fixed bug in uvset handling

This commit is contained in:
Josh Yelon 2007-12-07 05:25:07 +00:00
parent 48d9e54a0f
commit af80d56165
4 changed files with 27 additions and 69 deletions

View File

@ -256,7 +256,7 @@ bind_uvsets(MayaFileToUVSetMap &map) {
MayaShaderColorDef *def = _all_maps[i];
MayaFileToUVSetMap::iterator p = map.find(def->_texture_name);
if (p == map.end()) {
def->_uvset_name = "default";
def->_uvset_name = "map1";
} else {
def->_uvset_name = (*p).second;
}

View File

@ -77,7 +77,7 @@ MayaShaderColorDef() {
_keep_color = false; // classic mode overwrites color: new mode retains color with a 3rd layer
_keep_alpha = false;
_interpolate = false;
_uvset_name = "default";
_uvset_name = "map1";
_map_uvs = NULL;
}

View File

@ -1803,38 +1803,6 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
_shaders.bind_uvsets(mesh.object());
// MStringArray maya_uvset_names;
// status = mesh.getUVSetNames(maya_uvset_names);
// if (!status) {
// status.perror("MFnMesh getUVSetNames not found");
// }
// MObjectArray moa;
// _tex_names.clear();
// _uvset_names.clear();
// for (size_t ui=0; ui<maya_uvset_names.length(); ++ui) {
// if (mayaegg_cat.is_spam()) {
// mayaegg_cat.spam() << "uv_set[" << ui << "] name: " << maya_uvset_names[ui].asChar() << endl;
// }
// string uvset_name = maya_uvset_names[ui].asChar();
// _uvset_names.push_back(uvset_name);
//
// // Get the tex_names that are connected to those uvnames
// mesh.getAssociatedUVSetTextures(maya_uvset_names[ui], moa);
// string t_n("");
// for (size_t ui=0; ui<moa.length(); ++ui){
// MFnDependencyNode dt(moa[ui]);
// string t_n = dt.name().asChar();
// if (mayaegg_cat.is_spam()) {
// mayaegg_cat.spam() << "texture_node:" << t_n << endl;
// }
// }
// _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;
egg_group->add_child(egg_poly);
@ -1925,7 +1893,6 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
vert.set_normal(n3d);
}
string uvset_name("");
// Go thru all the texture references for this primitive and set uvs
if (mayaegg_cat.is_debug()) {
if (shader != (MayaShader *)NULL) {
@ -1935,58 +1902,52 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
}
for (size_t ti=0; ti< _shaders._uvset_names.size(); ++ti) {
// get the eggTexture pointer
string colordef_uv_name = uvset_name= _shaders._uvset_names[ti];
string uvset_name(_shaders._uvset_names[ti]);
string panda_uvset_name = uvset_name;
if (panda_uvset_name == "map1") {
panda_uvset_name = "default";
}
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;
bool keep_uv = keep_all_uvsets;
bool project_uv = false;
TexCoordd uv_projection;
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) {
for (size_t tj = 0; tj < shader->_all_maps.size(); ++tj) {
MayaShaderColorDef *def = shader->_all_maps[tj];
if (def->_uvset_name == uvset_name) {
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug() << "matched colordef idx: " << tj << endl;
}
found = true;
keep_uv = true;
if (def->has_projection()) {
project_uv = true;
uv_projection = def->project_uv(p3d, centroid);
}
break;
}
}
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 uvset is not used don't add it to the vertex
if (!found && !keep_all_uvsets) {
if (!keep_uv) {
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 (project_uv) {
// 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));
vert.set_uv(panda_uvset_name, uv_projection);
} else {
// Get the UV's from the polygon.
float2 uvs;
@ -2011,7 +1972,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
mayaegg_cat.debug() << "after rounding uvs[1]: " << uvs[1] << endl;
}
}
vert.set_uv(colordef_uv_name, TexCoordd(uvs[0], uvs[1]));
vert.set_uv(panda_uvset_name, TexCoordd(uvs[0], uvs[1]));
}
}
}
@ -2737,9 +2698,6 @@ set_shader_legacy(EggPrimitive &primitive, const MayaShader &shader,
if (mesh) {
if (uvset_name.find("not found") == -1) {
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");
else
color_def->_uvset_name.assign(uvset_name.c_str());
new_tex->set_uv_name(color_def->_uvset_name);
if (i == (int)shader._color.size()-1 && is_decal) {