471 lines
19 KiB
C++
471 lines
19 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2021, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the MDC importer class */
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#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
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// internal headers
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#include "AssetLib/MDC/MDCLoader.h"
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#include "AssetLib/MD3/MD3FileData.h"
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#include "AssetLib/MDC/MDCNormalTable.h" // shouldn't be included by other units
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Importer.hpp>
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#include <memory>
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using namespace Assimp;
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using namespace Assimp::MDC;
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static const aiImporterDesc desc = {
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"Return To Castle Wolfenstein Mesh Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"mdc"
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};
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// ------------------------------------------------------------------------------------------------
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void MDC::BuildVertex(const Frame &frame,
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const BaseVertex &bvert,
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const CompressedVertex &cvert,
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aiVector3D &vXYZOut,
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aiVector3D &vNorOut) {
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// compute the position
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const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
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const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
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const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
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vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
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vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
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vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
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// compute the normal vector .. ehm ... lookup it in the table :-)
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vNorOut.x = mdcNormals[cvert.nd][0];
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vNorOut.y = mdcNormals[cvert.nd][1];
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vNorOut.z = mdcNormals[cvert.nd][2];
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MDCImporter::MDCImporter() :
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configFrameID(),
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pcHeader(),
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mBuffer(),
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fileSize() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MDCImporter::~MDCImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MDCImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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const std::string extension = GetExtension(pFile);
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if (extension == "mdc") {
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return true;
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}
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// if check for extension is not enough, check for the magic tokens
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if (!extension.length() || checkSig) {
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uint32_t tokens[1];
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tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
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return CheckMagicToken(pIOHandler, pFile, tokens, 1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *MDCImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the header of the given MDC file
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void MDCImporter::ValidateHeader() {
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AI_SWAP4(this->pcHeader->ulVersion);
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AI_SWAP4(this->pcHeader->ulFlags);
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AI_SWAP4(this->pcHeader->ulNumFrames);
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AI_SWAP4(this->pcHeader->ulNumTags);
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AI_SWAP4(this->pcHeader->ulNumSurfaces);
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AI_SWAP4(this->pcHeader->ulNumSkins);
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AI_SWAP4(this->pcHeader->ulOffsetBorderFrames);
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if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
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pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE) {
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char szBuffer[5];
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szBuffer[0] = ((char *)&pcHeader->ulIdent)[0];
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szBuffer[1] = ((char *)&pcHeader->ulIdent)[1];
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szBuffer[2] = ((char *)&pcHeader->ulIdent)[2];
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szBuffer[3] = ((char *)&pcHeader->ulIdent)[3];
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szBuffer[4] = '\0';
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throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
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"magic word found is " +
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std::string(szBuffer));
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}
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if (pcHeader->ulVersion != AI_MDC_VERSION) {
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ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
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}
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if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
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pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize) {
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throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
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"and point to something behind the file.");
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}
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if (this->configFrameID >= this->pcHeader->ulNumFrames) {
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throw DeadlyImportError("The requested frame is not available");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the header of a given MDC file surface
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void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface *pcSurf) {
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AI_SWAP4(pcSurf->ulFlags);
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AI_SWAP4(pcSurf->ulNumCompFrames);
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AI_SWAP4(pcSurf->ulNumBaseFrames);
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AI_SWAP4(pcSurf->ulNumShaders);
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AI_SWAP4(pcSurf->ulNumVertices);
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AI_SWAP4(pcSurf->ulNumTriangles);
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AI_SWAP4(pcSurf->ulOffsetTriangles);
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AI_SWAP4(pcSurf->ulOffsetTexCoords);
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AI_SWAP4(pcSurf->ulOffsetBaseVerts);
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AI_SWAP4(pcSurf->ulOffsetCompVerts);
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AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
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AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
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AI_SWAP4(pcSurf->ulOffsetEnd);
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const unsigned int iMax = this->fileSize - (unsigned int)((int8_t *)pcSurf - (int8_t *)pcHeader);
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if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
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(pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
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pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
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pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
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pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
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pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
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(pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax)) {
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throw DeadlyImportError("Some of the offset values in the MDC surface header "
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"are invalid and point somewhere behind the file.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MDCImporter::SetupProperties(const Importer *pImp) {
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// The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if (static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME, -1))) {
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MDCImporter::InternReadFile(
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const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file.get() == nullptr) {
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throw DeadlyImportError("Failed to open MDC file ", pFile, ".");
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}
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// check whether the mdc file is large enough to contain the file header
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fileSize = static_cast<unsigned int>(file->FileSize());
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if (fileSize < sizeof(MDC::Header)) {
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throw DeadlyImportError("MDC File is too small.");
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}
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std::vector<unsigned char> mBuffer2(fileSize);
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file->Read(&mBuffer2[0], 1, fileSize);
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mBuffer = &mBuffer2[0];
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// validate the file header
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this->pcHeader = (BE_NCONST MDC::Header *)this->mBuffer;
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this->ValidateHeader();
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std::vector<std::string> aszShaders;
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// get a pointer to the frame we want to read
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BE_NCONST MDC::Frame *pcFrame = (BE_NCONST MDC::Frame *)(this->mBuffer +
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this->pcHeader->ulOffsetBorderFrames);
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// no need to swap the other members, we won't need them
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pcFrame += configFrameID;
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AI_SWAP4(pcFrame->localOrigin[0]);
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AI_SWAP4(pcFrame->localOrigin[1]);
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AI_SWAP4(pcFrame->localOrigin[2]);
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// get the number of valid surfaces
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BE_NCONST MDC::Surface *pcSurface, *pcSurface2;
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pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
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unsigned int iNumShaders = 0;
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for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) {
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// validate the surface header
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this->ValidateSurfaceHeader(pcSurface2);
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if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles) {
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++pScene->mNumMeshes;
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}
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iNumShaders += pcSurface2->ulNumShaders;
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pcSurface2 = new ((int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
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}
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aszShaders.reserve(iNumShaders);
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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// necessary that we don't crash if an exception occurs
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mMeshes[i] = nullptr;
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}
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// now read all surfaces
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unsigned int iDefaultMatIndex = UINT_MAX;
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for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces; ++i) {
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if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles) continue;
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aiMesh *pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
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pcMesh->mNumFaces = pcSurface->ulNumTriangles;
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pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
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// store the name of the surface for use as node name.
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pcMesh->mName.Set(std::string(pcSurface->ucName, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
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// go to the first shader in the file. ignore the others.
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if (pcSurface->ulNumShaders) {
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const MDC::Shader *pcShader = (const MDC::Shader *)((int8_t *)pcSurface + pcSurface->ulOffsetShaders);
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pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
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// create a new shader
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aszShaders.push_back(std::string(pcShader->ucName,
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::strnlen(pcShader->ucName, sizeof(pcShader->ucName))));
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}
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// need to create a default material
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else if (UINT_MAX == iDefaultMatIndex) {
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pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
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aszShaders.push_back(std::string());
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}
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// otherwise assign a reference to the default material
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else
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pcMesh->mMaterialIndex = iDefaultMatIndex;
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// allocate output storage for the mesh
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aiVector3D *pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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aiVector3D *pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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aiVector3D *pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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aiFace *pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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// create all vertices/faces
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BE_NCONST MDC::Triangle *pcTriangle = (BE_NCONST MDC::Triangle *)((int8_t *)pcSurface + pcSurface->ulOffsetTriangles);
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BE_NCONST MDC::TexturCoord *const pcUVs = (BE_NCONST MDC::TexturCoord *)((int8_t *)pcSurface + pcSurface->ulOffsetTexCoords);
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// get a pointer to the uncompressed vertices
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int16_t iOfs = *((int16_t *)((int8_t *)pcSurface +
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pcSurface->ulOffsetFrameBaseFrames) +
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this->configFrameID);
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AI_SWAP2(iOfs);
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BE_NCONST MDC::BaseVertex *const pcVerts = (BE_NCONST MDC::BaseVertex *)((int8_t *)pcSurface + pcSurface->ulOffsetBaseVerts) +
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((int)iOfs * pcSurface->ulNumVertices * 4);
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// do the main swapping stuff ...
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#if (defined AI_BUILD_BIG_ENDIAN)
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// swap all triangles
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for (unsigned int i = 0; i < pcSurface->ulNumTriangles; ++i) {
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AI_SWAP4(pcTriangle[i].aiIndices[0]);
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AI_SWAP4(pcTriangle[i].aiIndices[1]);
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AI_SWAP4(pcTriangle[i].aiIndices[2]);
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}
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// swap all vertices
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for (unsigned int i = 0; i < pcSurface->ulNumVertices * pcSurface->ulNumBaseFrames; ++i) {
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AI_SWAP2(pcVerts->normal);
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AI_SWAP2(pcVerts->x);
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AI_SWAP2(pcVerts->y);
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AI_SWAP2(pcVerts->z);
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}
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// swap all texture coordinates
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for (unsigned int i = 0; i < pcSurface->ulNumVertices; ++i) {
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AI_SWAP4(pcUVs->u);
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AI_SWAP4(pcUVs->v);
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}
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#endif
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const MDC::CompressedVertex *pcCVerts = nullptr;
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int16_t *mdcCompVert = nullptr;
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// access compressed frames for large frame numbers, but never for the first
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if (this->configFrameID && pcSurface->ulNumCompFrames > 0) {
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mdcCompVert = (int16_t *)((int8_t *)pcSurface + pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
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AI_SWAP2P(mdcCompVert);
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if (*mdcCompVert >= 0) {
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pcCVerts = (const MDC::CompressedVertex *)((int8_t *)pcSurface +
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pcSurface->ulOffsetCompVerts) +
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*mdcCompVert * pcSurface->ulNumVertices;
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} else
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mdcCompVert = nullptr;
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}
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// copy all faces
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for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles; ++iFace,
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++pcTriangle, ++pcFaceCur) {
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const unsigned int iOutIndex = iFace * 3;
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pcFaceCur->mNumIndices = 3;
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pcFaceCur->mIndices = new unsigned int[3];
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for (unsigned int iIndex = 0; iIndex < 3; ++iIndex,
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++pcVertCur, ++pcUVCur, ++pcNorCur) {
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uint32_t quak = pcTriangle->aiIndices[iIndex];
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if (quak >= pcSurface->ulNumVertices) {
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ASSIMP_LOG_ERROR("MDC vertex index is out of range");
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quak = pcSurface->ulNumVertices - 1;
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}
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// compressed vertices?
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if (mdcCompVert) {
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MDC::BuildVertex(*pcFrame, pcVerts[quak], pcCVerts[quak],
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*pcVertCur, *pcNorCur);
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} else {
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// copy position
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pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
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pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
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pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
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// copy normals
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MD3::LatLngNormalToVec3(pcVerts[quak].normal, &pcNorCur->x);
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// copy texture coordinates
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pcUVCur->x = pcUVs[quak].u;
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pcUVCur->y = ai_real(1.0) - pcUVs[quak].v; // DX to OGL
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}
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pcVertCur->x += pcFrame->localOrigin[0];
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pcVertCur->y += pcFrame->localOrigin[1];
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pcVertCur->z += pcFrame->localOrigin[2];
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}
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// swap the face order - DX to OGL
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pcFaceCur->mIndices[0] = iOutIndex + 2;
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pcFaceCur->mIndices[1] = iOutIndex + 1;
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pcFaceCur->mIndices[2] = iOutIndex + 0;
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}
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pcSurface = new ((int8_t *)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
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}
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// create a flat node graph with a root node and one child for each surface
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if (!pScene->mNumMeshes)
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throw DeadlyImportError("Invalid MDC file: File contains no valid mesh");
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else if (1 == pScene->mNumMeshes) {
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pScene->mRootNode = new aiNode();
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if (nullptr != pScene->mMeshes[0]) {
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pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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} else {
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
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pScene->mRootNode->mChildren = new aiNode *[pScene->mNumMeshes];
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pScene->mRootNode->mName.Set("<root>");
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiNode *pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
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pcNode->mParent = pScene->mRootNode;
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pcNode->mName = pScene->mMeshes[i]->mName;
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pcNode->mNumMeshes = 1;
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pcNode->mMeshes = new unsigned int[1];
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pcNode->mMeshes[0] = i;
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}
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}
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// create materials
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pScene->mNumMaterials = (unsigned int)aszShaders.size();
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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aiMaterial *pcMat = new aiMaterial();
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pScene->mMaterials[i] = pcMat;
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const std::string &name = aszShaders[i];
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int iMode = (int)aiShadingMode_Gouraud;
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pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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|
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// add a small ambient color value - RtCW seems to have one
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.05f;
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pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
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|
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if (name.length())
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clr.b = clr.g = clr.r = 1.0f;
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else
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clr.b = clr.g = clr.r = 0.6f;
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|
|
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pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
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|
|
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if (name.length()) {
|
|
aiString path;
|
|
path.Set(name);
|
|
pcMat->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
}
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|
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#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER
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