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- Max materials are not changing names anymore by the plugin - Fixed export/sync for Multisubobj submaterials with same name - Fixed crash for Blend material with null input material #jira UE-154116 #preflight 62a0872d521254896f9e623e #rb benoit.deschenes [CL 20598266 by kerim borchaev in ue5-main branch]
382 lines
13 KiB
C++
382 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#ifdef NEW_DIRECTLINK_PLUGIN
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#include "DatasmithMaxDirectLink.h"
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#include "DatasmithMaxHelper.h"
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#include "DatasmithMaxWriter.h"
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#include "DatasmithMaxClassIDs.h"
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#include "DatasmithMaxSceneExporter.h"
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#include "MaxMaterialsToUEPbr/DatasmithMaxMaterialsToUEPbr.h"
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#include "DatasmithSceneFactory.h"
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#include "Logging/LogMacros.h"
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#include "Windows/AllowWindowsPlatformTypes.h"
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MAX_INCLUDES_START
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#include "impexp.h"
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#include "max.h"
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MAX_INCLUDES_END
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namespace DatasmithMaxDirectLink
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{
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void FMaterialsCollectionTracker::AddActualMaterial(FMaterialTracker& MaterialTracker, Mtl* Material)
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{
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// Record relationships between tracked material and actual materials used on geometry(e.g. submaterials of a tracked multisubobj material)
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UsedMaterialToMaterialTracker.FindOrAdd(Material).Add(&MaterialTracker);
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MaterialTracker.AddActualMaterial(Material);
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}
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const TCHAR* FMaterialsCollectionTracker::GetMaterialName(Mtl* Material)
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{
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if (FString* NamePtr = UsedMaterialToDatasmithMaterialName.Find(Material))
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{
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return **NamePtr;
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}
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return *UsedMaterialToDatasmithMaterialName.Add(Material,
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MaterialNameProvider.GenerateUniqueName(FDatasmithUtils::SanitizeObjectName(Material->GetName().data())));
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}
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void FMaterialsCollectionTracker::AssignMeshMaterials(const TSharedPtr<IDatasmithMeshElement>& MeshElement, Mtl* Material, const TSet<uint16>& SupportedChannels)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::XRefMat)
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{
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AssignMeshMaterials(MeshElement, FDatasmithMaxMatHelper::GetRenderedXRefMaterial(Material), SupportedChannels);
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return;
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}
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if (Material != nullptr)
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{
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TArray<uint16> ChannelsSorted = SupportedChannels.Array();
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ChannelsSorted.Sort();
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for (uint16 Channel : ChannelsSorted)
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{
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//Max's channel UI is not zero-based, so we register an incremented ChannelID for better visual consistency after importing in Unreal.
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uint16 DisplayedChannelID = Channel + 1;
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// Multi mat
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::MultiMat)
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{
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// Replicate the 3ds max behavior where material ids greater than the number of sub-materials wrap around and are mapped to the existing sub-materials
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if ( Mtl* SubMaterial = Material->GetSubMtl(Channel % Material->NumSubMtls()) )
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(SubMaterial) == EDSMaterialType::TheaRandom)
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{
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MeshElement->SetMaterial(*FDatasmithMaxSceneExporter::GetRandomSubMaterial(SubMaterial, MeshElement->GetDimensions()), DisplayedChannelID);
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}
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else
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{
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MeshElement->SetMaterial(GetMaterialName(SubMaterial), DisplayedChannelID);
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}
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}
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}
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else if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::TheaRandom)
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{
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MeshElement->SetMaterial(*FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, MeshElement->GetDimensions()), DisplayedChannelID);
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}
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// Single material
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else
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{
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MeshElement->SetMaterial(GetMaterialName(Material), DisplayedChannelID);
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}
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}
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}
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}
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void FMaterialsCollectionTracker::AssignMeshActorMaterials(const TSharedPtr<IDatasmithMeshActorElement>& MeshActor, Mtl* Material, TSet<uint16>& SupportedChannels, const FVector3f& RandomSeed)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::XRefMat)
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{
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AssignMeshActorMaterials(MeshActor, FDatasmithMaxMatHelper::GetRenderedXRefMaterial(Material), SupportedChannels, RandomSeed);
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return;
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}
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if (Material != nullptr)
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{
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if (SupportedChannels.Num() <= 1)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::MultiMat)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::TheaRandom)
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{
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MeshActor->AddMaterialOverride(GetMaterialName(Material), -1);
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}
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else
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{
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MeshActor->AddMaterialOverride( *FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, RandomSeed), -1 );
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}
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}
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else
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{
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int Mid = 0;
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//Find the lowest supported material id.
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SupportedChannels.Sort([](const uint16& A, const uint16& B) { return (A < B); });
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for (const uint16 SupportedMid : SupportedChannels)
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{
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Mid = SupportedMid;
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}
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// Replicate the 3ds max behavior where material ids greater than the number of sub-materials wrap around and are mapped to the existing sub-materials
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if (Mtl* SubMaterial = Material->GetSubMtl(Mid % Material->NumSubMtls()))
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(SubMaterial) != EDSMaterialType::TheaRandom)
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{
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MeshActor->AddMaterialOverride(GetMaterialName(SubMaterial), -1);
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}
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else
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{
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MeshActor->AddMaterialOverride( *FDatasmithMaxSceneExporter::GetRandomSubMaterial(SubMaterial, RandomSeed), -1 );
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}
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}
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}
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}
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else
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{
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int ActualSubObj = 1;
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SupportedChannels.Sort([](const uint16& A, const uint16& B) { return (A < B); });
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for (const uint16 Mid : SupportedChannels)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::MultiMat)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) != EDSMaterialType::TheaRandom)
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{
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MeshActor->AddMaterialOverride(GetMaterialName(Material), ActualSubObj);
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}
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else
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{
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MeshActor->AddMaterialOverride( *FDatasmithMaxSceneExporter::GetRandomSubMaterial(Material, RandomSeed), ActualSubObj );
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}
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}
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else
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{
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// Replicate the 3ds max behavior where material ids greater than the number of sub-materials wrap around and are mapped to the existing sub-materials
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int32 MaterialIndex = Mid % Material->NumSubMtls();
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Mtl* SubMaterial = Material->GetSubMtl(MaterialIndex);
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if (SubMaterial != nullptr)
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{
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if (FDatasmithMaxMatHelper::GetMaterialClass(SubMaterial) != EDSMaterialType::TheaRandom)
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{
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//Material slots in Max are not zero-based, so we serialize our SlotID starting from 1 for better visual consistency.
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MeshActor->AddMaterialOverride(GetMaterialName(SubMaterial), Mid + 1);
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}
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else
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{
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MeshActor->AddMaterialOverride( *FDatasmithMaxSceneExporter::GetRandomSubMaterial(SubMaterial, RandomSeed), MaterialIndex + 1 );
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}
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}
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}
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ActualSubObj++;
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}
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}
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}
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}
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// Copied from
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// FDatasmithMaxSceneParser::MaterialEnum
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// FDatasmithMaxSceneParser::TexEnum
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// Collects actual materials that are used by the top-level material(assigned to node)
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class FMaterialEnum
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{
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public:
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FMaterialsCollectionTracker& MaterialsCollectionTracker;
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FMaterialTracker& MaterialTracker;
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FMaterialEnum(FMaterialsCollectionTracker& InMaterialsCollectionTracker, FMaterialTracker& InMaterialTracker): MaterialsCollectionTracker(InMaterialsCollectionTracker), MaterialTracker(InMaterialTracker) {}
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void MaterialEnum(Mtl* Material, bool bAddMaterial)
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{
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if (Material == NULL)
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{
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return;
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}
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if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::XRefMat)
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{
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MaterialEnum(FDatasmithMaxMatHelper::GetRenderedXRefMaterial(Material), true);
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}
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else if (FDatasmithMaxMatHelper::GetMaterialClass(Material) == EDSMaterialType::MultiMat)
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{
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for (int i = 0; i < Material->NumSubMtls(); i++)
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{
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MaterialEnum(Material->GetSubMtl(i), true);
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}
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}
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else
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{
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if (bAddMaterial)
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{
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MaterialsCollectionTracker.AddActualMaterial(MaterialTracker, Material);
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}
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bool bAddRecursively = Material->ClassID() == THEARANDOMCLASS || Material->ClassID() == VRAYBLENDMATCLASS || Material->ClassID() == CORONALAYERMATCLASS || Material->ClassID() == BLENDMATCLASS;
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for (int i = 0; i < Material->NumSubMtls(); i++)
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{
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MaterialEnum(Material->GetSubMtl(i), bAddRecursively);
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}
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}
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}
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};
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void FMaterialsCollectionTracker::Reset()
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{
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MaterialTrackers.Reset();
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InvalidatedMaterialTrackers.Reset();
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EncounteredMaterials.Reset();
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EncounteredTextures.Reset();
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MaterialNames.Reset();
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UsedMaterialToMaterialTracker.Reset();
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UsedMaterialToDatasmithMaterial.Reset();
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UsedMaterialToDatasmithMaterialName.Reset();
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MaterialNameProvider.Clear();
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UsedTextureToMaterialTracker.Reset();
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UsedTextureToDatasmithElement.Reset();
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}
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void FMaterialsCollectionTracker::UpdateMaterial(FMaterialTracker* MaterialTracker)
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{
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RemoveConvertedMaterial(*MaterialTracker);
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FMaterialEnum(*this, *MaterialTracker).MaterialEnum(MaterialTracker->Material, true);
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}
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void FMaterialsCollectionTracker::AddDatasmithMaterialForUsedMaterial(TSharedRef<IDatasmithScene> DatasmithScene, Mtl* Material, TSharedPtr<IDatasmithBaseMaterialElement> DatasmithMaterial)
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{
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if (DatasmithMaterial)
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{
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SCENE_UPDATE_STAT_INC(UpdateMaterials, Converted);
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DatasmithScene->AddMaterial(DatasmithMaterial);
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UsedMaterialToDatasmithMaterial.Add(Material, DatasmithMaterial);
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SceneTracker.RemapConvertedMaterialUVChannels(Material, DatasmithMaterial);
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}
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}
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void FMaterialsCollectionTracker::ConvertMaterial(Mtl* Material, TSharedRef<IDatasmithScene> DatasmithScene, const TCHAR* AssetsPath, TSet<Texmap*>& TexmapsConverted)
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{
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if (UsedMaterialToDatasmithMaterial.Contains(Material))
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{
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// Material might have been already converted - if it's present in UsedMaterialToDatasmithMaterial this means that it(or multisubobj it's part of) wasn't changed
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// e.g. this happens when another multisubobj material is added with existing (and already converted) material as submaterial
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return;
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}
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SCENE_UPDATE_STAT_INC(UpdateMaterials, Total);
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TMap<Texmap*, TSet<TSharedPtr<IDatasmithTextureElement>>> TexmapsUsedByMaterial;
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FMaterialConversionContext MaterialConversionContext = {TexmapsUsedByMaterial, *this};
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TGuardValue MaterialConversionContextGuard(FDatasmithMaxMaterialsToUEPbrManager::Context, &MaterialConversionContext);
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TSharedPtr<IDatasmithBaseMaterialElement> DatasmithMaterial;
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if (FDatasmithMaxMaterialsToUEPbr* MaterialConverter = FDatasmithMaxMaterialsToUEPbrManager::GetMaterialConverter(Material))
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{
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MaterialConverter->Convert(DatasmithScene, DatasmithMaterial, Material, AssetsPath);
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AddDatasmithMaterialForUsedMaterial(DatasmithScene, Material, DatasmithMaterial);
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}
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// Tie texture used by an actual material to tracked material
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for (TPair<Texmap*, TSet<TSharedPtr<IDatasmithTextureElement>>> TexmapAndDatasmithElements : TexmapsUsedByMaterial)
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{
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Texmap* Tex = TexmapAndDatasmithElements.Key;
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for (FMaterialTracker* MaterialTracker : UsedMaterialToMaterialTracker[Material])
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{
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MaterialTracker->AddActualTexture(Tex);
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UsedTextureToMaterialTracker.FindOrAdd(Tex).Add(MaterialTracker);
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}
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// Some material converters create texture elements during material conversion(like bakeable) - record created texture elements
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UsedTextureToDatasmithElement.FindOrAdd(Tex).Append(TexmapAndDatasmithElements.Value);
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TexmapsConverted.Add(Tex);
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}
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}
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void FMaterialsCollectionTracker::ReleaseMaterial(FMaterialTracker& MaterialTracker)
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{
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RemoveConvertedMaterial(MaterialTracker);
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MaterialTrackers.Remove(MaterialTracker.Material);
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InvalidatedMaterialTrackers.Remove(&MaterialTracker);
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}
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void FMaterialsCollectionTracker::RemoveConvertedMaterial(FMaterialTracker& MaterialTracker)
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{
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for (Mtl* Material: MaterialTracker.GetActualMaterials())
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{
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TSet<FMaterialTracker*>& MaterialTrackersForMaterial = UsedMaterialToMaterialTracker[Material];
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MaterialTrackersForMaterial.Remove(&MaterialTracker);
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if (!MaterialTrackersForMaterial.Num())
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{
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UsedMaterialToMaterialTracker.Remove(Material);
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if (FString Name; UsedMaterialToDatasmithMaterialName.RemoveAndCopyValue(Material, Name))
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{
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MaterialNameProvider.RemoveExistingName(Name);
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}
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TSharedPtr<IDatasmithBaseMaterialElement> DatasmithMaterial;
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if(UsedMaterialToDatasmithMaterial.RemoveAndCopyValue(Material, DatasmithMaterial))
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{
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SceneTracker.RemoveMaterial(DatasmithMaterial);
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}
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}
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}
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for (Texmap* Texture: MaterialTracker.GetActualTexmaps())
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{
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TSet<FMaterialTracker*>& MaterialTrackersForTexture = UsedTextureToMaterialTracker[Texture];
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MaterialTrackersForTexture.Remove(&MaterialTracker);
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if (!MaterialTrackersForTexture.Num()) // No tracked materials are using this texture anymore
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{
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UsedTextureToMaterialTracker.Remove(Texture);
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for (const TSharedPtr<IDatasmithTextureElement>& TextureElement: UsedTextureToDatasmithElement[Texture])
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{
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SceneTracker.RemoveTexture(TextureElement);
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}
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UsedTextureToDatasmithElement.Remove(Texture);
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}
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}
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MaterialTracker.ResetActualMaterialAndTextures();
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}
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FMaterialTracker* FMaterialsCollectionTracker::AddMaterial(Mtl* Material)
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{
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if (FMaterialTrackerHandle* HandlePtr = MaterialTrackers.Find(Material))
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{
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return HandlePtr->GetMaterialTracker();
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}
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// Track material if not yet
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FMaterialTrackerHandle& MaterialTrackerHandle = MaterialTrackers.Emplace(Material, Material);
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InvalidatedMaterialTrackers.Add(MaterialTrackerHandle.GetMaterialTracker());
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return MaterialTrackerHandle.GetMaterialTracker();
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}
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void FMaterialsCollectionTracker::InvalidateMaterial(Mtl* Material)
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{
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if (FMaterialTrackerHandle* MaterialTrackerHandle = MaterialTrackers.Find(Material))
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{
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InvalidatedMaterialTrackers.Add(MaterialTrackerHandle->GetMaterialTracker());
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}
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}
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}
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#include "Windows/HideWindowsPlatformTypes.h"
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#endif // NEW_DIRECTLINK_PLUGIN
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