len, data + 1, sizeof(len));
- AI_SWAP4(len);
-
- contentLength = len;
-
- content = new uint8_t[len];
- ::memcpy(content, data + 5, len);
- }
+ //this field is ommited when the embedded texture is already loaded, let's ignore if it´s not found
+ try {
+ const Token& token = GetRequiredToken(*Content, 0);
+ const char* data = token.begin();
+ if (!token.IsBinary()) {
+ DOMWarning("video content is not binary data, ignoring", &element);
+ }
+ else if (static_cast<size_t>(token.end() - data) < 5) {
+ DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
+ }
+ else if (*data != 'R') {
+ DOMWarning("video content is not raw binary data, ignoring", &element);
+ }
+ else {
+ // read number of elements
+ uint32_t len = 0;
+ ::memcpy(&len, data + 1, sizeof(len));
+ AI_SWAP4(len);
+
+ contentLength = len;
+
+ content = new uint8_t[len];
+ ::memcpy(content, data + 5, len);
+ }
+ } catch (runtime_error runtimeError) {
+ //we don´t need the content data for contents that has already been loaded
+ }
}
props = GetPropertyTable(doc,"Video.FbxVideo",element,sc);
#include <map>
#include <memory>
#include "LogAux.h"
+#include "fast_atof.h"
#include "FBXCompileConfig.h"
#include "FBXTokenizer.h"
return it == elements.end() ? NULL : (*it).second;
}
+ const Element* FindElementCaseInsensitive(const std::string& elementName) const {
+ const char* elementNameCStr = elementName.c_str();
+ for (auto element = elements.begin(); element != elements.end(); ++element)
+ {
+ if (!ASSIMP_strincmp(element->first.c_str(), elementNameCStr, MAXLEN)) {
+ return element->second;
+ }
+ }
+ return NULL;
+ }
+
ElementCollection GetCollection(const std::string& index) const {
return elements.equal_range(index);
}
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2016, assimp team
+Copyright (c) 2006-2017, assimp team
All rights reserved.
#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
"IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
-
-
+// ---------------------------------------------------------------------------
+/** @brief Set whether the fbx importer will search for embedded loaded textures, where no embedded texture data is provided.
+*
+* The default value is false (0)
+* Property type: bool
+*/
+#define AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES \
+ "IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES"
+
// ---------------------------------------------------------------------------
/** @brief Set the vertex animation keyframe to be imported
*