Fix FBX texture path resolving

This commit is contained in:
bqqbarbhg 2024-04-13 20:28:12 +03:00
parent 43b32f9d0b
commit 2a757e4897

View file

@ -990,8 +990,8 @@ Error FBXDocument::_parse_images(Ref<FBXState> p_state, const String &p_base_pat
for (int texture_i = 0; texture_i < static_cast<int>(fbx_scene->texture_files.count); texture_i++) {
const ufbx_texture_file &fbx_texture_file = fbx_scene->texture_files[texture_i];
String path = _as_string(fbx_texture_file.filename);
path = ProjectSettings::get_singleton()->localize_path(path);
if (path.is_absolute_path() && !path.is_resource_file()) {
// Use only filename for absolute paths to avoid portability issues.
if (path.is_absolute_path()) {
path = path.get_file();
}
if (!p_base_path.is_empty()) {
@ -2239,6 +2239,10 @@ Error FBXDocument::_parse_lights(Ref<FBXState> p_state) {
}
String FBXDocument::_get_texture_path(const String &p_base_dir, const String &p_source_file_path) const {
// Check if the original path exists first.
if (FileAccess::exists(p_source_file_path)) {
return p_source_file_path.strip_edges();
}
const String tex_file_name = p_source_file_path.get_file();
const Vector<String> subdirs = {
"", "textures/", "Textures/", "images/",