Merge branch 'master' into document_material_reflectivity
commit
d360532667
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@ -43,7 +43,7 @@ __Importers__:
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||||||
- AMJ
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- AMJ
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- ASE
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- ASE
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- ASK
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- ASK
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- B3D;
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- B3D
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- BLEND (Blender)
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- BLEND (Blender)
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- BVH
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- BVH
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- COB
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- COB
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@ -181,12 +181,16 @@ namespace glTF2
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#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
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#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
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#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
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#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
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#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
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#ifdef ASSIMP_API
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#ifdef ASSIMP_API
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#include "./../include/assimp/Compiler/pushpack1.h"
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#include "./../include/assimp/Compiler/pushpack1.h"
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@ -584,7 +584,7 @@ namespace glTF2 {
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if (bodyBuffer->byteLength > 0) {
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if (bodyBuffer->byteLength > 0) {
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rapidjson::Value glbBodyBuffer;
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rapidjson::Value glbBodyBuffer;
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glbBodyBuffer.SetObject();
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glbBodyBuffer.SetObject();
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glbBodyBuffer.AddMember("byteLength", bodyBuffer->byteLength, mAl);
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glbBodyBuffer.AddMember("byteLength", static_cast<uint64_t>(bodyBuffer->byteLength), mAl);
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mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
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mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
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}
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}
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@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
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return &desc;
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return &desc;
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}
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}
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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{
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const std::string &extension = GetExtension(pFile);
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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if (extension != "gltf" && extension != "glb")
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return false;
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF2::Asset asset(pIOHandler);
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glTF2::Asset asset(pIOHandler);
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try {
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try {
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asset.Load(pFile, extension == "glb");
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asset.Load(pFile, extension == "glb");
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@ -211,63 +211,90 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
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}
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}
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}
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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}
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}
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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}
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}
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static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
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{
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aiMaterial* aimat = new aiMaterial();
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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aiString alphaMode(mat.alphaMode);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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return aimat;
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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{
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{
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mScene->mNumMaterials = unsigned(r.materials.Size());
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const unsigned int numImportedMaterials = unsigned(r.materials.Size());
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Material defaultMaterial;
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
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Material& mat = r.materials[i];
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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||||||
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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|
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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||||||
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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|
||||||
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|
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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|
||||||
|
|
||||||
aiString alphaMode(mat.alphaMode);
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|
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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|
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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|
||||||
|
|
||||||
//pbrSpecularGlossiness
|
|
||||||
if (mat.pbrSpecularGlossiness.isPresent) {
|
|
||||||
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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|
||||||
|
|
||||||
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
|
|
||||||
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
|
|
||||||
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
|
|
||||||
|
|
||||||
float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
|
|
||||||
aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
|
|
||||||
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
|
|
||||||
|
|
||||||
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
|
|
||||||
|
|
||||||
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -479,6 +506,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
|
||||||
if (prim.material) {
|
if (prim.material) {
|
||||||
aim->mMaterialIndex = prim.material.GetIndex();
|
aim->mMaterialIndex = prim.material.GetIndex();
|
||||||
}
|
}
|
||||||
|
else {
|
||||||
|
aim->mMaterialIndex = mScene->mNumMaterials - 1;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -499,6 +530,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
|
||||||
|
|
||||||
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
|
aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
|
||||||
|
|
||||||
|
// cameras point in -Z by default, rest is specified in node transform
|
||||||
|
aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
|
||||||
|
|
||||||
if (cam.type == Camera::Perspective) {
|
if (cam.type == Camera::Perspective) {
|
||||||
|
|
||||||
aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
|
aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
|
||||||
|
|
|
@ -98,14 +98,14 @@ const aiImporterDesc* glTFImporter::GetInfo() const
|
||||||
return &desc;
|
return &desc;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
|
||||||
{
|
{
|
||||||
const std::string &extension = GetExtension(pFile);
|
const std::string &extension = GetExtension(pFile);
|
||||||
|
|
||||||
if (extension != "gltf" && extension != "glb")
|
if (extension != "gltf" && extension != "glb")
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
if (checkSig && pIOHandler) {
|
if (pIOHandler) {
|
||||||
glTF::Asset asset(pIOHandler);
|
glTF::Asset asset(pIOHandler);
|
||||||
try {
|
try {
|
||||||
asset.Load(pFile, extension == "glb");
|
asset.Load(pFile, extension == "glb");
|
||||||
|
|
22
doc/dox.h
22
doc/dox.h
|
@ -561,17 +561,27 @@ The output UV coordinate system has its origin in the lower-left corner:
|
||||||
@endcode
|
@endcode
|
||||||
Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
|
Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
|
||||||
|
|
||||||
All matrices in the library are row-major. That means that the matrices are stored row by row in memory,
|
A typical 4x4 matrix including a translational part looks like this:
|
||||||
which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this:
|
|
||||||
@code
|
@code
|
||||||
X1 Y1 Z1 T1
|
X1 Y1 Z1 T1
|
||||||
X2 Y2 Z2 T2
|
X2 Y2 Z2 T2
|
||||||
X3 Y3 Z3 T3
|
X3 Y3 Z3 T3
|
||||||
0 0 0 1
|
0 0 0 1
|
||||||
@endcode
|
@endcode
|
||||||
with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
|
with <tt>(X1, X2, X3)</tt> being the local X base vector, <tt>(Y1, Y2, Y3)</tt> being the local
|
||||||
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
|
Y base vector, <tt>(Z1, Z2, Z3)</tt> being the local Z base vector and <tt>(T1, T2, T3)</tt> being the
|
||||||
in DirectX functions, you have to transpose them.
|
offset of the local origin (the translational part).
|
||||||
|
All matrices in the library use row-major storage order. That means that the matrix elements are
|
||||||
|
stored row-by-row, i.e. they end up like this in memory:
|
||||||
|
<tt>[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]</tt>.
|
||||||
|
|
||||||
|
Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the
|
||||||
|
matrix layout such that the translational part occupies three consecutive addresses in memory (so those
|
||||||
|
matrices end with <tt>[..., T1, T2, T3, 1]</tt>), whereas the translation in an Assimp matrix is found at
|
||||||
|
the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with
|
||||||
|
the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing
|
||||||
|
to do with a left-handed or right-handed coordinate system but 'converts' between row-major and
|
||||||
|
column-major storage format.
|
||||||
|
|
||||||
<hr>
|
<hr>
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,96 @@
|
||||||
|
#!/usr/bin/env python
|
||||||
|
# -*- Coding: UTF-8 -*-
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Open Asset Import Library (ASSIMP)
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
#
|
||||||
|
# Copyright (c) 2006-2010, ASSIMP Development Team
|
||||||
|
#
|
||||||
|
# All rights reserved.
|
||||||
|
#
|
||||||
|
# Redistribution and use of this software in source and binary forms,
|
||||||
|
# with or without modification, are permitted provided that the following
|
||||||
|
# conditions are met:
|
||||||
|
#
|
||||||
|
# * Redistributions of source code must retain the above
|
||||||
|
# copyright notice, this list of conditions and the
|
||||||
|
# following disclaimer.
|
||||||
|
#
|
||||||
|
# * Redistributions in binary form must reproduce the above
|
||||||
|
# copyright notice, this list of conditions and the
|
||||||
|
# following disclaimer in the documentation and/or other
|
||||||
|
# materials provided with the distribution.
|
||||||
|
#
|
||||||
|
# * Neither the name of the ASSIMP team, nor the names of its
|
||||||
|
# contributors may be used to endorse or promote products
|
||||||
|
# derived from this software without specific prior
|
||||||
|
# written permission of the ASSIMP Development Team.
|
||||||
|
#
|
||||||
|
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||||
|
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||||
|
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||||
|
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||||
|
# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||||
|
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||||
|
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||||
|
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||||
|
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
"""Update PyAssimp's texture type constants C/C++ headers.
|
||||||
|
|
||||||
|
This script is meant to be executed in the source tree, directly from
|
||||||
|
port/PyAssimp/gen
|
||||||
|
"""
|
||||||
|
|
||||||
|
import os
|
||||||
|
import re
|
||||||
|
|
||||||
|
REenumTextureType = re.compile(r''
|
||||||
|
r'enum\saiTextureType' # enum aiTextureType
|
||||||
|
r'[^{]*?\{' # {
|
||||||
|
r'(?P<code>.*?)' # code
|
||||||
|
r'\};' # };
|
||||||
|
, re.IGNORECASE + re.DOTALL + re.MULTILINE)
|
||||||
|
|
||||||
|
# Replace comments
|
||||||
|
RErpcom = re.compile(r''
|
||||||
|
r'\s*(/\*+\s|\*+/|\B\*\s?|///?!?)' # /**
|
||||||
|
r'(?P<line>.*?)' # * line
|
||||||
|
, re.IGNORECASE + re.DOTALL)
|
||||||
|
|
||||||
|
# Remove trailing commas
|
||||||
|
RErmtrailcom = re.compile(r',$', re.IGNORECASE + re.DOTALL)
|
||||||
|
|
||||||
|
# Remove #ifdef __cplusplus
|
||||||
|
RErmifdef = re.compile(r''
|
||||||
|
r'#ifndef SWIG' # #ifndef SWIG
|
||||||
|
r'(?P<code>.*)' # code
|
||||||
|
r'#endif(\s*//\s*!?\s*SWIG)*' # #endif
|
||||||
|
, re.IGNORECASE + re.DOTALL)
|
||||||
|
|
||||||
|
path = '../../../include/assimp'
|
||||||
|
|
||||||
|
files = os.listdir (path)
|
||||||
|
enumText = ''
|
||||||
|
for fileName in files:
|
||||||
|
if fileName.endswith('.h'):
|
||||||
|
text = open(os.path.join(path, fileName)).read()
|
||||||
|
for enum in REenumTextureType.findall(text):
|
||||||
|
enumText = enum
|
||||||
|
|
||||||
|
text = ''
|
||||||
|
for line in enumText.split('\n'):
|
||||||
|
line = line.lstrip().rstrip()
|
||||||
|
line = RErmtrailcom.sub('', line)
|
||||||
|
text += RErpcom.sub('# \g<line>', line) + '\n'
|
||||||
|
text = RErmifdef.sub('', text)
|
||||||
|
|
||||||
|
file = open('material.py', 'w')
|
||||||
|
file.write(text)
|
||||||
|
file.close()
|
||||||
|
|
||||||
|
print("Generation done. You can now review the file 'material.py' and merge it.")
|
|
@ -1,89 +1,89 @@
|
||||||
## <hr>Dummy value.
|
# Dummy value.
|
||||||
#
|
#
|
||||||
# No texture, but the value to be used as 'texture semantic'
|
# No texture, but the value to be used as 'texture semantic'
|
||||||
# (#aiMaterialProperty::mSemantic) for all material properties
|
# (#aiMaterialProperty::mSemantic) for all material properties
|
||||||
# *not* related to textures.
|
# # not* related to textures.
|
||||||
#
|
#
|
||||||
aiTextureType_NONE = 0x0
|
aiTextureType_NONE = 0x0
|
||||||
|
|
||||||
## <hr>The texture is combined with the result of the diffuse
|
# The texture is combined with the result of the diffuse
|
||||||
# lighting equation.
|
# lighting equation.
|
||||||
#
|
#
|
||||||
aiTextureType_DIFFUSE = 0x1
|
aiTextureType_DIFFUSE = 0x1
|
||||||
|
|
||||||
## <hr>The texture is combined with the result of the specular
|
# The texture is combined with the result of the specular
|
||||||
# lighting equation.
|
# lighting equation.
|
||||||
#
|
#
|
||||||
aiTextureType_SPECULAR = 0x2
|
aiTextureType_SPECULAR = 0x2
|
||||||
|
|
||||||
## <hr>The texture is combined with the result of the ambient
|
# The texture is combined with the result of the ambient
|
||||||
# lighting equation.
|
# lighting equation.
|
||||||
#
|
#
|
||||||
aiTextureType_AMBIENT = 0x3
|
aiTextureType_AMBIENT = 0x3
|
||||||
|
|
||||||
## <hr>The texture is added to the result of the lighting
|
# The texture is added to the result of the lighting
|
||||||
# calculation. It isn't influenced by incoming light.
|
# calculation. It isn't influenced by incoming light.
|
||||||
#
|
#
|
||||||
aiTextureType_EMISSIVE = 0x4
|
aiTextureType_EMISSIVE = 0x4
|
||||||
|
|
||||||
## <hr>The texture is a height map.
|
# The texture is a height map.
|
||||||
#
|
#
|
||||||
# By convention, higher gray-scale values stand for
|
# By convention, higher gray-scale values stand for
|
||||||
# higher elevations from the base height.
|
# higher elevations from the base height.
|
||||||
#
|
#
|
||||||
aiTextureType_HEIGHT = 0x5
|
aiTextureType_HEIGHT = 0x5
|
||||||
|
|
||||||
## <hr>The texture is a (tangent space) normal-map.
|
# The texture is a (tangent space) normal-map.
|
||||||
#
|
#
|
||||||
# Again, there are several conventions for tangent-space
|
# Again, there are several conventions for tangent-space
|
||||||
# normal maps. Assimp does (intentionally) not
|
# normal maps. Assimp does (intentionally) not
|
||||||
# distinguish here.
|
# distinguish here.
|
||||||
#
|
#
|
||||||
aiTextureType_NORMALS = 0x6
|
aiTextureType_NORMALS = 0x6
|
||||||
|
|
||||||
## <hr>The texture defines the glossiness of the material.
|
# The texture defines the glossiness of the material.
|
||||||
#
|
#
|
||||||
# The glossiness is in fact the exponent of the specular
|
# The glossiness is in fact the exponent of the specular
|
||||||
# (phong) lighting equation. Usually there is a conversion
|
# (phong) lighting equation. Usually there is a conversion
|
||||||
# function defined to map the linear color values in the
|
# function defined to map the linear color values in the
|
||||||
# texture to a suitable exponent. Have fun.
|
# texture to a suitable exponent. Have fun.
|
||||||
#
|
#
|
||||||
aiTextureType_SHININESS = 0x7
|
aiTextureType_SHININESS = 0x7
|
||||||
|
|
||||||
## <hr>The texture defines per-pixel opacity.
|
# The texture defines per-pixel opacity.
|
||||||
#
|
#
|
||||||
# Usually 'white' means opaque and 'black' means
|
# Usually 'white' means opaque and 'black' means
|
||||||
# 'transparency'. Or quite the opposite. Have fun.
|
# 'transparency'. Or quite the opposite. Have fun.
|
||||||
#
|
#
|
||||||
aiTextureType_OPACITY = 0x8
|
aiTextureType_OPACITY = 0x8
|
||||||
|
|
||||||
## <hr>Displacement texture
|
# Displacement texture
|
||||||
#
|
#
|
||||||
# The exact purpose and format is application-dependent.
|
# The exact purpose and format is application-dependent.
|
||||||
# Higher color values stand for higher vertex displacements.
|
# Higher color values stand for higher vertex displacements.
|
||||||
#
|
#
|
||||||
aiTextureType_DISPLACEMENT = 0x9
|
aiTextureType_DISPLACEMENT = 0x9
|
||||||
|
|
||||||
## <hr>Lightmap texture (aka Ambient Occlusion)
|
# Lightmap texture (aka Ambient Occlusion)
|
||||||
#
|
#
|
||||||
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
|
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
|
||||||
# covered by this material property. The texture contains a
|
# covered by this material property. The texture contains a
|
||||||
# scaling value for the final color value of a pixel. Its
|
# scaling value for the final color value of a pixel. Its
|
||||||
# intensity is not affected by incoming light.
|
# intensity is not affected by incoming light.
|
||||||
#
|
#
|
||||||
aiTextureType_LIGHTMAP = 0xA
|
aiTextureType_LIGHTMAP = 0xA
|
||||||
|
|
||||||
## <hr>Reflection texture
|
# Reflection texture
|
||||||
#
|
#
|
||||||
#Contains the color of a perfect mirror reflection.
|
# Contains the color of a perfect mirror reflection.
|
||||||
#Rarely used, almost never for real-time applications.
|
# Rarely used, almost never for real-time applications.
|
||||||
#
|
#
|
||||||
aiTextureType_REFLECTION = 0xB
|
aiTextureType_REFLECTION = 0xB
|
||||||
|
|
||||||
## <hr>Unknown texture
|
# Unknown texture
|
||||||
#
|
#
|
||||||
# A texture reference that does not match any of the definitions
|
# A texture reference that does not match any of the definitions
|
||||||
# above is considered to be 'unknown'. It is still imported
|
# above is considered to be 'unknown'. It is still imported
|
||||||
# but is excluded from any further postprocessing.
|
# but is excluded from any further postprocessing.
|
||||||
#
|
#
|
||||||
aiTextureType_UNKNOWN = 0xC
|
aiTextureType_UNKNOWN = 0xC
|
||||||
|
|
Loading…
Reference in New Issue