separate code into library

misc
This commit is contained in:
Perfare
2018-11-19 06:48:06 +08:00
parent b93866d196
commit 8ea998b81f
89 changed files with 2492 additions and 2273 deletions

View File

@ -487,42 +487,39 @@ namespace AssetStudio
pMeshNode->AddMaterial(pMat);
bool hasTexture = false;
FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[0], imported->TextureList), pMesh);
FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[0], imported->TextureList), pMesh);
if (pTextureDiffuse != NULL)
{
LinkTexture(mat, 0, pTextureDiffuse, pMat->Diffuse);
hasTexture = true;
}
FbxFileTexture* pTextureAmbient = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[1], imported->TextureList), pMesh);
FbxFileTexture* pTextureAmbient = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[1], imported->TextureList), pMesh);
if (pTextureAmbient != NULL)
{
LinkTexture(mat, 1, pTextureAmbient, pMat->Ambient);
hasTexture = true;
}
FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[2], imported->TextureList), pMesh);
FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[2], imported->TextureList), pMesh);
if (pTextureEmissive != NULL)
{
LinkTexture(mat, 2, pTextureEmissive, pMat->Emissive);
hasTexture = true;
}
FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[3], imported->TextureList), pMesh);
FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[3], imported->TextureList), pMesh);
if (pTextureSpecular != NULL)
{
LinkTexture(mat, 3, pTextureSpecular, pMat->Specular);
hasTexture = true;
}
if (mat->Textures->Length > 4)
FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[4], imported->TextureList), pMesh);
if (pTextureBump != NULL)
{
FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[4], imported->TextureList), pMesh);
if (pTextureBump != NULL)
{
LinkTexture(mat, 4, pTextureBump, pMat->Bump);
hasTexture = true;
}
LinkTexture(mat, 4, pTextureBump, pMat->Bump);
hasTexture = true;
}
if (hasTexture)