解决Assimp无法加载FBX文件中除了漫反射纹理外的其他纹理的问题,可以使用Assimp库提供的功能来获取和加载其他类型的纹理。
以下是一个示例代码,展示了如何使用Assimp库加载FBX文件中的所有纹理:
#include
#include
#include
#include
int main() {
// 创建一个Importer对象
Assimp::Importer importer;
// 设置导入选项,包括加载纹理
unsigned int flags = aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace | aiProcess_JoinIdenticalVertices | aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph | aiProcess_FindDegenerates | aiProcess_FindInvalidData | aiProcess_ValidateDataStructure | aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_PreTransformVertices | aiProcess_RemoveComponent | aiProcess_SortByPType | aiProcess_FindInstances | aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_FindInvalidUVData | aiProcess_FindDegenerates | aiProcess_SplitLargeMeshes | aiProcess_GenBoundingBoxes | aiProcess_GenNormals | aiProcess_FixInfacingNormals | aiProcess_GenUVCoords | aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph | aiProcess_FindDegenerates | aiProcess_FindInvalidData | aiProcess_ValidateDataStructure | aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_PreTransformVertices | aiProcess_RemoveComponent | aiProcess_SortByPType | aiProcess_FindInstances | aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_FindInvalidUVData | aiProcess_FindDegenerates | aiProcess_SplitLargeMeshes | aiProcess_GenBoundingBoxes | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace;
// 导入FBX文件
const aiScene* scene = importer.ReadFile("path/to/your/fbx/file.fbx", flags);
// 检查是否成功导入场景
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
std::cout << "Failed to load FBX file: " << importer.GetErrorString() << std::endl;
return -1;
}
// 遍历场景中的纹理
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
aiMaterial* material = scene->mMaterials[i];
// 获取所有纹理类型的计数
unsigned int diffuseTexCount = material->GetTextureCount(aiTextureType_DIFFUSE);
unsigned int specularTexCount = material->GetTextureCount(aiTextureType_SPECULAR);
unsigned int normalTexCount = material->GetTextureCount(aiTextureType_NORMALS);
unsigned int heightTexCount = material->GetTextureCount(aiTextureType_HEIGHT);
unsigned int ambientTexCount = material->GetTextureCount(aiTextureType_AMBIENT);
unsigned int emissiveTexCount = material->GetTextureCount(aiTextureType_EMISSIVE);
unsigned int shininessTexCount = material->GetTextureCount(aiTextureType_SHININESS);
unsigned int opacityTexCount = material->GetTextureCount(aiTextureType_OPACITY);
unsigned int displacementTexCount = material->GetTextureCount(aiTextureType_DISPLACEMENT);
unsigned int reflectionTexCount = material->GetTextureCount(aiTextureType_REFLECTION);
// 遍历并加载所有纹理
for (unsigned int j = 0; j < diffuseTexCount; j++) {
aiString path;
material->GetTexture(aiTextureType_DIFFUSE, j, &path);
// 在此处加载纹理,可以使用任何图形库或自定义加载方法
// 例如,使用OpenGL可以使用glTexImage2D函数加载纹理
// 使用路径path加载纹理
}
// 加载其他类型的纹理,以此类推...
}
return 0;
}
请确保在使用此代码之前,正确安装了Assimp库,并将其包含在项目中。在示例代码中,假设你已经设置了合适的导入选项并将FBX文件的路径替