From c410512173d9d3f7801b963451977e00f44b6d34 Mon Sep 17 00:00:00 2001 From: DenisMikhalev Date: Sun, 8 Mar 2015 22:37:48 +0300 Subject: [PATCH] Use material names, set default direction to UP_Y, process extra tag --- code/ColladaHelper.h | 1 + code/ColladaLoader.cpp | 4 ++-- code/ColladaParser.cpp | 42 +++++++++++++++++++++++++++++++++++++----- 3 files changed, 40 insertions(+), 7 deletions(-) diff --git a/code/ColladaHelper.h b/code/ColladaHelper.h index f249a28d5..99bbee269 100644 --- a/code/ColladaHelper.h +++ b/code/ColladaHelper.h @@ -395,6 +395,7 @@ struct Controller /** A collada material. Pretty much the only member is a reference to an effect. */ struct Material { + std::string mName; std::string mEffect; }; diff --git a/code/ColladaLoader.cpp b/code/ColladaLoader.cpp index 5771bc7af..33340cf9f 100644 --- a/code/ColladaLoader.cpp +++ b/code/ColladaLoader.cpp @@ -176,7 +176,7 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1); - } + } // store all meshes StoreSceneMeshes( pScene); @@ -1379,7 +1379,7 @@ void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/) // create material aiMaterial* mat = new aiMaterial; - aiString name( matIt->first); + aiString name( material.mName.empty() ? matIt->first : material.mName ); mat->AddProperty(&name,AI_MATKEY_NAME); // store the material diff --git a/code/ColladaParser.cpp b/code/ColladaParser.cpp index b7b5a7908..dc177744f 100644 --- a/code/ColladaParser.cpp +++ b/code/ColladaParser.cpp @@ -60,7 +60,7 @@ ColladaParser::ColladaParser( IOSystem* pIOHandler, const std::string& pFile) { mRootNode = NULL; mUnitSize = 1.0f; - mUpDirection = UP_Z; + mUpDirection = UP_Y; // We assume the newest file format by default mFormat = FV_1_5_n; @@ -225,10 +225,10 @@ void ColladaParser::ReadAssetInfo() const char* content = GetTextContent(); if( strncmp( content, "X_UP", 4) == 0) mUpDirection = UP_X; - else if( strncmp( content, "Y_UP", 4) == 0) - mUpDirection = UP_Y; - else + else if( strncmp( content, "Z_UP", 4) == 0) mUpDirection = UP_Z; + else + mUpDirection = UP_Y; // check element end TestClosing( "up_axis"); @@ -817,6 +817,7 @@ void ColladaParser::ReadMaterialLibrary() if( mReader->isEmptyElement()) return; + std::map names; while( mReader->read()) { if( mReader->getNodeType() == irr::io::EXN_ELEMENT) @@ -827,8 +828,32 @@ void ColladaParser::ReadMaterialLibrary() int attrID = GetAttribute( "id"); std::string id = mReader->getAttributeValue( attrID); + std::string name; + int attrName = TestAttribute("name"); + if (attrName >= 0) + name = mReader->getAttributeValue( attrName); + // create an entry and store it in the library under its ID - ReadMaterial(mMaterialLibrary[id] = Material()); + mMaterialLibrary[id] = Material(); + + if( !name.empty()) + { + std::map::iterator it = names.find( name); + if( it != names.end()) + { + std::ostringstream strStream; + strStream << ++it->second; + name.append( " " + strStream.str()); + } + else + { + names[name] = 0; + } + + mMaterialLibrary[id].mName = name; + } + + ReadMaterial( mMaterialLibrary[id]); } else { // ignore the rest @@ -1385,6 +1410,9 @@ void ColladaParser::ReadEffectColor( aiColor4D& pColor, Sampler& pSampler) if( attrTex >= 0 ) pSampler.mUVChannel = mReader->getAttributeValue( attrTex); //SkipElement(); + + // as we've read texture, the color needs to be 1,1,1,1 + pColor = aiColor4D(1.f, 1.f, 1.f, 1.f); } else if( IsElement( "technique")) { @@ -1936,6 +1964,10 @@ void ColladaParser::ReadIndexData( Mesh* pMesh) // now here the actual fun starts - these are the indices to construct the mesh data from actualPrimitives += ReadPrimitives(pMesh, perIndexData, numPrimitives, vcount, primType); } + } + else if (IsElement("extra")) + { + SkipElement("extra"); } else { ThrowException( boost::str( boost::format( "Unexpected sub element <%s> in tag <%s>") % mReader->getNodeName() % elementName));