updates to the batch maya2egg to match the standalone

This commit is contained in:
Chris Brunner 2010-04-10 01:07:45 +00:00
parent f88c515935
commit c7bc29d13e
2 changed files with 31 additions and 1 deletions

View File

@ -90,6 +90,12 @@ MayaToEggServer() :
"0.0; 0.444 becomes 0.44; 0.778 becomes 0.78.",
&MayaToEggServer::dispatch_none, &_round_uvs);
add_option
("copytex","dir",0,
"copy the textures to a ""Textures"" sub directory relative to the written out egg file."
"""dir"" is a sub directory in the same format as those used by -pr, etc." ,
&MayaToEggServer::dispatch_filename, &_texture_copy, &_texture_out_dir);
add_option
("trans", "type", 0,
"Specifies which transforms in the Maya file should be converted to "
@ -148,6 +154,12 @@ MayaToEggServer() :
"Increase verbosity. More v's means more verbose.",
&MayaToEggServer::dispatch_count, NULL, &_verbose);
add_option
("legacy-shaders", "", 0,
"Use this flag to turn off modern (Phong) shader generation"
"and treat all shaders as if they were Lamberts (legacy).",
&MayaToEggServer::dispatch_none, &_legacy_shader);
// Unfortunately, the Maya API doesn't allow us to differentiate
// between relative and absolute pathnames--everything comes out as
// an absolute pathname, even if it is stored in the Maya file as a
@ -211,6 +223,11 @@ run() {
// directory.
if (_got_output_filename) {
_output_filename.make_absolute();
//conjunct the relative output path with output file's dir weifengh
if (_texture_out_dir.is_local()) {
Filename tempdir = _output_filename.get_dirname() + "/";
_texture_out_dir = tempdir + _texture_out_dir;
}
}
// So our relative path names come out correctly
@ -226,6 +243,9 @@ run() {
converter._keep_all_uvsets = _keep_all_uvsets;
converter._round_uvs = _round_uvs;
converter._transform_type = _transform_type;
converter._texture_copy = _texture_copy;
converter._texture_out_dir = _texture_out_dir;
converter._legacy_shader = _legacy_shader;
vector_string::const_iterator si;
if (!_subroots.empty()) {
@ -301,12 +321,18 @@ run() {
_force_joints.clear();
_got_transform = false;
_transform = LMatrix4d::ident_mat();
_normals_mode = NM_preserve;
_normals_threshold = 0.0;
_got_tbnall = false;
_got_tbnauto = false;
_got_transform = false;
_coordinate_system = CS_yup_right;
_noabs = false;
_program_args.clear();
_data->clear();
_animation_convert = AC_none;
_character_name = "";
dummy->clear();
}
////////////////////////////////////////////////////////////////////

View File

@ -56,6 +56,10 @@ protected:
bool _suppress_vertex_color;
bool _keep_all_uvsets;
bool _round_uvs;
bool _texture_copy;
Filename _texture_out_dir;
bool _legacy_shader;
MayaToEggConverter::TransformType _transform_type;
vector_string _subroots;
vector_string _subsets;