Merge branch 'master' into fix/cross-platform-filepaths

This commit is contained in:
Robert Long 2018-04-30 10:44:03 -07:00
commit 1f7fd78c6d
3 changed files with 41 additions and 19 deletions

View File

@ -130,28 +130,48 @@ if (APPLE)
endif()
set(SOURCE_FILES
src/utils/File_Utils.cpp
src/utils/Image_Utils.cpp
src/utils/String_Utils.cpp
src/main.cpp
src/FBX2glTF.h
src/Fbx2Raw.cpp
src/Fbx2Raw.h
src/Raw2Gltf.cpp
src/Raw2Gltf.h
src/RawModel.cpp
src/glTF/BufferData.cpp
src/glTF/MaterialData.cpp
src/glTF/MeshData.cpp
src/glTF/NodeData.cpp
src/glTF/PrimitiveData.cpp
src/glTF/BufferViewData.cpp
src/glTF/BufferViewData.h
src/RawModel.h
src/glTF/AccessorData.cpp
src/glTF/AccessorData.h
src/glTF/ImageData.cpp
src/glTF/TextureData.cpp
src/glTF/SkinData.cpp
src/glTF/AnimationData.cpp
src/glTF/AnimationData.h
src/glTF/BufferData.cpp
src/glTF/BufferData.h
src/glTF/BufferViewData.cpp
src/glTF/BufferViewData.h
src/glTF/CameraData.cpp
src/glTF/CameraData.h
src/glTF/ImageData.cpp
src/glTF/ImageData.h
src/glTF/MaterialData.cpp
src/glTF/MaterialData.h
src/glTF/MeshData.cpp
src/glTF/MeshData.h
src/glTF/NodeData.cpp
src/glTF/NodeData.h
src/glTF/PrimitiveData.cpp
src/glTF/PrimitiveData.h
src/glTF/SamplerData.h
src/glTF/SceneData.cpp
src/glTF/SceneData.h
src/glTF/SkinData.cpp
src/glTF/SkinData.h
src/glTF/TextureData.cpp
src/glTF/TextureData.h
src/main.cpp
src/mathfu.h
src/utils/File_Utils.cpp
src/utils/File_Utils.h
src/utils/Image_Utils.cpp
src/utils/Image_Utils.h
src/utils/String_Utils.cpp
src/utils/String_Utils.h
)
add_executable(FBX2glTF ${SOURCE_FILES})

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@ -236,12 +236,12 @@ ratification process**
Given the command line flag --pbr-metallic-roughness, we throw ourselves into
the warm embrace of glTF 2.0's PBR preference.
As mentioned above, there is lilttle consensus in the world on how PBR should be
As mentioned above, there is little consensus in the world on how PBR should be
represented in FBX. At present, we support only one format: Stingray PBS. This
is a featue that comes bundled with Maya, and any PBR model exported through
is a feature that comes bundled with Maya, and any PBR model exported through
that route should be digested propertly by FBX2glTF.
(A happy note: Allegorithmic's Susbstance Painter also exports Stingray PBS,
(A happy note: Allegorithmic's Substance Painter also exports Stingray PBS,
when hooked up to Maya.)
## Draco Compression

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@ -401,12 +401,14 @@ public:
for (int deformerIndex = 0; deformerIndex < pMesh->GetDeformerCount(); deformerIndex++) {
FbxSkin *skin = reinterpret_cast< FbxSkin * >( pMesh->GetDeformer(deformerIndex, FbxDeformer::eSkin));
if (skin != nullptr) {
const int clusterCount = skin->GetClusterCount();
if (clusterCount == 0) {
continue;
}
int controlPointCount = pMesh->GetControlPointsCount();
vertexJointIndices.resize(controlPointCount, Vec4i(0, 0, 0, 0));
vertexJointWeights.resize(controlPointCount, Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
const int clusterCount = skin->GetClusterCount();
for (int clusterIndex = 0; clusterIndex < clusterCount; clusterIndex++) {
FbxCluster *cluster = skin->GetCluster(clusterIndex);
const int indexCount = cluster->GetControlPointIndicesCount();