704 lines
24 KiB
C++
704 lines
24 KiB
C++
/** @file Implementation of the XFile importer class */
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#include "XFileImporter.h"
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#include "XFileParser.h"
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#include "MaterialSystem.h"
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#include "ConvertToLHProcess.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include <boost/scoped_ptr.hpp>
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#include <boost/format.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XFileImporter::XFileImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XFileImporter::~XFileImporter()
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{
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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 XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of( '.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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if( extension == ".x" || extension == ".X")
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return true;
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return false;
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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 XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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// read file into memory
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open file " + pFile + ".");
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw new ImportErrorException( "XFile is too small.");
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mBuffer.resize( fileSize);
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file->Read( &mBuffer.front(), 1, fileSize);
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// parse the file into a temporary representation
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XFileParser parser( mBuffer);
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// and create the proper return structures out of it
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CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs the return data structure out of the imported data.
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void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
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{
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// Read the global materials first so that meshes referring to them can find them later
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ConvertMaterials( pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
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// extract animations
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CreateAnimations( pScene, pData);
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// read the global meshes that were stored outside of any node
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if( pData->mGlobalMeshes.size() > 0)
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{
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// create a root node to hold them if there isn't any, yet
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if( pScene->mRootNode == NULL)
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{
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set( "$dummy_node");
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}
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// convert all global meshes and store them in the root node.
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// If there was one before, the global meshes now suddenly have its transformation matrix...
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// Don't know what to do there, I don't want to insert another node under the present root node
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// just to avoid this.
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CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
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}
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// convert the root node's transformation to OGL coords
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ConvertToLHProcess::ConvertToOGL( pScene->mRootNode->mTransformation);
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// finally: create a dummy material if not material was imported
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if( pScene->mNumMaterials == 0)
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{
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pScene->mNumMaterials = 1;
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// create the Material
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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int shadeMode = (int) aiShadingMode_Gouraud;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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int specExp = 1;
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mat->AddProperty( &aiColor3D( 0, 0, 0), 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &aiColor3D( 0.5f, 0.5f, 0.5f), 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &aiColor3D( 0, 0, 0), 1, AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
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{
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if( !pNode)
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return NULL;
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// create node
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aiNode* node = new aiNode;
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node->mName.length = pNode->mName.length();
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node->mParent = pParent;
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memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
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node->mName.data[node->mName.length] = 0;
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node->mTransformation = pNode->mTrafoMatrix;
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// convert meshes from the source node
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CreateMeshes( pScene, node, pNode->mMeshes);
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// handle childs
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if( pNode->mChildren.size() > 0)
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{
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node->mNumChildren = pNode->mChildren.size();
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node->mChildren = new aiNode* [node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
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}
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the meshes for the given node.
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void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
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{
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if( pMeshes.size() == 0)
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return;
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// create a mesh for each mesh-material combination in the source node
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std::vector<aiMesh*> meshes;
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for( unsigned int a = 0; a < pMeshes.size(); a++)
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{
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const XFile::Mesh* sourceMesh = pMeshes[a];
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// first convert its materials so that we can find them when searching by name afterwards
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ConvertMaterials( pScene, sourceMesh->mMaterials);
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unsigned int numMaterials = std::max( sourceMesh->mMaterials.size(), 1u);
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for( unsigned int b = 0; b < numMaterials; b++)
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{
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// collect the faces belonging to this material
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std::vector<unsigned int> faces;
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unsigned int numVertices = 0;
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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// if there is a per-face material defined, select the faces with the corresponding material
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for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
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{
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if( sourceMesh->mFaceMaterials[c] == b)
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{
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faces.push_back( c);
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numVertices += sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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} else
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{
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// if there is no per-face material, place everything into one mesh
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for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
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{
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faces.push_back( c);
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numVertices += sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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// no faces/vertices using this material? strange...
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if( numVertices == 0)
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continue;
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// create a submesh using this material
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aiMesh* mesh = new aiMesh;
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meshes.push_back( mesh);
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// find the material by name in the scene's material list. Either own material
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// or referenced material, it should already be found there
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
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if( matIt == mImportedMats.end())
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mesh->mMaterialIndex = 0;
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else
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mesh->mMaterialIndex = matIt->second;
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} else
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{
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mesh->mMaterialIndex = 0;
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}
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// Create properly sized data arrays in the mesh. We store unique vertices per face,
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// as specified
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNumFaces = faces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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// normals?
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if( sourceMesh->mNormals.size() > 0)
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mesh->mNormals = new aiVector3D[numVertices];
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// texture coords
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
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{
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if( sourceMesh->mTexCoords[c].size() > 0)
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mesh->mTextureCoords[c] = new aiVector3D[numVertices];
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}
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// vertex colors
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
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{
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if( sourceMesh->mColors[c].size() > 0)
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mesh->mColors[c] = new aiColor4D[numVertices];
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}
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// now collect the vertex data of all data streams present in the imported mesh
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unsigned int newIndex = 0;
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std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
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orgPoints.resize( numVertices, 0);
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for( unsigned int c = 0; c < faces.size(); c++)
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{
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unsigned int f = faces[c]; // index of the source face
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const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
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// create face. either triangle or triangle fan depending on the index count
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aiFace& df = mesh->mFaces[c]; // destination face
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df.mNumIndices = pf.mIndices.size();
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df.mIndices = new unsigned int[ df.mNumIndices];
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// collect vertex data for indices of this face
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for( unsigned int d = 0; d < df.mNumIndices; d++)
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{
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df.mIndices[df.mNumIndices - 1 - d] = newIndex; // inverted face orientation for OGL
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orgPoints[newIndex] = pf.mIndices[d];
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// Position
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if( mesh->HasNormals())
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mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
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// texture coord sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
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{
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if( mesh->HasTextureCoords( e))
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{
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aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
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mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
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}
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}
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// vertex color sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
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if( mesh->HasVertexColors( e))
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mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
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newIndex++;
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}
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}
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// there should be as much new vertices as we calculated before
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assert( newIndex == numVertices);
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// convert all bones of the source mesh which influence vertices in this newly created mesh
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const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
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std::vector<aiBone*> newBones;
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for( unsigned int c = 0; c < bones.size(); c++)
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{
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const XFile::Bone& obone = bones[c];
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// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
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std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
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for( unsigned int d = 0; d < obone.mWeights.size(); d++)
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oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
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// collect all vertex weights that influence a vertex in the new mesh
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve( numVertices);
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for( unsigned int d = 0; d < orgPoints.size(); d++)
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{
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// does the new vertex stem from an old vertex which was influenced by this bone?
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float w = oldWeights[orgPoints[d]];
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if( w > 0.0f)
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newWeights.push_back( aiVertexWeight( d, w));
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}
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// if the bone has no weights in the newly created mesh, ignore it
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if( newWeights.size() == 0)
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continue;
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// create
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aiBone* nbone = new aiBone;
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newBones.push_back( nbone);
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// copy name and matrix
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nbone->mName.Set( obone.mName);
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nbone->mOffsetMatrix = obone.mOffsetMatrix;
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nbone->mNumWeights = newWeights.size();
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nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
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for( unsigned int d = 0; d < newWeights.size(); d++)
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nbone->mWeights[d] = newWeights[d];
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}
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// store the bones in the mesh
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mesh->mNumBones = newBones.size();
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mesh->mBones = new aiBone*[mesh->mNumBones];
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for( unsigned int c = 0; c < newBones.size(); c++)
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mesh->mBones[c] = newBones[c];
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}
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}
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// reallocate scene mesh array to be large enough
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aiMesh** prevArray = pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
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if( prevArray)
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{
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memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
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delete [] prevArray;
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}
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// allocate mesh index array in the node
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pNode->mNumMeshes = meshes.size();
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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// store all meshes in the mesh library of the scene and store their indices in the node
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for( unsigned int a = 0; a < meshes.size(); a++)
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{
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pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
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pNode->mMeshes[a] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the animations from the given imported data and creates them in the scene.
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void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
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{
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std::vector<aiAnimation*> newAnims;
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for( unsigned int a = 0; a < pData->mAnims.size(); a++)
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{
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const XFile::Animation* anim = pData->mAnims[a];
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// create a new animation to hold the data
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aiAnimation* nanim = new aiAnimation;
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newAnims.push_back( nanim);
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nanim->mName.Set( anim->mName);
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// duration will be determined by the maximum length
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nanim->mDuration = 0;
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nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
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nanim->mNumBones = anim->mAnims.size();
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nanim->mBones = new aiBoneAnim*[nanim->mNumBones];
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for( unsigned int b = 0; b < anim->mAnims.size(); b++)
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{
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const XFile::AnimBone* bone = anim->mAnims[b];
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aiBoneAnim* nbone = new aiBoneAnim;
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nbone->mBoneName.Set( bone->mBoneName);
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nanim->mBones[b] = nbone;
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// apply the LH->RH conversion if the animation affects the root bone
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bool isRootAnim = (bone->mBoneName == pScene->mRootNode->mName.data);
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// keyframes are given as combined transformation matrix keys
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if( bone->mTrafoKeys.size() > 0)
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{
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nbone->mNumPositionKeys = bone->mTrafoKeys.size();
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nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
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nbone->mNumRotationKeys = bone->mTrafoKeys.size();
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nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
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nbone->mNumScalingKeys = bone->mTrafoKeys.size();
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nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
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for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
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{
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// deconstruct each matrix into separate position, rotation and scaling
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double time = bone->mTrafoKeys[c].mTime;
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aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
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// extract position
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aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
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if( isRootAnim)
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ConvertToLHProcess::ConvertToOGL( pos);
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nbone->mPositionKeys[c].mTime = time;
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nbone->mPositionKeys[c].mValue = pos;
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// extract scaling
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aiVector3D scale;
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scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
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scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
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scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
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nbone->mScalingKeys[c].mTime = time;
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nbone->mScalingKeys[c].mValue = scale;
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// reconstruct rotation matrix without scaling
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aiMatrix3x3 rotmat(
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trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
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trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
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trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
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if( isRootAnim)
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ConvertToLHProcess::ConvertToOGL( rotmat);
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// and convert it into a quaternion
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nbone->mRotationKeys[c].mTime = time;
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nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
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}
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// longest lasting key sequence determines duration
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nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
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} else
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{
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// separate key sequences for position, rotation, scaling
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nbone->mNumPositionKeys = bone->mPosKeys.size();
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nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
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for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
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{
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aiVector3D pos = bone->mPosKeys[c].mValue;
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if( isRootAnim)
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ConvertToLHProcess::ConvertToOGL( pos);
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nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
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nbone->mPositionKeys[c].mValue = pos;
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}
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// rotation
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nbone->mNumRotationKeys = bone->mRotKeys.size();
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nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
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for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
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{
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aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
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if( isRootAnim)
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ConvertToLHProcess::ConvertToOGL( rotmat);
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nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
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nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
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}
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// scaling
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nbone->mNumScalingKeys = bone->mScaleKeys.size();
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
|
|
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
|
|
|
|
// longest lasting key sequence determines duration
|
|
if( bone->mPosKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
|
|
if( bone->mRotKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
|
|
if( bone->mScaleKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
// store all converted animations in the scene
|
|
if( newAnims.size() > 0)
|
|
{
|
|
pScene->mNumAnimations = newAnims.size();
|
|
pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
|
|
for( unsigned int a = 0; a < newAnims.size(); a++)
|
|
pScene->mAnimations[a] = newAnims[a];
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Converts all materials in the given array and stores them in the scene's material list.
|
|
void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials)
|
|
{
|
|
// count the non-referrer materials in the array
|
|
unsigned int numMaterials = 0;
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
if( !pMaterials[a].mIsReference)
|
|
numMaterials++;
|
|
|
|
if( numMaterials == 0)
|
|
return;
|
|
|
|
// resize the scene's material list to offer enough space for the new materials
|
|
aiMaterial** prevMats = pScene->mMaterials;
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numMaterials];
|
|
if( prevMats)
|
|
{
|
|
memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
|
delete [] prevMats;
|
|
}
|
|
|
|
// convert all the materials given in the array
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
{
|
|
const XFile::Material& oldMat = pMaterials[a];
|
|
if( oldMat.mIsReference)
|
|
continue;
|
|
|
|
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
|
aiString name;
|
|
name.Set( oldMat.mName);
|
|
mat->AddProperty( &name, AI_MATKEY_NAME);
|
|
// Shading model: hardcoded to PHONG, there is no such information in an XFile
|
|
int shadeMode = (int) aiShadingMode_Phong;
|
|
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
// material colours
|
|
mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
|
|
|
|
// texture, if there is one
|
|
if (1 == oldMat.mTextures.size())
|
|
{
|
|
// if there is only one texture, assume it contains the
|
|
// diffuse color
|
|
aiString tex;
|
|
tex.Set( oldMat.mTextures[0]);
|
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
else
|
|
{
|
|
// Otherwise ... try to search for typical strings in the
|
|
// texture's file name like 'bump' or 'diffuse'
|
|
unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
|
|
for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
|
|
{
|
|
std::string sz = oldMat.mTextures[b];
|
|
char key[256];
|
|
|
|
// find the file name
|
|
const size_t iLen = sz.length();
|
|
std::string::size_type s = sz.rfind('\\',iLen-1);
|
|
if (std::string::npos == s)
|
|
{
|
|
s = sz.rfind('/',iLen-1);
|
|
if (std::string::npos == s)s = 0;
|
|
}
|
|
|
|
// cut off the file extension
|
|
std::string::size_type sExt = sz.rfind('.',iLen-1);
|
|
if (std::string::npos != sExt)
|
|
{
|
|
sz[sExt] = '\0';
|
|
}
|
|
|
|
// bump map
|
|
std::string::size_type s2 = sz.find("bump",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("BUMP",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Bump",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("height",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("HEIGHT",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Height",s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (std::string::npos != s2)
|
|
{
|
|
sprintf(key,AI_MATKEY_TEXTURE_BUMP_ "[%i]",iHM++);
|
|
}
|
|
else
|
|
{
|
|
// Normal map
|
|
std::string::size_type s2 = sz.find("normal",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("NORMAL",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("nm",s); // not really unique
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Normal",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("NM",s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (std::string::npos != s2)
|
|
{
|
|
sprintf(key,AI_MATKEY_TEXTURE_NORMALS_ "[%i]",iNM++);
|
|
}
|
|
else
|
|
{
|
|
|
|
// specular color texture (not unique, too. Could
|
|
// also be the material's shininess)
|
|
std::string::size_type s2 = sz.find("spec",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Spec",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("SPEC",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Glanz",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("glanz",s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (std::string::npos != s2)
|
|
{
|
|
sprintf(key,AI_MATKEY_TEXTURE_SPECULAR_ "[%i]",iSM++);
|
|
}
|
|
else
|
|
{
|
|
// ambient color texture
|
|
std::string::size_type s2 = sz.find("ambi",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("AMBI",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("umgebungsfarbe",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Ambi",s);
|
|
}
|
|
}
|
|
}
|
|
if (std::string::npos != s2)
|
|
{
|
|
sprintf(key,AI_MATKEY_TEXTURE_AMBIENT_ "[%i]",iAM++);
|
|
}
|
|
else
|
|
{
|
|
// emissive color texture
|
|
std::string::size_type s2 = sz.find("emissive",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("EMISSIVE",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
// self illumination
|
|
s2 = sz.find("self",s);
|
|
if (std::string::npos == s2)
|
|
{
|
|
s2 = sz.find("Emissive",s);
|
|
}
|
|
}
|
|
}
|
|
if (std::string::npos != s2)
|
|
{
|
|
sprintf(key,AI_MATKEY_TEXTURE_EMISSIVE_ "[%i]",iEM++);
|
|
}
|
|
else
|
|
{
|
|
// assume it is a diffuse texture
|
|
sprintf(key,AI_MATKEY_TEXTURE_DIFFUSE_ "[%i]",iDM++);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
aiString tex;
|
|
tex.Set( oldMat.mTextures[b] );
|
|
|
|
mat->AddProperty( &tex, key);
|
|
}
|
|
|
|
}
|
|
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
|
mImportedMats[oldMat.mName] = pScene->mNumMaterials;
|
|
pScene->mNumMaterials++;
|
|
}
|
|
}
|