Merge branch 'master' into fix/cross-platform-filepaths
This commit is contained in:
commit
1f7fd78c6d
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@ -130,28 +130,48 @@ if (APPLE)
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endif()
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set(SOURCE_FILES
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src/utils/File_Utils.cpp
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src/utils/Image_Utils.cpp
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src/utils/String_Utils.cpp
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src/main.cpp
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src/FBX2glTF.h
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src/Fbx2Raw.cpp
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src/Fbx2Raw.h
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src/Raw2Gltf.cpp
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src/Raw2Gltf.h
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src/RawModel.cpp
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src/glTF/BufferData.cpp
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src/glTF/MaterialData.cpp
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src/glTF/MeshData.cpp
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src/glTF/NodeData.cpp
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src/glTF/PrimitiveData.cpp
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src/glTF/BufferViewData.cpp
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src/glTF/BufferViewData.h
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src/RawModel.h
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src/glTF/AccessorData.cpp
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src/glTF/AccessorData.h
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src/glTF/ImageData.cpp
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src/glTF/TextureData.cpp
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src/glTF/SkinData.cpp
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src/glTF/AnimationData.cpp
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src/glTF/AnimationData.h
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src/glTF/BufferData.cpp
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src/glTF/BufferData.h
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src/glTF/BufferViewData.cpp
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src/glTF/BufferViewData.h
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src/glTF/CameraData.cpp
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src/glTF/CameraData.h
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src/glTF/ImageData.cpp
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src/glTF/ImageData.h
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src/glTF/MaterialData.cpp
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src/glTF/MaterialData.h
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src/glTF/MeshData.cpp
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src/glTF/MeshData.h
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src/glTF/NodeData.cpp
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src/glTF/NodeData.h
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src/glTF/PrimitiveData.cpp
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src/glTF/PrimitiveData.h
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src/glTF/SamplerData.h
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src/glTF/SceneData.cpp
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src/glTF/SceneData.h
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src/glTF/SkinData.cpp
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src/glTF/SkinData.h
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src/glTF/TextureData.cpp
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src/glTF/TextureData.h
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src/main.cpp
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src/mathfu.h
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src/utils/File_Utils.cpp
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src/utils/File_Utils.h
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src/utils/Image_Utils.cpp
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src/utils/Image_Utils.h
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src/utils/String_Utils.cpp
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src/utils/String_Utils.h
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)
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add_executable(FBX2glTF ${SOURCE_FILES})
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@ -236,12 +236,12 @@ ratification process**
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Given the command line flag --pbr-metallic-roughness, we throw ourselves into
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the warm embrace of glTF 2.0's PBR preference.
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As mentioned above, there is lilttle consensus in the world on how PBR should be
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As mentioned above, there is little consensus in the world on how PBR should be
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represented in FBX. At present, we support only one format: Stingray PBS. This
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is a featue that comes bundled with Maya, and any PBR model exported through
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is a feature that comes bundled with Maya, and any PBR model exported through
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that route should be digested propertly by FBX2glTF.
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(A happy note: Allegorithmic's Susbstance Painter also exports Stingray PBS,
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(A happy note: Allegorithmic's Substance Painter also exports Stingray PBS,
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when hooked up to Maya.)
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## Draco Compression
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@ -401,12 +401,14 @@ public:
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for (int deformerIndex = 0; deformerIndex < pMesh->GetDeformerCount(); deformerIndex++) {
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FbxSkin *skin = reinterpret_cast< FbxSkin * >( pMesh->GetDeformer(deformerIndex, FbxDeformer::eSkin));
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if (skin != nullptr) {
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const int clusterCount = skin->GetClusterCount();
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if (clusterCount == 0) {
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continue;
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}
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int controlPointCount = pMesh->GetControlPointsCount();
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vertexJointIndices.resize(controlPointCount, Vec4i(0, 0, 0, 0));
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vertexJointWeights.resize(controlPointCount, Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
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const int clusterCount = skin->GetClusterCount();
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for (int clusterIndex = 0; clusterIndex < clusterCount; clusterIndex++) {
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FbxCluster *cluster = skin->GetCluster(clusterIndex);
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const int indexCount = cluster->GetControlPointIndicesCount();
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