Add material names and caching
we are not producing a material for each mesh any morepull/289/head
parent
b0039d1a89
commit
4913aefe5f
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@ -147,7 +147,7 @@ void LDrawImporter::ReadMaterials(std::string filename){
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DefaultLogger::get()->debug(*splitter);
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if (TokenMatchI(cmd,"!colour",7)){
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//name of the color
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SkipToken(cmd);
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std::string name = GetNextToken(cmd);
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SkipSpaces(&cmd);
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if (TokenMatchI(cmd, "code", 4)){
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SkipSpaces(&cmd);
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@ -179,7 +179,7 @@ void LDrawImporter::ReadMaterials(std::string filename){
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cmd += 2;
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edge = edge * (1 / 255.0f);
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//TODO ALPHA and LUMINANCE
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LDrawMaterial mat = LDrawMaterial(code, value, edge);
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LDrawMaterial mat = LDrawMaterial(name,code, value, edge);
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materials.insert(std::pair<ColorIndex, LDrawMaterial>(code, mat));
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}
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}
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@ -441,7 +441,26 @@ void LDrawImporter::ConvertNode(aiNode* node, LDrawNode* current, std::vector<ai
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//we don't know that material
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continue;
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}
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aiString *name = new aiString((i->first == 24) ? rawMaterial->name + "-edge" : rawMaterial->name);
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//do we already have such a aiMaterial?
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unsigned int chachedIndex = 0;
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for (std::vector<aiMaterial*>::iterator mat = aiMaterials->begin(); mat != aiMaterials->end(); ++mat, ++chachedIndex)
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{
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aiMaterial* cached = *mat;
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aiString cachedName;
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cached->Get(AI_MATKEY_NAME, cachedName);
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if (cachedName == *name)
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break;
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}
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if (chachedIndex != aiMaterials->size())
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{
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//we found an already matching
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mesh->mMaterialIndex = chachedIndex;
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}
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else
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{
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aiMaterial* material = new aiMaterial();
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material->AddProperty(name, AI_MATKEY_NAME);
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if (i->first == 24)
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material->AddProperty(&rawMaterial->edge, 1, AI_MATKEY_COLOR_DIFFUSE);
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else
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@ -455,6 +474,7 @@ void LDrawImporter::ConvertNode(aiNode* node, LDrawNode* current, std::vector<ai
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aiMaterials->push_back(material);
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}
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}
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}
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node->mNumChildren = current->children.size();
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node->mChildren = new aiNode*[node->mNumChildren];
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@ -19,9 +19,11 @@ namespace Assimp{
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typedef unsigned int ColorIndex;
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struct LDrawMaterial
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{
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LDrawMaterial(unsigned int code, aiColor3D color, aiColor3D edge) :
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code(code), color(color), edge(edge)
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LDrawMaterial(std::string name, int code, aiColor3D color, aiColor3D edge) :
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name(name), code(code), color(color), edge(edge)
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{}
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//human readable name
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std::string name;
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//identification of the color in LDraw files
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ColorIndex code;
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//the main color of the material
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