change math library

fixed bug
This commit is contained in:
Perfare
2019-01-03 08:55:43 +08:00
parent 33461e068f
commit e6ed312de2
28 changed files with 2011 additions and 90 deletions

View File

@ -409,7 +409,7 @@ namespace AssetStudio
for (int j = 0; j < vertexList->Count; j++)
{
ImportedVertexWithColour^ vert = (ImportedVertexWithColour^)vertexList[j];
lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(vert->Colour.Red, vert->Colour.Green, vert->Colour.Blue, vert->Colour.Alpha));
lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(vert->Colour.R, vert->Colour.G, vert->Colour.B, vert->Colour.A));
}
}
@ -451,22 +451,22 @@ namespace AssetStudio
else
{
FbxString lShadingName = "Phong";
Color4 diffuse = mat->Diffuse;
Color4 ambient = mat->Ambient;
Color4 emissive = mat->Emissive;
Color4 specular = mat->Specular;
Color4 reflection = mat->Reflection;
Color diffuse = mat->Diffuse;
Color ambient = mat->Ambient;
Color emissive = mat->Emissive;
Color specular = mat->Specular;
Color reflection = mat->Reflection;
pMat = FbxSurfacePhong::Create(pScene, pMatName);
pMat->Diffuse.Set(FbxDouble3(diffuse.Red, diffuse.Green, diffuse.Blue));
pMat->DiffuseFactor.Set(FbxDouble(diffuse.Alpha));
pMat->Ambient.Set(FbxDouble3(ambient.Red, ambient.Green, ambient.Blue));
pMat->AmbientFactor.Set(FbxDouble(ambient.Alpha));
pMat->Emissive.Set(FbxDouble3(emissive.Red, emissive.Green, emissive.Blue));
pMat->EmissiveFactor.Set(FbxDouble(emissive.Alpha));
pMat->Specular.Set(FbxDouble3(specular.Red, specular.Green, specular.Blue));
pMat->SpecularFactor.Set(FbxDouble(specular.Alpha));
pMat->Reflection.Set(FbxDouble3(reflection.Red, reflection.Green, reflection.Blue));
pMat->ReflectionFactor.Set(FbxDouble(reflection.Alpha));
pMat->Diffuse.Set(FbxDouble3(diffuse.R, diffuse.G, diffuse.B));
pMat->DiffuseFactor.Set(FbxDouble(diffuse.A));
pMat->Ambient.Set(FbxDouble3(ambient.R, ambient.G, ambient.B));
pMat->AmbientFactor.Set(FbxDouble(ambient.A));
pMat->Emissive.Set(FbxDouble3(emissive.R, emissive.G, emissive.B));
pMat->EmissiveFactor.Set(FbxDouble(emissive.A));
pMat->Specular.Set(FbxDouble3(specular.R, specular.G, specular.B));
pMat->SpecularFactor.Set(FbxDouble(specular.A));
pMat->Reflection.Set(FbxDouble3(reflection.R, reflection.G, reflection.B));
pMat->ReflectionFactor.Set(FbxDouble(reflection.A));
pMat->Shininess.Set(FbxDouble(mat->Shininess));
pMat->TransparencyFactor.Set(FbxDouble(mat->Transparency));
pMat->ShadingModel.Set(lShadingName);