Collada
- added support for lights and cameras - added support for tangents and bitangents - added support for more than 2 UV components. - fixed node naming - beta support for instance_node elements. Works in most cases. - added support for more complex materials - UV index is now set correctly. hopefully. Material system - fixed potential problems regarding aiUVTransform - added utility macros for the base keys git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@338 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
e54ef3944d
commit
7678b8e1be
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@ -43,10 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_COLLADAHELPER_H_INC
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#define AI_COLLADAHELPER_H_INC
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namespace Assimp
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{
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namespace Collada
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{
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namespace Assimp {
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namespace Collada {
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/** Transformation types that can be applied to a node */
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enum TransformType
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@ -59,6 +57,19 @@ enum TransformType
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TF_MATRIX
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};
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/** Different types of input data to a vertex or face */
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enum InputType
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{
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color,
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IT_Tangent,
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IT_Bitangent,
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};
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/** Contains all data for one of the different transformation types */
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struct Transform
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{
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@ -66,11 +77,135 @@ struct Transform
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float f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/** A collada camera. */
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struct Camera
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{
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Camera()
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: mOrtho (false)
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, mHorFov (10e10f)
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, mVerFov (10e10f)
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, mAspect (10e10f)
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, mZNear (0.1f)
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, mZFar (1000.f)
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{}
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// Name of camera
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std::string mName;
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// True if it is an orthografic camera
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bool mOrtho;
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//! Horizontal field of view in degrees
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float mHorFov;
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//! Vertical field of view in degrees
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float mVerFov;
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//! Screen aspect
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float mAspect;
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//! Near& far z
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float mZNear, mZFar;
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};
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#define aiLightSource_AMBIENT 0xdeaddead
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/** A collada light source. */
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struct Light
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{
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Light()
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: mAttConstant (1.f)
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, mAttLinear (0.f)
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, mAttQuadratic (0.f)
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, mFalloffAngle (180.f)
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, mFalloffExponent (0.f)
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, mPenumbraAngle (10e10f)
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, mOuterAngle (10e10f)
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, mIntensity (1.f)
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{}
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//! Type of the light source aiLightSourceType + ambient
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unsigned int mType;
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//! Color of the light
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aiColor3D mColor;
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//! Light attenuation
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float mAttConstant,mAttLinear,mAttQuadratic;
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//! Spot light falloff
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float mFalloffAngle;
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float mFalloffExponent;
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// -----------------------------------------------------
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// FCOLLADA extension from here
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//! ... related stuff from maja and max extensions
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float mPenumbraAngle;
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float mOuterAngle;
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//! Common light intensity
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float mIntensity;
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};
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/** Short vertex index description */
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struct InputSemanticMapEntry
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{
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InputSemanticMapEntry()
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: mSet (0)
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{}
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//! Index of set, optional
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unsigned int mSet;
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//! Name of referenced vertex input
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InputType mType;
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};
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/** Table to map from effect to vertex input semantics */
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struct SemanticMappingTable
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{
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//! Name of material
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std::string mMatName;
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//! List of semantic map commands, grouped by effect semantic name
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std::map<std::string, InputSemanticMapEntry> mMap;
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//! For std::find
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bool operator == (const std::string& s) const {
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return s == mMatName;
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}
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};
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/** A reference to a mesh inside a node, including materials assigned to the various subgroups */
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struct MeshInstance
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{
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std::string mMesh; ///< ID of the mesh
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std::map<std::string, std::string> mMaterials; ///< Map of materials by the subgroup ID they're applied to
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///< ID of the mesh
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std::string mMesh;
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///< Map of materials by the subgroup ID they're applied to
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std::map<std::string, SemanticMappingTable> mMaterials;
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};
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/** A reference to a camera inside a node*/
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struct CameraInstance
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{
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///< ID of the camera
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std::string mCamera;
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};
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/** A reference to a light inside a node*/
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struct LightInstance
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{
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///< ID of the camera
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std::string mLight;
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};
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/** A reference to a node inside a node*/
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struct NodeInstance
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{
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///< ID of the node
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std::string mNode;
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};
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/** A node in a scene hierarchy */
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@ -84,10 +219,31 @@ struct Node
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/** Operations in order to calculate the resulting transformation to parent. */
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std::vector<Transform> mTransforms;
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std::vector<MeshInstance> mMeshes; ///< Meshes at this node
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/** Meshes at this node */
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std::vector<MeshInstance> mMeshes;
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Node() { mParent = NULL; }
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~Node() { for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) delete *it; }
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/** Lights at this node */
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std::vector<LightInstance> mLights;
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/** Cameras at this node */
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std::vector<CameraInstance> mCameras;
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/** Node instances at this node */
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std::vector<NodeInstance> mNodeInstances;
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/** Rootnodes: Name of primary camera, if any */
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std::string mPrimaryCamera;
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//! Constructor. Begin with a zero parent
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Node() {
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mParent = NULL;
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}
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//! Destructor: delete all children subsequently
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~Node() {
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for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
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delete *it;
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}
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};
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/** Data source array */
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@ -121,17 +277,6 @@ struct Face
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std::vector<size_t> mIndices;
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};
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/** Different types of input data to a vertex or face */
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enum InputType
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{
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color
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};
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/** An input channel for mesh data, referring to a single accessor */
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struct InputChannel
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{
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@ -154,14 +299,24 @@ struct SubMesh
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/** Contains data for a single mesh */
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struct Mesh
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{
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Mesh()
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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mNumUVComponents[i] = 2;
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}
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std::string mVertexID; // just to check if there's some sophisticated addressing involved... which we don't support, and therefore should warn about.
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std::vector<InputChannel> mPerVertexData; // Vertex data addressed by vertex indices
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// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> mNormals;
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std::vector<aiVector2D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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std::vector<aiVector3D> mTangents;
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std::vector<aiVector3D> mBitangents;
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std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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// Faces. Stored are only the number of vertices for each face. 1 == point, 2 == line, 3 == triangle, 4+ == poly
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std::vector<size_t> mFaceSize;
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@ -213,30 +368,98 @@ enum ShadeType
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Shade_Blinn
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};
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/** Represents a texture sampler in collada */
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struct Sampler
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{
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Sampler()
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: mWrapU (true)
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, mWrapV (true)
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, mMirrorU (true)
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, mMirrorV (true)
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, mOp (aiTextureOp_Multiply)
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, mUVId (0xffffffff)
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, mWeighting (1.f)
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, mMixWithPrevious (1.f)
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{}
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// Name of image reference
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std::string mName;
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// Wrap U?
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bool mWrapU;
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// Wrap V?
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bool mWrapV;
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// Mirror U?
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bool mMirrorU;
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// Mirror V?
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bool mMirrorV;
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// Blend mode
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aiTextureOp mOp;
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// UV transformation
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aiUVTransform mTransform;
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// Name of source UV channel
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std::string mUVChannel;
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// Resolved UV channel index or 0xffffffff if not known
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unsigned int mUVId;
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// OKINO/MAX3D extensions from here
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// -------------------------------------------------------
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// Weighting factor
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float mWeighting;
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// Mixing factor from OKINO
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float mMixWithPrevious;
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};
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/** A collada effect. Can contain about anything according to the Collada spec, but we limit our version to a reasonable subset. */
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struct Effect
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{
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// Shading mode
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ShadeType mShadeType;
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// Colors
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aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular;
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aiColor4D mReflective, mRefractive;
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std::string mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular;
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aiColor4D mTransparent;
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// Textures
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Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
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mTexTransparent, mTexBump;
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// Scalar factory
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float mShininess, mRefractIndex;
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float mReflectivity, mRefractivity;
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float mTransparency;
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// local params referring to each other by their SID
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typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
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ParamLibrary mParams;
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// MAX3D extensions
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// ---------------------------------------------------------
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// Double-sided?
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bool mDoubleSided, mWireframe, mFaceted;
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Effect() : mEmissive( 0, 0, 0, 1), mAmbient( 0.1f, 0.1f, 0.1f, 1),
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mDiffuse( 0.6f, 0.6f, 0.6f, 1), mSpecular( 0.4f, 0.4f, 0.4f, 1),
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mReflective( 0, 0, 0, 0), mRefractive( 0, 0, 0, 0)
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Effect()
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: mShadeType (Shade_Phong)
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, mEmissive ( 0, 0, 0, 1)
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, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
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, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
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, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
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, mTransparent ( 0, 0, 0, 1)
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, mShininess (10.0f)
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, mRefractIndex (1.f)
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, mTransparency (0.f)
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, mDoubleSided (false)
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, mWireframe (false)
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, mFaceted (false)
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{
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mShadeType = Shade_Phong;
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mShininess = 10.0f;
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mRefractIndex = 1.0f;
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mReflectivity = 0.0f;
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mRefractivity = 0.0f;
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}
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};
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@ -48,6 +48,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "ColladaLoader.h"
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#include "ColladaParser.h"
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#include "fast_atof.h"
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#include "ParsingUtils.h"
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#include "time.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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@ -95,11 +100,19 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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{
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mFileName = pFile;
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// clean all member arrays - just for safety, it should work even if we did not
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mMeshIndexByID.clear();
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mMaterialIndexByName.clear();
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mMeshes.clear();
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newMats.clear();
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mLights.clear();
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mCameras.clear();
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// parse the input file
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ColladaParser parser( pFile);
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if( !parser.mRootNode)
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throw new ImportErrorException( "File came out empty. Something is wrong here.");
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throw new ImportErrorException( "Collada: File came out empty. Something is wrong here.");
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// create the materials first, for the meshes to find
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BuildMaterials( parser, pScene);
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@ -107,6 +120,9 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// build the node hierarchy from it
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pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
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// ... then fill the materials with the now adjusted settings
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FillMaterials(parser, pScene);
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// Convert to Z_UP, if different orientation
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if( parser.mUpDirection == ColladaParser::UP_X)
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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@ -123,6 +139,25 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
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// store all meshes
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StoreSceneMeshes( pScene);
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// store all materials
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StoreSceneMaterials( pScene);
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// store all lights
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StoreSceneLights( pScene);
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// if we know which camera is the primary camera, copy it to index 0
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if (0 == parser.mRootNode->mPrimaryCamera.length()) {
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for (unsigned int i = 1; i < mCameras.size(); ++i) {
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if (mCameras[i]->mName == parser.mRootNode->mPrimaryCamera) {
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std::swap(mCameras[i],mCameras[0]);
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break;
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}
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}
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}
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// store all cameras
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StoreSceneCameras( pScene);
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}
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// ------------------------------------------------------------------------------------------------
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aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
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{
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// create a node for it
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aiNode* node = new aiNode( pNode->mName);
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aiNode* node = new aiNode();
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// now setup the name of the node. We take the name if not empty, otherwise the collada ID
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if (!pNode->mName.empty())
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node->mName.Set(pNode->mName);
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else if (!pNode->mID.empty())
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node->mName.Set(pNode->mID);
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else
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{
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// No need to worry. Unnamed nodes are no problem at all, except
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// if cameras or lights need to be assigned to them.
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if (!pNode->mLights.empty() || !pNode->mCameras.empty()) {
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::strcpy(node->mName.data,"$ColladaAutoName$_");
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node->mName.length = 18 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
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}
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}
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// calculate the transformation matrix for it
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node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
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// add children
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node->mNumChildren = pNode->mChildren.size();
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// now resolve node instances
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std::vector<Collada::Node*> instances;
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ResolveNodeInstances(pParser,pNode,instances);
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// add children. first the *real* ones
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node->mNumChildren = pNode->mChildren.size()+instances.size();
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node->mChildren = new aiNode*[node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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unsigned int a = 0;
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for(; a < pNode->mChildren.size(); a++)
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{
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node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
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node->mChildren[a]->mParent = node;
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}
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// ... and finally the resolved node instances
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for(; a < node->mNumChildren; a++)
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{
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node->mChildren[a] = BuildHierarchy( pParser, instances[a-pNode->mChildren.size()]);
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node->mChildren[a]->mParent = node;
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}
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// construct meshes
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BuildMeshesForNode( pParser, pNode, node);
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// construct cameras
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BuildCamerasForNode(pParser, pNode, node);
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// construct lights
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BuildLightsForNode(pParser, pNode, node);
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Resolve node instances
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void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
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std::vector<Collada::Node*>& resolved)
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{
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// reserve enough storage
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resolved.reserve(pNode->mNodeInstances.size());
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|
||||
// ... and iterate through all nodes to be instanced as children of pNode
|
||||
for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
|
||||
end = pNode->mNodeInstances.end(); it != end; ++it)
|
||||
{
|
||||
// find the corresponding node in the library
|
||||
ColladaParser::NodeLibrary::const_iterator fnd = pParser.mNodeLibrary.find((*it).mNode);
|
||||
if (fnd == pParser.mNodeLibrary.end())
|
||||
DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
|
||||
|
||||
else {
|
||||
// attach this node to the list of children
|
||||
resolved.push_back((*fnd).second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Resolve UV channels
|
||||
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
|
||||
const Collada::SemanticMappingTable& table)
|
||||
{
|
||||
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
|
||||
if (it != table.mMap.end()) {
|
||||
if (it->second.mType != Collada::IT_Texcoord)
|
||||
DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
|
||||
|
||||
sampler.mUVId = it->second.mSet;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Builds lights for the given node and references them
|
||||
void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
|
||||
{
|
||||
BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
|
||||
{
|
||||
// find the referred light
|
||||
ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
|
||||
if( srcLightIt == pParser.mLightLibrary.end())
|
||||
{
|
||||
DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
|
||||
continue;
|
||||
}
|
||||
const Collada::Light* srcLight = &srcLightIt->second;
|
||||
if (srcLight->mType == aiLightSource_AMBIENT) {
|
||||
DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
|
||||
continue;
|
||||
}
|
||||
|
||||
// now fill our ai data structure
|
||||
aiLight* out = new aiLight();
|
||||
out->mName = pTarget->mName;
|
||||
out->mType = (aiLightSourceType)srcLight->mType;
|
||||
|
||||
// collada lights point in -Z by default, rest is specified in node transform
|
||||
out->mDirection = aiVector3D(0.f,0.f,-1.f);
|
||||
|
||||
out->mAttenuationConstant = srcLight->mAttConstant;
|
||||
out->mAttenuationLinear = srcLight->mAttLinear;
|
||||
out->mAttenuationQuadratic = srcLight->mAttQuadratic;
|
||||
|
||||
// collada doesn't differenciate between these color types
|
||||
out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
|
||||
|
||||
// convert falloff angle and falloff exponent in our representation, if given
|
||||
if (out->mType == aiLightSource_SPOT) {
|
||||
|
||||
out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
|
||||
|
||||
// ... some extension magic. FUCKING COLLADA.
|
||||
if (srcLight->mOuterAngle == 10e10f)
|
||||
{
|
||||
// ... some deprecation magic. FUCKING FCOLLADA.
|
||||
if (srcLight->mPenumbraAngle == 10e10f)
|
||||
{
|
||||
// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
|
||||
// ci - inner cone angle
|
||||
// co - outer cone angle
|
||||
// fe - falloff exponent
|
||||
// ld - spot direction - normalized
|
||||
// rd - ray direction - normalized
|
||||
//
|
||||
// Formula is:
|
||||
// 1. (cos(acos (ld dot rd) - ci))^fe == epsilon
|
||||
// 2. (ld dot rd) == cos(acos(epsilon^(1/fe)) + ci)
|
||||
// 3. co == acos (ld dot rd)
|
||||
// 4. co == acos(epsilon^(1/fe)) + ci)
|
||||
|
||||
// epsilon chosen to be 0.1
|
||||
out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
|
||||
srcLight->mFalloffAngle);
|
||||
}
|
||||
else {
|
||||
out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
|
||||
if (out->mAngleOuterCone < out->mAngleInnerCone)
|
||||
std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
|
||||
}
|
||||
}
|
||||
else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
|
||||
}
|
||||
|
||||
// add to light list
|
||||
mLights.push_back(out);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Builds cameras for the given node and references them
|
||||
void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
|
||||
{
|
||||
BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
|
||||
{
|
||||
// find the referred light
|
||||
ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
|
||||
if( srcCameraIt == pParser.mCameraLibrary.end())
|
||||
{
|
||||
DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
|
||||
continue;
|
||||
}
|
||||
const Collada::Camera* srcCamera = &srcCameraIt->second;
|
||||
|
||||
// orthographic cameras not yet supported in Assimp
|
||||
if (srcCamera->mOrtho) {
|
||||
DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
|
||||
}
|
||||
|
||||
// now fill our ai data structure
|
||||
aiCamera* out = new aiCamera();
|
||||
out->mName = pTarget->mName;
|
||||
|
||||
// collada cameras point in -Z by default, rest is specified in node transform
|
||||
out->mLookAt = aiVector3D(0.f,0.f,-1.f);
|
||||
|
||||
// near/far z is already ok
|
||||
out->mClipPlaneFar = srcCamera->mZFar;
|
||||
out->mClipPlaneNear = srcCamera->mZNear;
|
||||
|
||||
// ... but for the rest some values are optional
|
||||
// and we need to compute the others in any combination. FUCKING COLLADA.
|
||||
if (srcCamera->mAspect != 10e10f)
|
||||
out->mAspect = srcCamera->mAspect;
|
||||
|
||||
if (srcCamera->mHorFov != 10e10f) {
|
||||
out->mHorizontalFOV = srcCamera->mHorFov;
|
||||
|
||||
if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect != 10e10f) {
|
||||
out->mAspect = srcCamera->mHorFov/srcCamera->mVerFov;
|
||||
}
|
||||
}
|
||||
else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
|
||||
out->mHorizontalFOV = srcCamera->mAspect*srcCamera->mVerFov;
|
||||
}
|
||||
|
||||
// Collada uses degrees, we use radians
|
||||
out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
|
||||
|
||||
// add to camera list
|
||||
mCameras.push_back(out);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Builds meshes for the given node and references them
|
||||
void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
|
||||
|
@ -164,7 +402,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
|||
ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMesh);
|
||||
if( srcMeshIt == pParser.mMeshLibrary.end())
|
||||
{
|
||||
DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
|
||||
DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
|
||||
continue;
|
||||
}
|
||||
const Collada::Mesh* srcMesh = srcMeshIt->second;
|
||||
|
@ -174,16 +412,42 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
|||
for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
|
||||
{
|
||||
const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
|
||||
if( submesh.mNumFaces == 0)
|
||||
continue;
|
||||
if( submesh.mNumFaces == 0)
|
||||
continue;
|
||||
|
||||
// find material assigned to this submesh
|
||||
std::map<std::string, std::string>::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
|
||||
std::string meshMaterial;
|
||||
std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
|
||||
|
||||
const Collada::SemanticMappingTable* table;
|
||||
if( meshMatIt != mid.mMaterials.end())
|
||||
meshMaterial = meshMatIt->second;
|
||||
table = &meshMatIt->second;
|
||||
else {
|
||||
table = NULL;
|
||||
DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
|
||||
}
|
||||
std::string& meshMaterial = table ? table->mMatName : "";
|
||||
|
||||
// OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
|
||||
// given. The only mapping stuff which we do actually support is the UV channel.
|
||||
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
|
||||
unsigned int matIdx;
|
||||
if( matIt != mMaterialIndexByName.end())
|
||||
matIdx = matIt->second;
|
||||
else
|
||||
DefaultLogger::get()->warn( boost::str( boost::format( "No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
|
||||
matIdx = 0;
|
||||
|
||||
if (table && !table->mMap.empty() ) {
|
||||
std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
|
||||
|
||||
// Iterate through all texture channels assigned to the effect and
|
||||
// check whether we have mapping information for it.
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
|
||||
ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
|
||||
}
|
||||
|
||||
// built lookup index of the Mesh-Submesh-Material combination
|
||||
ColladaMeshIndex index( mid.mMesh, sm, meshMaterial);
|
||||
|
@ -199,20 +463,39 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
|||
aiMesh* dstMesh = new aiMesh;
|
||||
|
||||
// count the vertices addressed by its faces
|
||||
size_t numVertices =
|
||||
std::accumulate( srcMesh->mFaceSize.begin() + faceStart, srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
|
||||
const size_t numVertices = std::accumulate( srcMesh->mFaceSize.begin() + faceStart,
|
||||
srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
|
||||
|
||||
// copy positions
|
||||
dstMesh->mNumVertices = numVertices;
|
||||
dstMesh->mVertices = new aiVector3D[numVertices];
|
||||
std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() + vertexStart + numVertices, dstMesh->mVertices);
|
||||
std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() +
|
||||
vertexStart + numVertices, dstMesh->mVertices);
|
||||
|
||||
// normals, if given. HACK: (thom) Due to the fucking Collada spec we never know if we have the same
|
||||
// number of normals as there are positions. So we also ignore any vertex attribute if it has a different count
|
||||
// normals, if given. HACK: (thom) Due to the fucking Collada spec we never
|
||||
// know if we have the same number of normals as there are positions. So we
|
||||
// also ignore any vertex attribute if it has a different count
|
||||
if( srcMesh->mNormals.size() == srcMesh->mPositions.size())
|
||||
{
|
||||
dstMesh->mNormals = new aiVector3D[numVertices];
|
||||
std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() + vertexStart + numVertices, dstMesh->mNormals);
|
||||
std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() +
|
||||
vertexStart + numVertices, dstMesh->mNormals);
|
||||
}
|
||||
|
||||
// tangents, if given.
|
||||
if( srcMesh->mTangents.size() == srcMesh->mPositions.size())
|
||||
{
|
||||
dstMesh->mTangents = new aiVector3D[numVertices];
|
||||
std::copy( srcMesh->mTangents.begin() + vertexStart, srcMesh->mTangents.begin() +
|
||||
vertexStart + numVertices, dstMesh->mTangents);
|
||||
}
|
||||
|
||||
// bitangents, if given.
|
||||
if( srcMesh->mBitangents.size() == srcMesh->mPositions.size())
|
||||
{
|
||||
dstMesh->mBitangents = new aiVector3D[numVertices];
|
||||
std::copy( srcMesh->mBitangents.begin() + vertexStart, srcMesh->mBitangents.begin() +
|
||||
vertexStart + numVertices, dstMesh->mBitangents);
|
||||
}
|
||||
|
||||
// same for texturecoords, as many as we have
|
||||
|
@ -222,8 +505,9 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
|||
{
|
||||
dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
|
||||
for( size_t b = 0; b < numVertices; ++b)
|
||||
dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][vertexStart+b].x, srcMesh->mTexCoords[a][vertexStart+b].y, 0.0f);
|
||||
dstMesh->mNumUVComponents[a] = 2;
|
||||
dstMesh->mTextureCoords[a][b] = srcMesh->mTexCoords[a][vertexStart+b];
|
||||
|
||||
dstMesh->mNumUVComponents[a] = srcMesh->mNumUVComponents[a];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -258,11 +542,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
|||
vertexStart += numVertices; faceStart += submesh.mNumFaces;
|
||||
|
||||
// assign the material index
|
||||
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
|
||||
if( matIt != mMaterialIndexByName.end())
|
||||
dstMesh->mMaterialIndex = matIt->second;
|
||||
else
|
||||
dstMesh->mMaterialIndex = 0;
|
||||
dstMesh->mMaterialIndex = matIdx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -288,11 +568,185 @@ void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
|
|||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all cameras in the given scene
|
||||
void ColladaLoader::StoreSceneCameras( aiScene* pScene)
|
||||
{
|
||||
pScene->mNumCameras = mCameras.size();
|
||||
if( mCameras.size() > 0)
|
||||
{
|
||||
pScene->mCameras = new aiCamera*[mCameras.size()];
|
||||
std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all lights in the given scene
|
||||
void ColladaLoader::StoreSceneLights( aiScene* pScene)
|
||||
{
|
||||
pScene->mNumLights = mLights.size();
|
||||
if( mLights.size() > 0)
|
||||
{
|
||||
pScene->mLights = new aiLight*[mLights.size()];
|
||||
std::copy( mLights.begin(), mLights.end(), pScene->mLights);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Stores all materials in the given scene
|
||||
void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
|
||||
{
|
||||
pScene->mNumMaterials = newMats.size();
|
||||
|
||||
pScene->mMaterials = new aiMaterial*[newMats.size()];
|
||||
for (unsigned int i = 0; i < newMats.size();++i)
|
||||
pScene->mMaterials[i] = newMats[i].second;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Add a texture to a material structure
|
||||
void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
|
||||
const Collada::Effect& effect,
|
||||
const Collada::Sampler& sampler,
|
||||
aiTextureType type, unsigned int idx)
|
||||
{
|
||||
// first of all, basic file name
|
||||
mat.AddProperty( &FindFilenameForEffectTexture( pParser, effect, sampler.mName),
|
||||
_AI_MATKEY_TEXTURE_BASE,type,idx);
|
||||
|
||||
// mapping mode
|
||||
int map = map = aiTextureMapMode_Clamp;
|
||||
if (sampler.mWrapU)
|
||||
map = aiTextureMapMode_Wrap;
|
||||
if (sampler.mWrapU && sampler.mMirrorU)
|
||||
map = aiTextureMapMode_Mirror;
|
||||
|
||||
mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
|
||||
|
||||
map = aiTextureMapMode_Clamp;
|
||||
if (sampler.mWrapV)
|
||||
map = aiTextureMapMode_Wrap;
|
||||
if (sampler.mWrapV && sampler.mMirrorV)
|
||||
map = aiTextureMapMode_Mirror;
|
||||
|
||||
mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
|
||||
|
||||
// UV transformation
|
||||
mat.AddProperty(&sampler.mTransform, 1,
|
||||
_AI_MATKEY_UVTRANSFORM_BASE, type, idx);
|
||||
|
||||
// Blend mode
|
||||
mat.AddProperty((int*)&sampler.mOp , 1,
|
||||
_AI_MATKEY_TEXBLEND_BASE, type, idx);
|
||||
|
||||
// Blend factor
|
||||
mat.AddProperty((float*)&sampler.mWeighting , 1,
|
||||
_AI_MATKEY_TEXBLEND_BASE, type, idx);
|
||||
|
||||
// UV source index ... if we didn't resolve the mapping it is actually just
|
||||
// a guess but it works in most cases. We search for the frst occurence of a
|
||||
// number in the channel name. We assume it is the zero-based index into the
|
||||
// UV channel array of all corresponding meshes.
|
||||
if (sampler.mUVId != 0xffffffff)
|
||||
map = sampler.mUVId;
|
||||
else {
|
||||
map = 0xffffffff;
|
||||
for (std::string::const_iterator it = sampler.mUVChannel.begin();
|
||||
it != sampler.mUVChannel.end(); ++it)
|
||||
{
|
||||
if (IsNumeric(*it)) {
|
||||
map = strtol10(&(*it));
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (0xffffffff == map) {
|
||||
DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
|
||||
map = 0;
|
||||
}
|
||||
}
|
||||
mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Fills materials from the collada material definitions
|
||||
void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* pScene)
|
||||
{
|
||||
for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
|
||||
end = newMats.end(); it != end; ++it)
|
||||
{
|
||||
MaterialHelper& mat = (MaterialHelper&)*it->second;
|
||||
Collada::Effect& effect = *it->first;
|
||||
|
||||
// resolve shading mode
|
||||
int shadeMode;
|
||||
if (effect.mFaceted) /* fixme */
|
||||
shadeMode = aiShadingMode_Flat;
|
||||
else {
|
||||
switch( effect.mShadeType)
|
||||
{
|
||||
case Collada::Shade_Constant:
|
||||
shadeMode = aiShadingMode_NoShading;
|
||||
break;
|
||||
case Collada::Shade_Lambert:
|
||||
shadeMode = aiShadingMode_Gouraud;
|
||||
break;
|
||||
case Collada::Shade_Blinn:
|
||||
shadeMode = aiShadingMode_Blinn;
|
||||
break;
|
||||
case Collada::Shade_Phong:
|
||||
shadeMode = aiShadingMode_Phong;
|
||||
break;
|
||||
|
||||
default:
|
||||
DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
|
||||
shadeMode = aiShadingMode_Gouraud;
|
||||
break;
|
||||
}
|
||||
}
|
||||
mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// double-sided?
|
||||
shadeMode = effect.mDoubleSided;
|
||||
mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
|
||||
|
||||
// wireframe?
|
||||
shadeMode = effect.mWireframe;
|
||||
mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
|
||||
|
||||
// add material colors
|
||||
mat.AddProperty( &effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat.AddProperty( &effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
|
||||
mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
||||
|
||||
// add textures, if given
|
||||
if( !effect.mTexAmbient.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexAmbient,aiTextureType_AMBIENT);
|
||||
|
||||
if( !effect.mTexEmissive.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexEmissive,aiTextureType_EMISSIVE);
|
||||
|
||||
if( !effect.mTexSpecular.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexSpecular,aiTextureType_SPECULAR);
|
||||
|
||||
if( !effect.mTexDiffuse.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexDiffuse,aiTextureType_DIFFUSE);
|
||||
|
||||
if( !effect.mTexBump.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexBump,aiTextureType_HEIGHT);
|
||||
|
||||
if( !effect.mTexTransparent.mName.empty())
|
||||
AddTexture( mat, pParser, effect, effect.mTexBump,aiTextureType_OPACITY);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructs materials from the collada material definitions
|
||||
void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScene)
|
||||
{
|
||||
std::vector<aiMaterial*> newMats;
|
||||
newMats.reserve(pParser.mMaterialLibrary.size());
|
||||
|
||||
for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
|
||||
{
|
||||
|
@ -306,61 +760,39 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScen
|
|||
// create material
|
||||
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
||||
aiString name( matIt->first);
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME);
|
||||
mat->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
int shadeMode;
|
||||
switch( effect.mShadeType)
|
||||
{
|
||||
case Collada::Shade_Constant: shadeMode = aiShadingMode_NoShading; break;
|
||||
case Collada::Shade_Lambert: shadeMode = aiShadingMode_Gouraud; break;
|
||||
case Collada::Shade_Blinn: shadeMode = aiShadingMode_Blinn; break;
|
||||
default: shadeMode = aiShadingMode_Phong; break;
|
||||
}
|
||||
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
// MEGA SUPER MONSTER HACK by Alex ... It's all my fault, yes.
|
||||
// We store the reference to the effect in the material and
|
||||
// return ... we'll add the actual material properties later
|
||||
// after we processed all meshes. During mesh processing,
|
||||
// we evaluate vertex input mappings. Afterwards we should be
|
||||
// able to correctly setup source UV channels for textures.
|
||||
|
||||
mat->AddProperty( &effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
mat->AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty( &effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
mat->AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
mat->AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
|
||||
mat->AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
||||
|
||||
// add textures, if given
|
||||
if( !effect.mTexAmbient.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexAmbient), AI_MATKEY_TEXTURE_AMBIENT( 0));
|
||||
if( !effect.mTexDiffuse.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexDiffuse), AI_MATKEY_TEXTURE_DIFFUSE( 0));
|
||||
if( !effect.mTexEmissive.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexEmissive), AI_MATKEY_TEXTURE_EMISSIVE( 0));
|
||||
if( !effect.mTexSpecular.empty())
|
||||
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexSpecular), AI_MATKEY_TEXTURE_SPECULAR( 0));
|
||||
// ... moved to ColladaLoader::FillMaterials()
|
||||
// *duck*
|
||||
|
||||
// store the material
|
||||
mMaterialIndexByName[matIt->first] = newMats.size();
|
||||
newMats.push_back( mat);
|
||||
newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
|
||||
}
|
||||
|
||||
// store a dummy material if none were given
|
||||
if( newMats.size() == 0)
|
||||
{
|
||||
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
||||
aiString name( std::string( "dummy"));
|
||||
aiString name( AI_DEFAULT_MATERIAL_NAME );
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME);
|
||||
|
||||
int shadeMode = aiShadingMode_Phong;
|
||||
const int shadeMode = aiShadingMode_Phong;
|
||||
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
|
||||
mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
float specExp = 5.0f;
|
||||
const float specExp = 5.0f;
|
||||
mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
|
||||
}
|
||||
|
||||
// store the materials in the scene
|
||||
pScene->mNumMaterials = newMats.size();
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
std::copy( newMats.begin(), newMats.end(), pScene->mMaterials);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -384,7 +816,7 @@ const aiString& ColladaLoader::FindFilenameForEffectTexture( const ColladaParser
|
|||
// find the image referred by this name in the image library of the scene
|
||||
ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
|
||||
if( imIt == pParser.mImageLibrary.end())
|
||||
throw new ImportErrorException( boost::str( boost::format( "Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
|
||||
throw new ImportErrorException( boost::str( boost::format( "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
|
||||
|
||||
static aiString result;
|
||||
result.Set( imIt->second.mFileName );
|
||||
|
|
|
@ -109,17 +109,53 @@ protected:
|
|||
/** Recursively constructs a scene node for the given parser node and returns it. */
|
||||
aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
|
||||
|
||||
/** Resolve node instances */
|
||||
void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
|
||||
std::vector<Collada::Node*>& resolved);
|
||||
|
||||
/** Builds meshes for the given node and references them */
|
||||
void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget);
|
||||
void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
|
||||
aiNode* pTarget);
|
||||
|
||||
/** Builds cameras for the given node and references them */
|
||||
void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
|
||||
aiNode* pTarget);
|
||||
|
||||
/** Builds lights for the given node and references them */
|
||||
void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
|
||||
aiNode* pTarget);
|
||||
|
||||
/** Stores all meshes in the given scene */
|
||||
void StoreSceneMeshes( aiScene* pScene);
|
||||
|
||||
/** Stores all materials in the given scene */
|
||||
void StoreSceneMaterials( aiScene* pScene);
|
||||
|
||||
/** Stores all lights in the given scene */
|
||||
void StoreSceneLights( aiScene* pScene);
|
||||
|
||||
/** Stores all cameras in the given scene */
|
||||
void StoreSceneCameras( aiScene* pScene);
|
||||
|
||||
/** Constructs materials from the collada material definitions */
|
||||
void BuildMaterials( const ColladaParser& pParser, aiScene* pScene);
|
||||
|
||||
/** Fill materials from the collada material definitions */
|
||||
void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
|
||||
|
||||
/** Resolve UV channel mappings*/
|
||||
void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
|
||||
const Collada::SemanticMappingTable& table);
|
||||
|
||||
/** Add a texture and all of its sampling properties to a material*/
|
||||
void AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
|
||||
const Collada::Effect& effect,
|
||||
const Collada::Sampler& sampler,
|
||||
aiTextureType type, unsigned int idx = 0);
|
||||
|
||||
/** Resolves the texture name for the given effect texture entry */
|
||||
const aiString& FindFilenameForEffectTexture( const ColladaParser& pParser, const Collada::Effect& pEffect, const std::string& pName);
|
||||
const aiString& FindFilenameForEffectTexture( const ColladaParser& pParser,
|
||||
const Collada::Effect& pEffect, const std::string& pName);
|
||||
|
||||
/** Converts a path read from a collada file to the usual representation */
|
||||
void ConvertPath (aiString& ss);
|
||||
|
@ -136,6 +172,15 @@ protected:
|
|||
|
||||
/** Accumulated meshes for the target scene */
|
||||
std::vector<aiMesh*> mMeshes;
|
||||
|
||||
/** Temporary material list */
|
||||
std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
|
||||
|
||||
/** Temporary camera list */
|
||||
std::vector<aiCamera*> mCameras;
|
||||
|
||||
/** Temporary light list */
|
||||
std::vector<aiLight*> mLights;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -84,14 +84,30 @@ protected:
|
|||
/** Reads a material entry into the given material */
|
||||
void ReadMaterial( Collada::Material& pMaterial);
|
||||
|
||||
/** Reads the camera library */
|
||||
void ReadCameraLibrary();
|
||||
|
||||
/** Reads a camera entry into the given camera */
|
||||
void ReadCamera( Collada::Camera& pCamera);
|
||||
|
||||
/** Reads the light library */
|
||||
void ReadLightLibrary();
|
||||
|
||||
/** Reads a light entry into the given light */
|
||||
void ReadLight( Collada::Light& pLight);
|
||||
|
||||
/** Reads the effect library */
|
||||
void ReadEffectLibrary();
|
||||
|
||||
/** Reads an effect entry into the given effect*/
|
||||
void ReadEffect( Collada::Effect& pEffect);
|
||||
|
||||
/** Read sampler properties */
|
||||
void ReadSamplerProperties( Collada::Sampler& pSampler);
|
||||
|
||||
/** Reads an effect entry containing a color or a texture defining that color */
|
||||
void ReadEffectColor( aiColor4D& pColor, std::string& pSampler);
|
||||
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
|
||||
|
||||
/** Reads an effect entry containing a float */
|
||||
void ReadEffectFloat( float& pFloat);
|
||||
|
||||
|
@ -101,8 +117,8 @@ protected:
|
|||
/** Reads the geometry library contents */
|
||||
void ReadGeometryLibrary();
|
||||
|
||||
/** Reads a geometry from the geometry library. */
|
||||
void ReadGeometry( Collada::Mesh* pMesh);
|
||||
/** Reads a geometry from the geometry library. */
|
||||
void ReadGeometry( Collada::Mesh* pMesh);
|
||||
|
||||
/** Reads a mesh from the geometry library */
|
||||
void ReadMesh( Collada::Mesh* pMesh);
|
||||
|
@ -146,6 +162,9 @@ protected:
|
|||
/** Reads the collada scene */
|
||||
void ReadScene();
|
||||
|
||||
// Processes bind_vertex_input and bind elements
|
||||
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
|
||||
|
||||
protected:
|
||||
/** Aborts the file reading with an exception */
|
||||
void ThrowException( const std::string& pError) const;
|
||||
|
@ -157,7 +176,10 @@ protected:
|
|||
void SkipElement( const char* pElement);
|
||||
|
||||
/** Compares the current xml element name to the given string and returns true if equal */
|
||||
bool IsElement( const char* pName) const { assert( mReader->getNodeType() == irr::io::EXN_ELEMENT); return strcmp( mReader->getNodeName(), pName) == 0; }
|
||||
bool IsElement( const char* pName) const {
|
||||
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
|
||||
return ::strcmp( mReader->getNodeName(), pName) == 0;
|
||||
}
|
||||
|
||||
/** Tests for the opening tag of the given element, throws an exception if not found */
|
||||
void TestOpening( const char* pName);
|
||||
|
@ -165,15 +187,24 @@ protected:
|
|||
/** Tests for the closing tag of the given element, throws an exception if not found */
|
||||
void TestClosing( const char* pName);
|
||||
|
||||
/** Checks the present element for the presence of the attribute, returns its index or throws an exception if not found */
|
||||
/** Checks the present element for the presence of the attribute, returns its index
|
||||
or throws an exception if not found */
|
||||
int GetAttribute( const char* pAttr) const;
|
||||
|
||||
/** Returns the index of the named attribute or -1 if not found. Does not throw, therefore useful for optional attributes */
|
||||
/** Returns the index of the named attribute or -1 if not found. Does not throw,
|
||||
therefore useful for optional attributes */
|
||||
int TestAttribute( const char* pAttr) const;
|
||||
|
||||
/** Reads the text contents of an element, throws an exception if not given. Skips leading whitespace. */
|
||||
/** Reads the text contents of an element, throws an exception if not given.
|
||||
Skips leading whitespace. */
|
||||
const char* GetTextContent();
|
||||
|
||||
/** Reads a single bool from current text content */
|
||||
bool ReadBoolFromTextContent();
|
||||
|
||||
/** Reads a single float from current text content */
|
||||
float ReadFloatFromTextContent();
|
||||
|
||||
/** Calculates the resulting transformation fromm all the given transform steps */
|
||||
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
|
||||
|
||||
|
@ -181,7 +212,8 @@ protected:
|
|||
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
|
||||
|
||||
/** Finds the item in the given library by its reference, throws if not found */
|
||||
template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
|
||||
template <typename Type> const Type& ResolveLibraryReference(
|
||||
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
|
||||
|
||||
protected:
|
||||
/** Filename, for a verbose error message */
|
||||
|
@ -218,6 +250,14 @@ protected:
|
|||
typedef std::map<std::string, Collada::Material> MaterialLibrary;
|
||||
MaterialLibrary mMaterialLibrary;
|
||||
|
||||
/** Light library: surface light by ID */
|
||||
typedef std::map<std::string, Collada::Light> LightLibrary;
|
||||
LightLibrary mLightLibrary;
|
||||
|
||||
/** Camera library: surface material by ID */
|
||||
typedef std::map<std::string, Collada::Camera> CameraLibrary;
|
||||
CameraLibrary mCameraLibrary;
|
||||
|
||||
/** Pointer to the root node. Don't delete, it just points to one of the nodes in the node library. */
|
||||
Collada::Node* mRootNode;
|
||||
|
||||
|
|
|
@ -177,6 +177,19 @@ inline aiReturn MaterialHelper::AddProperty<float> (const float* pInput,
|
|||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<aiUVTransform> (const aiUVTransform* pInput,
|
||||
const unsigned int pNumValues,
|
||||
const char* pKey,
|
||||
unsigned int type,
|
||||
unsigned int index)
|
||||
{
|
||||
return AddBinaryProperty((const void*)pInput,
|
||||
pNumValues * sizeof(aiUVTransform),
|
||||
pKey,type,index,aiPTI_Float);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template<>
|
||||
inline aiReturn MaterialHelper::AddProperty<aiColor4D> (const aiColor4D* pInput,
|
||||
|
|
|
@ -237,30 +237,34 @@ enum aiAxis
|
|||
*/
|
||||
enum aiTextureType
|
||||
{
|
||||
// Set as texture semantic for material properties not related to textures
|
||||
aiTextureType_NONE = 0x0,
|
||||
|
||||
|
||||
/** The texture is combined with the result of the diffuse
|
||||
* lighting equation.
|
||||
*/
|
||||
aiTextureType_DIFFUSE = 0x0,
|
||||
aiTextureType_DIFFUSE = 0x1,
|
||||
|
||||
/** The texture is combined with the result of the specular
|
||||
* lighting equation.
|
||||
*/
|
||||
aiTextureType_SPECULAR = 0x1,
|
||||
aiTextureType_SPECULAR = 0x2,
|
||||
|
||||
/** The texture is combined with the result of the ambient
|
||||
* lighting equation.
|
||||
*/
|
||||
aiTextureType_AMBIENT = 0x2,
|
||||
aiTextureType_AMBIENT = 0x3,
|
||||
|
||||
/** The texture is added to the result of the lighting
|
||||
* calculation. It isn't influenced by any lighting.
|
||||
* calculation. It isn't influenced by lights.
|
||||
*/
|
||||
aiTextureType_EMISSIVE = 0x3,
|
||||
aiTextureType_EMISSIVE = 0x4,
|
||||
|
||||
/** The texture is a height map and serves as input for
|
||||
* a normal map generator.
|
||||
*/
|
||||
aiTextureType_HEIGHT = 0x4,
|
||||
aiTextureType_HEIGHT = 0x5,
|
||||
|
||||
/** The texture is a (tangent space) normal-map.
|
||||
*
|
||||
|
@ -268,7 +272,7 @@ enum aiTextureType
|
|||
* for use with techniques such as Parallax Occlusion Mapping
|
||||
* it is registered once as a normalmap.
|
||||
*/
|
||||
aiTextureType_NORMALS = 0x5,
|
||||
aiTextureType_NORMALS = 0x6,
|
||||
|
||||
/** The texture defines the glossiness of the material.
|
||||
*
|
||||
|
@ -277,19 +281,19 @@ enum aiTextureType
|
|||
* function define to map the linear color values in the
|
||||
* texture to a suitable exponent. Have fun.
|
||||
*/
|
||||
aiTextureType_SHININESS = 0x6,
|
||||
aiTextureType_SHININESS = 0x7,
|
||||
|
||||
/** The texture defines a per-pixel opacity.
|
||||
*
|
||||
* Normally 'white' means opaque and 'black' means
|
||||
* 'transparency'. Or quite the opposite. Have fun.
|
||||
*/
|
||||
aiTextureType_OPACITY = 0x7,
|
||||
aiTextureType_OPACITY = 0x8,
|
||||
|
||||
|
||||
/** This value is not used. It is just here to force the
|
||||
* compiler to map this enum to a 32 Bit integer.
|
||||
*/
|
||||
* compiler to map this enum to a 32 Bit integer.
|
||||
*/
|
||||
_aiTextureType_Force32Bit = 0x9fffffff
|
||||
};
|
||||
|
||||
|
@ -369,6 +373,25 @@ enum aiShadingMode
|
|||
_aiShadingMode_Force32Bit = 0x9fffffff
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Defines flags for a texture.
|
||||
*
|
||||
* See
|
||||
*/
|
||||
enum aiTextureFlags
|
||||
{
|
||||
/** The texture's color values have to be inverted (componentwise 1-n)
|
||||
*/
|
||||
aiTextureFlags_Invert = 0x1,
|
||||
|
||||
|
||||
/** This value is not used. It is just there to force the
|
||||
* compiler to map this enum to a 32 Bit integer.
|
||||
*/
|
||||
_aiTextureFlags_Force32Bit = 0x9fffffff
|
||||
};
|
||||
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
@ -707,7 +730,8 @@ extern "C" {
|
|||
* <b>Default value to be assumed if this key isn't there:</b> n/a<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_TEXTURE(type, N) "$tex.file",type,N
|
||||
#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
|
||||
#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
|
||||
|
@ -747,7 +771,8 @@ extern "C" {
|
|||
* and AI_MATKEY_MAPPING(type,N) == UV<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_UVWSRC(type, N) "$tex.uvwsrc",type,N
|
||||
#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
|
||||
#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
|
||||
|
@ -786,7 +811,8 @@ extern "C" {
|
|||
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_TEXOP(type, N) "$tex.op",type,N
|
||||
#define _AI_MATKEY_TEXOP_BASE "$tex.op"
|
||||
#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_TEXOP_DIFFUSE(N) \
|
||||
|
@ -824,7 +850,8 @@ extern "C" {
|
|||
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_MAPPING(type, N) "$tex.mapping",type,N
|
||||
#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
|
||||
#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_MAPPING_DIFFUSE(N) \
|
||||
|
@ -855,14 +882,16 @@ extern "C" {
|
|||
/** @def AI_MATKEY_TEXBLEND (
|
||||
* Parameters: type, N<br>
|
||||
* Specifies the strength of the <N>th texture of type <type>. This is just
|
||||
* a multiplier for the texture's color values.
|
||||
* a multiplier for the texture's color values. It may have any value, even
|
||||
* outside [0..1]
|
||||
* <br>
|
||||
* <b>Type:</b> float<br>
|
||||
* <b>Default value to be assumed if this key isn't there:</b> 1.f<br>
|
||||
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_TEXBLEND(type, N) "$tex.blend",type,N
|
||||
#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
|
||||
#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
|
||||
|
@ -900,7 +929,8 @@ extern "C" {
|
|||
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_MAPPINGMODE_U(type, N) "$tex.mapmodeu",type,N
|
||||
#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
|
||||
#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
|
||||
|
@ -938,7 +968,8 @@ extern "C" {
|
|||
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_MAPPINGMODE_V(type, N) "$tex.mapmodev",type,N
|
||||
#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
|
||||
#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
|
||||
|
@ -976,7 +1007,8 @@ extern "C" {
|
|||
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_MAPPINGMODE_W(type, N) "$tex.mapmodew",type,N
|
||||
#define _AI_MATKEY_MAPPINGMODE_W_BASE "$tex.mapmodew"
|
||||
#define AI_MATKEY_MAPPINGMODE_W(type, N) _AI_MATKEY_MAPPINGMODE_W_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_MAPPINGMODE_W_DIFFUSE(N) \
|
||||
|
@ -1017,7 +1049,8 @@ extern "C" {
|
|||
* AI_MATKEY_MAPPING(type,N) != UV<br>
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_TEXMAP_AXIS(type, N) "$tex.mapaxis",type,N
|
||||
#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
|
||||
#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @def AI_MATKEY_UVTRANSFORM
|
||||
|
@ -1033,7 +1066,8 @@ extern "C" {
|
|||
* <b>Note:</b>Transformed 3D texture coordinates are not supported
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#define AI_MATKEY_UVTRANSFORM(type, N) "$tex.uvtrafo",type,N
|
||||
#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
|
||||
#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
|
||||
|
||||
// for backward compatibility
|
||||
#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
|
||||
|
|
Loading…
Reference in New Issue