Improve FBX material import.
Some properties were being incorrectly interpreted, and by default it was relying on a legacy system.pull/1704/head
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c5101b185d
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fb4a67d4fe
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@ -241,6 +241,10 @@ private:
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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bool& result );
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bool& result );
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aiColor3D GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
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const std::string& factorName, bool& result, bool useTemplate=true );
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aiColor3D GetColorProperty( const PropertyTable& props, const std::string& colorName,
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bool& result, bool useTemplate=true );
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
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void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
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@ -1716,7 +1720,7 @@ unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeo
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aiString str;
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aiString str;
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// stip Material:: prefix
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// strip Material:: prefix
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std::string name = material.Name();
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std::string name = material.Name();
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if ( name.substr( 0, 10 ) == "Material::" ) {
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if ( name.substr( 0, 10 ) == "Material::" ) {
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name = name.substr( 10 );
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name = name.substr( 10 );
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@ -2077,40 +2081,62 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM
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TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
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TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
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}
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}
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aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
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bool& result )
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const std::string& factorName, bool& result, bool useTemplate )
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{
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{
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result = true;
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result = true;
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bool ok;
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bool ok;
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const aiVector3D& Diffuse = PropertyGet<aiVector3D>( props, baseName, ok );
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aiVector3D BaseColor = PropertyGet<aiVector3D>( props, colorName, ok, useTemplate );
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if ( ok ) {
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if ( ! ok ) {
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return aiColor3D( Diffuse.x, Diffuse.y, Diffuse.z );
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}
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else {
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aiVector3D DiffuseColor = PropertyGet<aiVector3D>( props, baseName + "Color", ok );
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if ( ok ) {
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float DiffuseFactor = PropertyGet<float>( props, baseName + "Factor", ok );
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if ( ok ) {
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DiffuseColor *= DiffuseFactor;
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}
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return aiColor3D( DiffuseColor.x, DiffuseColor.y, DiffuseColor.z );
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}
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}
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result = false;
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result = false;
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return aiColor3D( 0.0f, 0.0f, 0.0f );
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return aiColor3D( 0.0f, 0.0f, 0.0f );
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}
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}
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// if no factor name, return the colour as is
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if ( factorName.empty() ) {
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return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
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}
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// otherwise it should be multiplied by the factor, if found.
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float factor = PropertyGet<float>( props, factorName, ok, useTemplate );
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if ( ok ) {
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BaseColor *= factor;
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}
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return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
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}
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aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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bool& result )
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{
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return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true );
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}
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aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::string& colorName,
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bool& result, bool useTemplate )
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{
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result = true;
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bool ok;
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const aiVector3D& ColorVec = PropertyGet<aiVector3D>( props, colorName, ok, useTemplate );
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if ( ! ok ) {
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result = false;
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return aiColor3D( 0.0f, 0.0f, 0.0f );
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}
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return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z );
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}
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void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
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void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
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{
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{
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// set shading properties. There are various, redundant ways in which FBX materials
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// Set shading properties.
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// specify their shading settings (depending on shading models, prop
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// Modern FBX Files have two separate systems for defining these,
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// template etc.). No idea which one is right in a particular context.
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// with only the more comprehensive one described in the property template.
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// Just try to make sense of it - there's no spec to verify this against,
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// Likely the other values are a legacy system,
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// so why should we.
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// which is still always exported by the official FBX SDK.
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//
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// Blender's FBX import and export mostly ignore this legacy system,
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// and as we only support recent versions of FBX anyway, we can do the same.
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bool ok;
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bool ok;
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const aiColor3D& Diffuse = GetColorPropertyFromMaterial( props, "Diffuse", ok );
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const aiColor3D& Diffuse = GetColorPropertyFromMaterial( props, "Diffuse", ok );
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if ( ok ) {
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if ( ok ) {
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out_mat->AddProperty( &Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
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out_mat->AddProperty( &Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
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@ -2126,29 +2152,64 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT
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out_mat->AddProperty( &Ambient, 1, AI_MATKEY_COLOR_AMBIENT );
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out_mat->AddProperty( &Ambient, 1, AI_MATKEY_COLOR_AMBIENT );
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}
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}
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const aiColor3D& Specular = GetColorPropertyFromMaterial( props, "Specular", ok );
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// we store specular factor as SHININESS_STRENGTH, so just get the color
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const aiColor3D& Specular = GetColorProperty( props, "SpecularColor", ok, true );
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if ( ok ) {
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if ( ok ) {
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out_mat->AddProperty( &Specular, 1, AI_MATKEY_COLOR_SPECULAR );
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out_mat->AddProperty( &Specular, 1, AI_MATKEY_COLOR_SPECULAR );
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}
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}
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// and also try to get SHININESS_STRENGTH
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const float SpecularFactor = PropertyGet<float>( props, "SpecularFactor", ok, true );
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if ( ok ) {
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out_mat->AddProperty( &SpecularFactor, 1, AI_MATKEY_SHININESS_STRENGTH );
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}
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// and the specular exponent
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const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok );
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if ( ok ) {
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out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS );
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}
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// TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
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const aiColor3D& Transparent = GetColorPropertyFactored( props, "TransparentColor", "TransparencyFactor", ok );
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float CalculatedOpacity = 1.0;
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if ( ok ) {
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out_mat->AddProperty( &Transparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
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// as calculated by FBX SDK 2017:
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CalculatedOpacity = 1.0 - ((Transparent.r + Transparent.g + Transparent.b) / 3.0);
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}
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// use of TransparencyFactor is inconsistent.
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// Maya always stores it as 1.0,
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// so we can't use it to set AI_MATKEY_OPACITY.
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// Blender is more sensible and stores it as the alpha value.
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// However both the FBX SDK and Blender always write an additional
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// legacy "Opacity" field, so we can try to use that.
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//
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// If we can't find it,
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// we can fall back to the value which the FBX SDK calculates
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// from transparency colour (RGB) and factor (F) as
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// 1.0 - F*((R+G+B)/3).
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//
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// There's no consistent way to interpret this opacity value,
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// so it's up to clients to do the correct thing.
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const float Opacity = PropertyGet<float>( props, "Opacity", ok );
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const float Opacity = PropertyGet<float>( props, "Opacity", ok );
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if ( ok ) {
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if ( ok ) {
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out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY );
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out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY );
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}
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}
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else if ( CalculatedOpacity != 1.0 ) {
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const float Reflectivity = PropertyGet<float>( props, "Reflectivity", ok );
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out_mat->AddProperty( &CalculatedOpacity, 1, AI_MATKEY_OPACITY );
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if ( ok ) {
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out_mat->AddProperty( &Reflectivity, 1, AI_MATKEY_REFLECTIVITY );
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}
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}
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const float Shininess = PropertyGet<float>( props, "Shininess", ok );
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// reflection color and factor are stored separately
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const aiColor3D& Reflection = GetColorProperty( props, "ReflectionColor", ok, true );
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if ( ok ) {
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if ( ok ) {
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out_mat->AddProperty( &Shininess, 1, AI_MATKEY_SHININESS_STRENGTH );
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out_mat->AddProperty( &Reflection, 1, AI_MATKEY_COLOR_REFLECTIVE );
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}
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}
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const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok );
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float ReflectionFactor = PropertyGet<float>( props, "ReflectionFactor", ok, true );
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if ( ok ) {
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if ( ok ) {
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out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS );
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out_mat->AddProperty( &ReflectionFactor, 1, AI_MATKEY_REFLECTIVITY );
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}
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}
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const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok);
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const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok);
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@ -148,12 +148,24 @@ T PropertyGet(const PropertyTable& in, const std::string& name, const T& default
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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template <typename T>
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inline
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inline
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T PropertyGet(const PropertyTable& in, const std::string& name, bool& result) {
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T PropertyGet(const PropertyTable& in, const std::string& name, bool& result, bool useTemplate=false ) {
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const Property* const prop = in.Get(name);
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const Property* prop = in.Get(name);
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if( nullptr == prop) {
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if ( ! useTemplate ) {
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result = false;
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return T();
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}
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const PropertyTable* templ = in.TemplateProps();
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if ( nullptr == templ ) {
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result = false;
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return T();
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}
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prop = templ->Get(name);
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if ( nullptr == prop ) {
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if ( nullptr == prop ) {
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result = false;
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result = false;
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return T();
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return T();
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}
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}
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}
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// strong typing, no need to be lenient
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// strong typing, no need to be lenient
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const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();
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const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();
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