Ogre:
- better support for OgreXmlConverter generated files git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1177 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
parent
37fb338c1f
commit
521088e134
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@ -326,7 +326,8 @@ SET( Obj_SRCS
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SOURCE_GROUP( Obj FILES ${Obj_SRCS})
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SET( Ogre_SRCS
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OgreImporter.h
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OgreImporter.hpp
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OgreXmlHelper.hpp
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OgreImporter.cpp
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OgreImporterMaterial.cpp
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)
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@ -140,7 +140,7 @@ corresponding preprocessor flag to selectively disable formats.
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# include "LWSLoader.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
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# include "OgreImporter.h"
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# include "OgreImporter.hpp"
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#endif
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#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
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# include "MS3DLoader.h"
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@ -54,7 +54,7 @@ using namespace std;
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#include "TinyFormatter.h"
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#include "OgreImporter.h"
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#include "OgreImporter.hpp"
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#include "irrXMLWrapper.h"
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@ -80,7 +80,6 @@ bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandle
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}
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void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
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{
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m_CurrentFilename=pFile;
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@ -198,7 +197,6 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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}
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void OgreImporter::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert("mesh.xml");
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@ -210,6 +208,7 @@ void OgreImporter::SetupProperties(const Importer* pImp)
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m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
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}
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void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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XmlRead(Reader);
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@ -242,63 +241,28 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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//some info logging:
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unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
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ostringstream ss; ss<<"VertexCount: "<<NumVertices;
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ostringstream ss; ss<<"VertexCount: " << NumVertices;
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DefaultLogger::get()->debug(ss.str());
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//General Informations about vertices
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XmlRead(Reader);
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if(!(Reader->getNodeName()==string("vertexbuffer")))
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while(Reader->getNodeName()==string("vertexbuffer"))
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{
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throw DeadlyImportError("vertexbuffer node is not first in geometry node!");
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}
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theSubMesh.HasPositions=GetAttribute<bool>(Reader, "positions");
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theSubMesh.HasNormals=GetAttribute<bool>(Reader, "normals");
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if(!Reader->getAttributeValue("texture_coords"))//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
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theSubMesh.NumUvs=0;
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else
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theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
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if(theSubMesh.NumUvs>1)
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throw DeadlyImportError("too many texcoords (just 1 supported!)");
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//read all the vertices:
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XmlRead(Reader);
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while(Reader->getNodeName()==string("vertex"))
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{
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//read all vertex attributes:
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//Position
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if(theSubMesh.HasPositions)
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{
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XmlRead(Reader);
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aiVector3D NewPos;
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NewPos.x=GetAttribute<float>(Reader, "x");
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NewPos.y=GetAttribute<float>(Reader, "y");
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NewPos.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Positions.push_back(NewPos);
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ReadVertexBuffer(theSubMesh, Reader, NumVertices);
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}
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//Normal
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if(theSubMesh.HasNormals)
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{
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XmlRead(Reader);
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aiVector3D NewNormal;
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NewNormal.x=GetAttribute<float>(Reader, "x");
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NewNormal.y=GetAttribute<float>(Reader, "y");
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NewNormal.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Normals.push_back(NewNormal);
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}
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//some error checking on the loaded data
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if(!theSubMesh.HasPositions)
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throw DeadlyImportError("No positions could be loaded!");
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//Uv:
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if(1==theSubMesh.NumUvs)
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{
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XmlRead(Reader);
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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theSubMesh.Uvs.push_back(NewUv);
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}
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XmlRead(Reader);
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}
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if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Normals loaded!");
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if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Tangents loaded!");
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if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Uvs loaded!");
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}//end of "geometry
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@ -324,7 +288,8 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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DefaultLogger::get()->debug((Formatter::format(),
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"Positionen: ",theSubMesh.Positions.size(),
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" Normale: ",theSubMesh.Normals.size(),
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" TexCoords: ",theSubMesh.Uvs.size()
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" TexCoords: ",theSubMesh.Uvs.size(),
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" Tantents: ",theSubMesh.Tangents.size()
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));
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DefaultLogger::get()->warn(Reader->getNodeName());
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@ -335,6 +300,7 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniquePositions(UniqueVertexCount);
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vector<aiVector3D> UniqueNormals(UniqueVertexCount);
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vector<aiVector3D> UniqueTangents(UniqueVertexCount);
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vector<aiVector3D> UniqueUvs(UniqueVertexCount);
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vector< vector<Weight> > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0));
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@ -349,9 +315,19 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
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UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
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if(theSubMesh.HasNormals)
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{
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UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
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UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
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UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
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}
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if(theSubMesh.HasTangents)
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{
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UniqueTangents[3*i+0]=theSubMesh.Tangents[Vertex1];
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UniqueTangents[3*i+1]=theSubMesh.Tangents[Vertex2];
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UniqueTangents[3*i+2]=theSubMesh.Tangents[Vertex3];
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}
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if(1==theSubMesh.NumUvs)
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{
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@ -360,7 +336,8 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
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}
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if (theSubMesh.Weights.size()) {
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if(theSubMesh.Weights.size())
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{
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UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
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UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
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UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
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@ -374,9 +351,11 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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//_________________________________________________________________________________________
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//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
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//if we don't have one of them, we just swap empty containers, so everything is ok
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theSubMesh.FaceList.swap(UniqueFaceList);
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theSubMesh.Positions.swap(UniquePositions);
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theSubMesh.Normals.swap(UniqueNormals);
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theSubMesh.Tangents.swap(UniqueTangents);
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theSubMesh.Uvs.swap(UniqueUvs);
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theSubMesh.Weights.swap(UniqueWeights);
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@ -405,6 +384,119 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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}
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void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
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{
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DefaultLogger::get()->debug("new Vertex Buffer");
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bool ReadPositions=false;
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bool ReadNormals=false;
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bool ReadTangents=false;
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bool ReadUvs=false;
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//-------------------- check, what we need to read: --------------------------------
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if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
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{
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ReadPositions=theSubMesh.HasPositions=true;
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theSubMesh.Positions.reserve(NumVertices);
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DefaultLogger::get()->debug("reading positions");
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}
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if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
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{
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ReadNormals=theSubMesh.HasNormals=true;
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theSubMesh.Normals.reserve(NumVertices);
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DefaultLogger::get()->debug("reading positions");
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}
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if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
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{
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ReadTangents=theSubMesh.HasTangents=true;
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theSubMesh.Tangents.reserve(NumVertices);
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DefaultLogger::get()->debug("reading positions");
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}
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//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
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if(!Reader->getAttributeValue("texture_coords"))
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theSubMesh.NumUvs=0;
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else
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{
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ReadUvs=theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
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theSubMesh.Uvs.reserve(NumVertices);
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DefaultLogger::get()->debug("reading texture coords");
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}
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if(theSubMesh.NumUvs>1)
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DefaultLogger::get()->warn("too many texcoords (just 1 supported!), no texcoords will be loaded!");
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//___________________________________________________________________
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//check if we will load anything
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if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
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DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
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//read all the vertices:
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XmlRead(Reader);
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/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
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so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
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while(Reader->getNodeName()==string("vertex")
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||Reader->getNodeName()==string("position")
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||Reader->getNodeName()==string("normal")
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||Reader->getNodeName()==string("tangent")
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||Reader->getNodeName()==string("texcoord"))
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{
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if(Reader->getNodeName()==string("vertex"))
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XmlRead(Reader);//Read an attribute tag
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//Position
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if(ReadPositions && Reader->getNodeName()==string("position"))
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{
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aiVector3D NewPos;
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NewPos.x=GetAttribute<float>(Reader, "x");
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NewPos.y=GetAttribute<float>(Reader, "y");
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NewPos.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Positions.push_back(NewPos);
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}
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//Normal
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else if(ReadNormals && Reader->getNodeName()==string("normal"))
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{
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aiVector3D NewNormal;
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NewNormal.x=GetAttribute<float>(Reader, "x");
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NewNormal.y=GetAttribute<float>(Reader, "y");
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NewNormal.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Normals.push_back(NewNormal);
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}
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//Tangent
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else if(ReadTangents && Reader->getNodeName()==string("tangent"))
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{
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aiVector3D NewTangent;
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NewTangent.x=GetAttribute<float>(Reader, "x");
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NewTangent.y=GetAttribute<float>(Reader, "y");
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NewTangent.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Tangents.push_back(NewTangent);
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}
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//Uv:
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else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
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{
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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theSubMesh.Uvs.push_back(NewUv);
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}
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//Attribute could not be read
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else
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{
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DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
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}
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XmlRead(Reader);//Read the Vertex tag
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}
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}
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aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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@ -418,8 +510,18 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
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NewAiMesh->mNumVertices=theSubMesh.Positions.size();
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//Normals
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if(theSubMesh.HasNormals)
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{
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NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
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memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
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}
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//Tangents
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if(theSubMesh.HasTangents)
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{
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NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
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memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
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}
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//Uvs
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if(0!=theSubMesh.NumUvs)
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@ -816,12 +918,8 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
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}
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aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const
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aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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(void)m_CurrentScene;
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//----Create the node for this bone and set its values-----
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aiNode* NewNode=new aiNode(Bones[BoneId].Name);
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NewNode->mParent=ParentNode;
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@ -2,7 +2,7 @@
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#include <vector>
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#include "OgreXmlHelper.h"
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#include "OgreXmlHelper.hpp"
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#include "irrXMLWrapper.h"
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namespace Assimp
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@ -33,6 +33,9 @@ private:
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/// Helper Functions to read parts of the XML File
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void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
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/// Reads a single Vertexbuffer and writes its data in the Submesh
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static void ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices);
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/// writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
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void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
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@ -46,9 +49,10 @@ private:
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void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
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aiMaterial* LoadMaterial(const std::string MaterialName) const;
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static void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial);
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///Recursivly creates a filled aiNode from a given root bone
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aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const;
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static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
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//Now we don't have to give theses parameters to all functions
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std::string m_CurrentFilename;
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@ -63,14 +67,18 @@ struct SubMesh
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std::string Name;
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std::string MaterialName;
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std::vector<Face> FaceList;
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std::vector<aiVector3D> Positions; bool HasPositions;
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std::vector<aiVector3D> Normals; bool HasNormals;
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std::vector<aiVector3D> Tangents; bool HasTangents;
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std::vector<aiVector3D> Uvs; unsigned int NumUvs;//nearly always 2d, but assimp has always 3d texcoords
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std::vector< std::vector<Weight> > Weights;//a list of bones for each vertex
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int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh
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unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices)
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SubMesh(): HasPositions(false), HasNormals(false), NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything
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SubMesh(): HasPositions(false), HasNormals(false), HasTangents(false),
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NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything
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};
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///For the moment just triangles, no other polygon types!
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@ -55,7 +55,7 @@ using namespace std;
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//#include "boost/foreach.hpp"
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//using namespace boost;
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#include "OgreImporter.h"
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#include "OgreImporter.hpp"
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#include "irrXMLWrapper.h"
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#include "TinyFormatter.h"
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@ -71,10 +71,6 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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(void)m_CurrentScene;
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aiMaterial *NewMaterial=new aiMaterial();
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aiString ts(MaterialName.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
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/*For bettetr understanding of the material parser, here is a material example file:
|
||||
|
||||
material Sarg
|
||||
|
@ -100,9 +96,39 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|||
|
||||
*/
|
||||
|
||||
/*and here is another one:
|
||||
|
||||
const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.find('.'))+".material";
|
||||
DefaultLogger::get()->info("Trying to load " +MaterialFileName);
|
||||
import * from abstract_base_passes_depth.material
|
||||
import * from abstract_base.material
|
||||
import * from mat_shadow_caster.material
|
||||
import * from mat_character_singlepass.material
|
||||
|
||||
material hero/hair/caster : mat_shadow_caster_skin_areject
|
||||
{
|
||||
set $diffuse_map "hero_hair_alpha_c.dds"
|
||||
}
|
||||
|
||||
material hero/hair_alpha : mat_char_cns_singlepass_areject_4weights
|
||||
{
|
||||
set $diffuse_map "hero_hair_alpha_c.dds"
|
||||
set $specular_map "hero_hair_alpha_s.dds"
|
||||
set $normal_map "hero_hair_alpha_n.dds"
|
||||
set $light_map "black_lightmap.dds"
|
||||
|
||||
set $shadow_caster_material "hero/hair/caster"
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
//the filename typically ends with .mesh or .mesh.xml
|
||||
const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
|
||||
DefaultLogger::get()->info("Trying to load " + MaterialFileName);
|
||||
|
||||
|
||||
aiMaterial *NewMaterial=new aiMaterial();
|
||||
|
||||
aiString ts(MaterialName.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
|
||||
|
||||
//Read the file into memory and put it in a stringstream
|
||||
stringstream ss;
|
||||
|
@ -110,11 +136,17 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|||
IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
|
||||
if(NULL==MatFilePtr)
|
||||
{
|
||||
//try the default mat Library
|
||||
if(NULL==MatFilePtr)
|
||||
{
|
||||
|
||||
MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
|
||||
if(NULL==MatFilePtr)
|
||||
{
|
||||
DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
|
||||
return NewMaterial;
|
||||
delete NewMaterial;
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
|
||||
|
@ -135,7 +167,10 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|||
ss >> Line;
|
||||
if(Line==MaterialName)//Load the next material
|
||||
{
|
||||
string RestOfLine;
|
||||
getline(ss, RestOfLine);//ignore the rest of the line
|
||||
ss >> Line;
|
||||
|
||||
if(Line!="{")
|
||||
throw DeadlyImportError("empty material!");
|
||||
|
||||
|
@ -145,6 +180,97 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|||
ss >> Line;
|
||||
if(Line=="technique")
|
||||
{
|
||||
ReadTechnique(ss, NewMaterial);
|
||||
}
|
||||
|
||||
DefaultLogger::get()->info(Line);
|
||||
//read informations from a custom material:
|
||||
if(Line=="set")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line=="$specular")//todo load this values:
|
||||
{
|
||||
}
|
||||
if(Line=="$diffuse")
|
||||
{
|
||||
}
|
||||
if(Line=="$ambient")
|
||||
{
|
||||
}
|
||||
if(Line=="$colormap")
|
||||
{
|
||||
ss >> Line;
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(Line=="$normalmap")
|
||||
{
|
||||
ss >> Line;
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
|
||||
if(Line=="$shininess_strength")
|
||||
{
|
||||
ss >> Line;
|
||||
float Shininess=fast_atof(Line.c_str());
|
||||
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
|
||||
}
|
||||
|
||||
if(Line=="$shininess_exponent")
|
||||
{
|
||||
ss >> Line;
|
||||
float Shininess=fast_atof(Line.c_str());
|
||||
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
|
||||
}
|
||||
|
||||
//Properties from Venetica:
|
||||
if(Line=="$diffuse_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(Line=="$specular_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
|
||||
}
|
||||
if(Line=="$normal_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
if(Line=="$light_map")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line[0]=='"')// "file" -> file
|
||||
Line=Line.substr(1, Line.size()-2);
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
|
||||
}
|
||||
}
|
||||
}//end of material
|
||||
}
|
||||
else {} //this is the wrong material, proceed the file until we reach the next material
|
||||
}
|
||||
ss >> Line;
|
||||
}
|
||||
|
||||
return NewMaterial;
|
||||
}
|
||||
|
||||
void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
|
||||
{
|
||||
string Line;
|
||||
ss >> Line;
|
||||
if(Line!="{")
|
||||
throw DeadlyImportError("empty technique!");
|
||||
|
@ -206,50 +332,9 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|||
}
|
||||
}
|
||||
}//end of technique
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
DefaultLogger::get()->info(Line);
|
||||
//read informations from a custom material:
|
||||
if(Line=="set")
|
||||
{
|
||||
ss >> Line;
|
||||
if(Line=="$specular")//todo load this values:
|
||||
{
|
||||
}
|
||||
if(Line=="$diffuse")
|
||||
{
|
||||
}
|
||||
if(Line=="$ambient")
|
||||
{
|
||||
}
|
||||
if(Line=="$colormap")
|
||||
{
|
||||
ss >> Line;
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
||||
}
|
||||
if(Line=="$normalmap")
|
||||
{
|
||||
ss >> Line;
|
||||
aiString ts(Line.c_str());
|
||||
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
||||
}
|
||||
}
|
||||
}//end of material
|
||||
}
|
||||
else {} //this is the wrong material, proceed the file until we reach the next material
|
||||
}
|
||||
ss >> Line;
|
||||
}
|
||||
|
||||
return NewMaterial;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}//namespace Ogre
|
||||
}//namespace Assimp
|
||||
|
||||
|
|
|
@ -1457,9 +1457,10 @@ try to find the appendant material and skeleton file.
|
|||
The skeleton file must have the same name as the mesh file, e.g. fish.mesh.xml and fish.skeleton.xml.
|
||||
|
||||
@subsection material Materials
|
||||
The material file can have the same name as the mesh file, or you can use
|
||||
Importer::Importer::SetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "materiafile.material") to specify
|
||||
the name of the material file. This is especially usefull if multiply materials a stored in a single file.
|
||||
The material file can have the same name as the mesh file (if the file is model.mesh or model.mesh.xml the
|
||||
loader will try to load model.material),
|
||||
or you can use Importer::Importer::SetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "materiafile.material")
|
||||
to specify the name of the material file. This is especially usefull if multiply materials a stored in a single file.
|
||||
The importer will first try to load the material with the same name as the mesh and only if this can't be open try
|
||||
to load the alternate material file. The default material filename is "Scene.material".
|
||||
|
||||
|
@ -1468,6 +1469,7 @@ should read the custom material sektion in the Ogre Blender exporter Help File,
|
|||
can find in scripts/OgreImpoter/Assimp.tlp in the assimp source. If you don't set all values, don't worry, they will be ignored during import.
|
||||
|
||||
If you want more properties in custom materials, you can easily expand the ogre material loader, it will be just a few lines for each property.
|
||||
Just look in OgreImporterMaterial.cpp
|
||||
|
||||
@subsection todo Todo
|
||||
- Load colors in custom materials
|
||||
|
|
Loading…
Reference in New Issue