Added more brush/material properties
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@288 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
521fbb977e
commit
ad79da7aa1
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@ -218,16 +218,40 @@ void B3DImporter::ReadBRUS(){
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MaterialHelper *mat=new MaterialHelper;
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_materials.push_back( mat );
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// Name
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aiString ainame( name );
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mat->AddProperty( &ainame,AI_MATKEY_NAME );
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// Diffuse color
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aiColor3D diffcolor( color.x,color.y,color.z );
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mat->AddProperty( &diffcolor,1,AI_MATKEY_COLOR_DIFFUSE );
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// Opacity
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mat->AddProperty( &color.w,1,AI_MATKEY_OPACITY );
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// Specular color
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aiColor3D speccolor( shiny,shiny,shiny );
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mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
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// Specular power
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float specpow=shiny*128;
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mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
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// Double sided
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if( fx & 0x10 ){
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int i=1;
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mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
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}
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//Textures
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for( int i=0;i<n_texs;++i ){
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int texid=ReadInt();
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if( !i && texid>=0 && texid<_textures.size() ){
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//just use tex 0 for now
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const Texture &tex=_textures[texid];
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aiString texstr;
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texstr.Set( tex.name );
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mat->AddProperty( &texstr,AI_MATKEY_TEXTURE_DIFFUSE(0) );
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aiString texname( tex.name );
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mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
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}
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}
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}
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