461 lines
19 KiB
C++
461 lines
19 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2022, assimp 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 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.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Implementation of the MDC importer class */
|
|
|
|
#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
|
|
|
|
// internal headers
|
|
#include "AssetLib/MDC/MDCLoader.h"
|
|
#include "AssetLib/MD3/MD3FileData.h"
|
|
#include "AssetLib/MDC/MDCNormalTable.h" // shouldn't be included by other units
|
|
|
|
#include <assimp/importerdesc.h>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/IOSystem.hpp>
|
|
#include <assimp/Importer.hpp>
|
|
#include <assimp/StringUtils.h>
|
|
|
|
#include <memory>
|
|
|
|
using namespace Assimp;
|
|
using namespace Assimp::MDC;
|
|
|
|
static const aiImporterDesc desc = {
|
|
"Return To Castle Wolfenstein Mesh Importer",
|
|
"",
|
|
"",
|
|
"",
|
|
aiImporterFlags_SupportBinaryFlavour,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"mdc"
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MDC::BuildVertex(const Frame &frame,
|
|
const BaseVertex &bvert,
|
|
const CompressedVertex &cvert,
|
|
aiVector3D &vXYZOut,
|
|
aiVector3D &vNorOut) {
|
|
// compute the position
|
|
const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
|
|
const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
|
|
const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
|
|
vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
|
|
vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
|
|
vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
|
|
|
|
// compute the normal vector .. ehm ... lookup it in the table :-)
|
|
vNorOut.x = mdcNormals[cvert.nd][0];
|
|
vNorOut.y = mdcNormals[cvert.nd][1];
|
|
vNorOut.z = mdcNormals[cvert.nd][2];
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
MDCImporter::MDCImporter() :
|
|
configFrameID(),
|
|
pcHeader(),
|
|
mBuffer(),
|
|
fileSize() {
|
|
// empty
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
MDCImporter::~MDCImporter() {
|
|
// empty
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool MDCImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
|
|
static const uint32_t tokens[] = { AI_MDC_MAGIC_NUMBER_LE };
|
|
return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiImporterDesc *MDCImporter::GetInfo() const {
|
|
return &desc;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Validate the header of the given MDC file
|
|
void MDCImporter::ValidateHeader() {
|
|
AI_SWAP4(this->pcHeader->ulVersion);
|
|
AI_SWAP4(this->pcHeader->ulFlags);
|
|
AI_SWAP4(this->pcHeader->ulNumFrames);
|
|
AI_SWAP4(this->pcHeader->ulNumTags);
|
|
AI_SWAP4(this->pcHeader->ulNumSurfaces);
|
|
AI_SWAP4(this->pcHeader->ulNumSkins);
|
|
AI_SWAP4(this->pcHeader->ulOffsetBorderFrames);
|
|
|
|
if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
|
|
pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE) {
|
|
throw DeadlyImportError("Invalid MDC magic word: expected IDPC, found ",
|
|
ai_str_toprintable((char *)&pcHeader->ulIdent, 4));
|
|
}
|
|
|
|
if (pcHeader->ulVersion != AI_MDC_VERSION) {
|
|
ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
|
|
}
|
|
|
|
if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
|
|
pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize) {
|
|
throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
|
|
"and point to something behind the file.");
|
|
}
|
|
|
|
if (this->configFrameID >= this->pcHeader->ulNumFrames) {
|
|
throw DeadlyImportError("The requested frame is not available");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Validate the header of a given MDC file surface
|
|
void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface *pcSurf) {
|
|
AI_SWAP4(pcSurf->ulFlags);
|
|
AI_SWAP4(pcSurf->ulNumCompFrames);
|
|
AI_SWAP4(pcSurf->ulNumBaseFrames);
|
|
AI_SWAP4(pcSurf->ulNumShaders);
|
|
AI_SWAP4(pcSurf->ulNumVertices);
|
|
AI_SWAP4(pcSurf->ulNumTriangles);
|
|
AI_SWAP4(pcSurf->ulOffsetTriangles);
|
|
AI_SWAP4(pcSurf->ulOffsetTexCoords);
|
|
AI_SWAP4(pcSurf->ulOffsetBaseVerts);
|
|
AI_SWAP4(pcSurf->ulOffsetCompVerts);
|
|
AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
|
|
AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
|
|
AI_SWAP4(pcSurf->ulOffsetEnd);
|
|
|
|
const unsigned int iMax = this->fileSize - (unsigned int)((int8_t *)pcSurf - (int8_t *)pcHeader);
|
|
|
|
if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
|
|
(pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
|
|
pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
|
|
pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
|
|
pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
|
|
pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
|
|
(pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax)) {
|
|
throw DeadlyImportError("Some of the offset values in the MDC surface header "
|
|
"are invalid and point somewhere behind the file.");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Setup configuration properties
|
|
void MDCImporter::SetupProperties(const Importer *pImp) {
|
|
// The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
|
|
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
|
|
if (static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME, -1))) {
|
|
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void MDCImporter::InternReadFile(
|
|
const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
|
|
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if (file.get() == nullptr) {
|
|
throw DeadlyImportError("Failed to open MDC file ", pFile, ".");
|
|
}
|
|
|
|
// check whether the mdc file is large enough to contain the file header
|
|
fileSize = static_cast<unsigned int>(file->FileSize());
|
|
if (fileSize < sizeof(MDC::Header)) {
|
|
throw DeadlyImportError("MDC File is too small.");
|
|
}
|
|
|
|
std::vector<unsigned char> mBuffer2(fileSize);
|
|
file->Read(&mBuffer2[0], 1, fileSize);
|
|
mBuffer = &mBuffer2[0];
|
|
|
|
// validate the file header
|
|
this->pcHeader = (BE_NCONST MDC::Header *)this->mBuffer;
|
|
this->ValidateHeader();
|
|
|
|
std::vector<std::string> aszShaders;
|
|
|
|
// get a pointer to the frame we want to read
|
|
BE_NCONST MDC::Frame *pcFrame = (BE_NCONST MDC::Frame *)(this->mBuffer +
|
|
this->pcHeader->ulOffsetBorderFrames);
|
|
|
|
// no need to swap the other members, we won't need them
|
|
pcFrame += configFrameID;
|
|
AI_SWAP4(pcFrame->localOrigin[0]);
|
|
AI_SWAP4(pcFrame->localOrigin[1]);
|
|
AI_SWAP4(pcFrame->localOrigin[2]);
|
|
|
|
// get the number of valid surfaces
|
|
BE_NCONST MDC::Surface *pcSurface, *pcSurface2;
|
|
pcSurface = pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>(mBuffer + pcHeader->ulOffsetSurfaces);
|
|
unsigned int iNumShaders = 0;
|
|
for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) {
|
|
// validate the surface header
|
|
this->ValidateSurfaceHeader(pcSurface2);
|
|
|
|
if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles) {
|
|
++pScene->mNumMeshes;
|
|
}
|
|
iNumShaders += pcSurface2->ulNumShaders;
|
|
pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd);
|
|
}
|
|
aszShaders.reserve(iNumShaders);
|
|
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
|
|
|
// necessary that we don't crash if an exception occurs
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
pScene->mMeshes[i] = nullptr;
|
|
}
|
|
|
|
// now read all surfaces
|
|
unsigned int iDefaultMatIndex = UINT_MAX;
|
|
for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces; ++i) {
|
|
if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles) continue;
|
|
aiMesh *pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
|
|
|
|
pcMesh->mNumFaces = pcSurface->ulNumTriangles;
|
|
pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
|
|
|
|
// store the name of the surface for use as node name.
|
|
pcMesh->mName.Set(std::string(pcSurface->ucName, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
|
|
|
|
// go to the first shader in the file. ignore the others.
|
|
if (pcSurface->ulNumShaders) {
|
|
const MDC::Shader *pcShader = (const MDC::Shader *)((int8_t *)pcSurface + pcSurface->ulOffsetShaders);
|
|
pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
|
|
|
|
// create a new shader
|
|
aszShaders.push_back(std::string(pcShader->ucName,
|
|
::strnlen(pcShader->ucName, sizeof(pcShader->ucName))));
|
|
}
|
|
// need to create a default material
|
|
else if (UINT_MAX == iDefaultMatIndex) {
|
|
pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
|
|
aszShaders.push_back(std::string());
|
|
}
|
|
// otherwise assign a reference to the default material
|
|
else
|
|
pcMesh->mMaterialIndex = iDefaultMatIndex;
|
|
|
|
// allocate output storage for the mesh
|
|
aiVector3D *pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
|
aiVector3D *pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
|
aiVector3D *pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
|
aiFace *pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
|
|
|
// create all vertices/faces
|
|
BE_NCONST MDC::Triangle *pcTriangle = (BE_NCONST MDC::Triangle *)((int8_t *)pcSurface + pcSurface->ulOffsetTriangles);
|
|
|
|
BE_NCONST MDC::TexturCoord *const pcUVs = (BE_NCONST MDC::TexturCoord *)((int8_t *)pcSurface + pcSurface->ulOffsetTexCoords);
|
|
|
|
// get a pointer to the uncompressed vertices
|
|
int16_t iOfs = *((int16_t *)((int8_t *)pcSurface +
|
|
pcSurface->ulOffsetFrameBaseFrames) +
|
|
this->configFrameID);
|
|
|
|
AI_SWAP2(iOfs);
|
|
|
|
BE_NCONST MDC::BaseVertex *const pcVerts = (BE_NCONST MDC::BaseVertex *)((int8_t *)pcSurface + pcSurface->ulOffsetBaseVerts) +
|
|
((int)iOfs * pcSurface->ulNumVertices * 4);
|
|
|
|
// do the main swapping stuff ...
|
|
#if (defined AI_BUILD_BIG_ENDIAN)
|
|
|
|
// swap all triangles
|
|
for (unsigned int i = 0; i < pcSurface->ulNumTriangles; ++i) {
|
|
AI_SWAP4(pcTriangle[i].aiIndices[0]);
|
|
AI_SWAP4(pcTriangle[i].aiIndices[1]);
|
|
AI_SWAP4(pcTriangle[i].aiIndices[2]);
|
|
}
|
|
|
|
// swap all vertices
|
|
for (unsigned int i = 0; i < pcSurface->ulNumVertices * pcSurface->ulNumBaseFrames; ++i) {
|
|
AI_SWAP2(pcVerts->normal);
|
|
AI_SWAP2(pcVerts->x);
|
|
AI_SWAP2(pcVerts->y);
|
|
AI_SWAP2(pcVerts->z);
|
|
}
|
|
|
|
// swap all texture coordinates
|
|
for (unsigned int i = 0; i < pcSurface->ulNumVertices; ++i) {
|
|
AI_SWAP4(pcUVs->u);
|
|
AI_SWAP4(pcUVs->v);
|
|
}
|
|
|
|
#endif
|
|
|
|
const MDC::CompressedVertex *pcCVerts = nullptr;
|
|
int16_t *mdcCompVert = nullptr;
|
|
|
|
// access compressed frames for large frame numbers, but never for the first
|
|
if (this->configFrameID && pcSurface->ulNumCompFrames > 0) {
|
|
mdcCompVert = (int16_t *)((int8_t *)pcSurface + pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
|
|
AI_SWAP2P(mdcCompVert);
|
|
if (*mdcCompVert >= 0) {
|
|
pcCVerts = (const MDC::CompressedVertex *)((int8_t *)pcSurface +
|
|
pcSurface->ulOffsetCompVerts) +
|
|
*mdcCompVert * pcSurface->ulNumVertices;
|
|
} else
|
|
mdcCompVert = nullptr;
|
|
}
|
|
|
|
// copy all faces
|
|
for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles; ++iFace,
|
|
++pcTriangle, ++pcFaceCur) {
|
|
const unsigned int iOutIndex = iFace * 3;
|
|
pcFaceCur->mNumIndices = 3;
|
|
pcFaceCur->mIndices = new unsigned int[3];
|
|
|
|
for (unsigned int iIndex = 0; iIndex < 3; ++iIndex,
|
|
++pcVertCur, ++pcUVCur, ++pcNorCur) {
|
|
uint32_t quak = pcTriangle->aiIndices[iIndex];
|
|
if (quak >= pcSurface->ulNumVertices) {
|
|
ASSIMP_LOG_ERROR("MDC vertex index is out of range");
|
|
quak = pcSurface->ulNumVertices - 1;
|
|
}
|
|
|
|
// compressed vertices?
|
|
if (mdcCompVert) {
|
|
MDC::BuildVertex(*pcFrame, pcVerts[quak], pcCVerts[quak],
|
|
*pcVertCur, *pcNorCur);
|
|
} else {
|
|
// copy position
|
|
pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
|
|
pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
|
|
pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
|
|
|
|
// copy normals
|
|
MD3::LatLngNormalToVec3(pcVerts[quak].normal, &pcNorCur->x);
|
|
|
|
// copy texture coordinates
|
|
pcUVCur->x = pcUVs[quak].u;
|
|
pcUVCur->y = ai_real(1.0) - pcUVs[quak].v; // DX to OGL
|
|
}
|
|
pcVertCur->x += pcFrame->localOrigin[0];
|
|
pcVertCur->y += pcFrame->localOrigin[1];
|
|
pcVertCur->z += pcFrame->localOrigin[2];
|
|
}
|
|
|
|
// swap the face order - DX to OGL
|
|
pcFaceCur->mIndices[0] = iOutIndex + 2;
|
|
pcFaceCur->mIndices[1] = iOutIndex + 1;
|
|
pcFaceCur->mIndices[2] = iOutIndex + 0;
|
|
}
|
|
|
|
pcSurface = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface + pcSurface->ulOffsetEnd);
|
|
}
|
|
|
|
// create a flat node graph with a root node and one child for each surface
|
|
if (!pScene->mNumMeshes)
|
|
throw DeadlyImportError("Invalid MDC file: File contains no valid mesh");
|
|
else if (1 == pScene->mNumMeshes) {
|
|
pScene->mRootNode = new aiNode();
|
|
if (nullptr != pScene->mMeshes[0]) {
|
|
pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
|
|
pScene->mRootNode->mNumMeshes = 1;
|
|
pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
pScene->mRootNode->mMeshes[0] = 0;
|
|
}
|
|
} else {
|
|
pScene->mRootNode = new aiNode();
|
|
pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
|
|
pScene->mRootNode->mChildren = new aiNode *[pScene->mNumMeshes];
|
|
pScene->mRootNode->mName.Set("<root>");
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
aiNode *pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName = pScene->mMeshes[i]->mName;
|
|
pcNode->mNumMeshes = 1;
|
|
pcNode->mMeshes = new unsigned int[1];
|
|
pcNode->mMeshes[0] = i;
|
|
}
|
|
}
|
|
|
|
// create materials
|
|
pScene->mNumMaterials = (unsigned int)aszShaders.size();
|
|
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
|
|
aiMaterial *pcMat = new aiMaterial();
|
|
pScene->mMaterials[i] = pcMat;
|
|
|
|
const std::string &name = aszShaders[i];
|
|
|
|
int iMode = (int)aiShadingMode_Gouraud;
|
|
pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// add a small ambient color value - RtCW seems to have one
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
if (name.length())
|
|
clr.b = clr.g = clr.r = 1.0f;
|
|
else
|
|
clr.b = clr.g = clr.r = 0.6f;
|
|
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
if (name.length()) {
|
|
aiString path;
|
|
path.Set(name);
|
|
pcMat->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
|
|
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
|
|
pScene->mRootNode->mTransformation = aiMatrix4x4(
|
|
1.f, 0.f, 0.f, 0.f,
|
|
0.f, 0.f, 1.f, 0.f,
|
|
0.f, -1.f, 0.f, 0.f,
|
|
0.f, 0.f, 0.f, 1.f);
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER
|