577 lines
17 KiB
C++
577 lines
17 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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
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following 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 Development 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 A helper class that processes texture transformations */
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#include "AssimpPCH.h"
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#include "TextureTransform.h"
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::PreProcessUVTransform(
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Dot3DS::Texture& rcIn)
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{
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char szTemp[512];
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int iField;
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if (rcIn.mOffsetU)
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{
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if ((iField = (int)rcIn.mOffsetU))
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{
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if (aiTextureMapMode_Wrap == rcIn.mMapMode)
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{
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float fNew = rcIn.mOffsetU-(float)iField;
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sprintf(szTemp,"[wrap] Found texture coordinate U offset %f. "
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"This can be optimized to %f",rcIn.mOffsetU,fNew);
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DefaultLogger::get()->info(szTemp);
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rcIn.mOffsetU = fNew;
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}
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else if (aiTextureMapMode_Mirror == rcIn.mMapMode)
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{
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if (0 != (iField % 2))iField--;
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float fNew = rcIn.mOffsetU-(float)iField;
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sprintf(szTemp,"[mirror] Found texture coordinate U offset %f. "
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"This can be optimized to %f",rcIn.mOffsetU,fNew);
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DefaultLogger::get()->info(szTemp);
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rcIn.mOffsetU = fNew;
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}
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else if (aiTextureMapMode_Clamp == rcIn.mMapMode)
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{
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sprintf(szTemp,"[clamp] Found texture coordinate U offset %f. "
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"This can be clamped to 1.0f",rcIn.mOffsetU);
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DefaultLogger::get()->info(szTemp);
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rcIn.mOffsetU = 1.0f;
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}
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}
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}
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if (rcIn.mOffsetV)
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{
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if ((iField = (int)rcIn.mOffsetV))
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{
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if (aiTextureMapMode_Wrap == rcIn.mMapMode)
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{
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float fNew = rcIn.mOffsetV-(float)iField;
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sprintf(szTemp,"[wrap] Found texture coordinate V offset %f. "
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"This can be optimized to %f",rcIn.mOffsetV,fNew);
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DefaultLogger::get()->info(szTemp);
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rcIn.mOffsetV = fNew;
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}
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else if (aiTextureMapMode_Mirror == rcIn.mMapMode)
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{
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if (0 != (iField % 2))iField--;
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float fNew = rcIn.mOffsetV-(float)iField;
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sprintf(szTemp,"[mirror] Found texture coordinate V offset %f. "
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"This can be optimized to %f",rcIn.mOffsetV,fNew);
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DefaultLogger::get()->info(szTemp);
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rcIn.mOffsetV = fNew;
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}
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else if (aiTextureMapMode_Clamp == rcIn.mMapMode)
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{
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sprintf(szTemp,"[clamp] Found texture coordinate U offset %f. "
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"This can be clamped to 1.0f",rcIn.mOffsetV);
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DefaultLogger::get()->info(szTemp);
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rcIn.mOffsetV = 1.0f;
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}
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}
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}
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if (rcIn.mRotation)
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{
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if ((iField = (int)(rcIn.mRotation / 3.141592654f)))
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{
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float fNew = rcIn.mRotation-(float)iField*3.141592654f;
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sprintf(szTemp,"[wrap] Found texture coordinate rotation %f. "
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"This can be optimized to %f",rcIn.mRotation,fNew);
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DefaultLogger::get()->info(szTemp);
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rcIn.mRotation = fNew;
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}
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::AddToList(std::vector<STransformVecInfo>& rasVec,
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Dot3DS::Texture* pcTex)
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{
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// check whether the texture is existing
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if (0 == pcTex->mMapName.length())return;
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// search for an identical transformation in our list
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for (std::vector<STransformVecInfo>::iterator
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i = rasVec.begin();
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i != rasVec.end();++i)
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{
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if ((*i).fOffsetU == pcTex->mOffsetU &&
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(*i).fOffsetV == pcTex->mOffsetV &&
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(*i).fScaleU == pcTex->mScaleU &&
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(*i).fScaleV == pcTex->mScaleV &&
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(*i).fRotation == pcTex->mRotation &&
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(*i).iUVIndex == (unsigned int)pcTex->iUVSrc)
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{
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(*i).pcTextures.push_back(pcTex);
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return;
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}
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}
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// this is a new transformation, so add it to the list
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STransformVecInfo sInfo;
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sInfo.fScaleU = pcTex->mScaleU;
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sInfo.fScaleV = pcTex->mScaleV;
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sInfo.fOffsetU = pcTex->mOffsetU;
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sInfo.fOffsetV = pcTex->mOffsetV;
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sInfo.fRotation = pcTex->mRotation;
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sInfo.iUVIndex = pcTex->iUVSrc;
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// add the texture to the list
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sInfo.pcTextures.push_back(pcTex);
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// and add the transformation itself to the second list
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rasVec.push_back(sInfo);
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::ApplyScaleNOffset(Dot3DS::Material& material)
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{
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unsigned int iCnt = 0;
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Dot3DS::Texture* pcTexture = NULL;
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// diffuse texture
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if (material.sTexDiffuse.mMapName.length())
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{
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PreProcessUVTransform(material.sTexDiffuse);
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if (HasUVTransform(material.sTexDiffuse))
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{
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material.sTexDiffuse.bPrivate = true;
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pcTexture = &material.sTexDiffuse;
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++iCnt;
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}
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}
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// specular texture
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if (material.sTexSpecular.mMapName.length())
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{
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PreProcessUVTransform(material.sTexSpecular);
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if (HasUVTransform(material.sTexSpecular))
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{
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material.sTexSpecular.bPrivate = true;
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pcTexture = &material.sTexSpecular;
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++iCnt;
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}
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}
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// ambient texture
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if (material.sTexAmbient.mMapName.length())
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{
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PreProcessUVTransform(material.sTexAmbient);
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if (HasUVTransform(material.sTexAmbient))
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{
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material.sTexAmbient.bPrivate = true;
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pcTexture = &material.sTexAmbient;
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++iCnt;
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}
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}
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// emissive texture
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if (material.sTexEmissive.mMapName.length())
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{
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PreProcessUVTransform(material.sTexEmissive);
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if (HasUVTransform(material.sTexEmissive))
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{
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material.sTexEmissive.bPrivate = true;
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pcTexture = &material.sTexEmissive;
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++iCnt;
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}
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}
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// opacity texture
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if (material.sTexOpacity.mMapName.length())
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{
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PreProcessUVTransform(material.sTexOpacity);
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if (HasUVTransform(material.sTexOpacity))
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{
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material.sTexOpacity.bPrivate = true;
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pcTexture = &material.sTexOpacity;
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++iCnt;
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}
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}
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// bump texture
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if (material.sTexBump.mMapName.length())
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{
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PreProcessUVTransform(material.sTexBump);
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if (HasUVTransform(material.sTexBump))
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{
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material.sTexBump.bPrivate = true;
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pcTexture = &material.sTexBump;
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++iCnt;
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}
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}
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// shininess texture
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if (material.sTexShininess.mMapName.length())
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{
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PreProcessUVTransform(material.sTexShininess);
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if (HasUVTransform(material.sTexShininess))
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{
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material.sTexBump.bPrivate = true;
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pcTexture = &material.sTexShininess;
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++iCnt;
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}
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}
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if (0 != iCnt)
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{
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// if only one texture needs scaling/offset operations
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// we can apply them directly to the first texture
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// coordinate sets of all meshes referencing *this* material
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// However, we can't do it now. We need to wait until
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// everything is sorted by materials.
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if (1 == iCnt && 0 == pcTexture->iUVSrc)
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{
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material.iBakeUVTransform = 1;
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material.pcSingleTexture = pcTexture;
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}
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// we will need to generate a separate new texture channel
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// for each texture.
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// However, we can't do it now. We need to wait until
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// everything is sorted by materials.
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else material.iBakeUVTransform = 2;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::ApplyScaleNOffset(std::vector<Dot3DS::Material>& materials)
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{
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unsigned int iNum = 0;
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for (std::vector<Dot3DS::Material>::iterator
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i = materials.begin();
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i != materials.end();++i,++iNum)
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{
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ApplyScaleNOffset(*i);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void TextureTransform::BakeScaleNOffset(
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aiMesh* pcMesh, Dot3DS::Material* pcSrc)
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{
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// NOTE: we don't use a texture matrix to do the transformation
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// it is more efficient this way ...
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if (!pcMesh->mTextureCoords[0])return;
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if (0x1 == pcSrc->iBakeUVTransform)
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{
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char szTemp[512];
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int iLen;
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#if _MSC_VER >= 1400
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iLen = ::sprintf_s(szTemp,
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#else
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iLen = ::sprintf(szTemp,
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#endif
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"Transforming existing UV channel. Source UV: %i"
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" OffsetU: %f"
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" OffsetV: %f"
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" ScaleU: %f"
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" ScaleV: %f"
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" Rotation (rad): %f",0,
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pcSrc->pcSingleTexture->mOffsetU,
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pcSrc->pcSingleTexture->mOffsetV,
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pcSrc->pcSingleTexture->mScaleU,
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pcSrc->pcSingleTexture->mScaleV,
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pcSrc->pcSingleTexture->mRotation);
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ai_assert(0 < iLen);
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DefaultLogger::get()->info(std::string(szTemp,iLen));
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if (!pcSrc->pcSingleTexture->mRotation)
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{
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for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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{
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// scaling
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pcMesh->mTextureCoords[0][i].x *= pcSrc->pcSingleTexture->mScaleU;
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pcMesh->mTextureCoords[0][i].y *= pcSrc->pcSingleTexture->mScaleV;
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// offset
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pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
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pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
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}
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}
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else
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{
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const float fSin = sinf(pcSrc->pcSingleTexture->mRotation);
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const float fCos = cosf(pcSrc->pcSingleTexture->mRotation);
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for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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{
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// scaling
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pcMesh->mTextureCoords[0][i].x *= pcSrc->pcSingleTexture->mScaleU;
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pcMesh->mTextureCoords[0][i].y *= pcSrc->pcSingleTexture->mScaleV;
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// rotation
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pcMesh->mTextureCoords[0][i].x *= fCos;
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pcMesh->mTextureCoords[0][i].y *= fSin;
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// offset
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pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
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pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
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}
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}
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}
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else if (0x2 == pcSrc->iBakeUVTransform)
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{
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// first save all texture coordinate sets
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aiVector3D* apvOriginalSets[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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apvOriginalSets[i] = pcMesh->mTextureCoords[i];
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}
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unsigned int iNextEmpty = 0;
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while (pcMesh->mTextureCoords[++iNextEmpty]);
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aiVector3D* apvOutputSets[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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apvOutputSets[i] = NULL;
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// now we need to find all textures in the material
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// which require scaling/offset operations
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std::vector<STransformVecInfo> sOps;
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sOps.reserve(10);
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TextureTransform::AddToList(sOps,&pcSrc->sTexDiffuse);
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TextureTransform::AddToList(sOps,&pcSrc->sTexSpecular);
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TextureTransform::AddToList(sOps,&pcSrc->sTexEmissive);
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TextureTransform::AddToList(sOps,&pcSrc->sTexOpacity);
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TextureTransform::AddToList(sOps,&pcSrc->sTexBump);
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TextureTransform::AddToList(sOps,&pcSrc->sTexShininess);
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TextureTransform::AddToList(sOps,&pcSrc->sTexAmbient);
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// check the list and find out how many we won't be able
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// to generate.
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std::vector<STransformVecInfo*> sFilteredOps;
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unsigned int iNumUntransformed = 0;
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sFilteredOps.reserve(sOps.size());
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{
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std::vector<STransformVecInfo*> sWishList;
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sWishList.reserve(sOps.size());
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for (unsigned int iUV = 0; iUV < AI_MAX_NUMBER_OF_TEXTURECOORDS;++iUV)
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{
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for (std::vector<STransformVecInfo>::iterator
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i = sOps.begin();
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i != sOps.end();++i)
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{
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if (iUV != (*i).iUVIndex)continue;
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if ((*i).IsUntransformed())
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{
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sFilteredOps.push_back(&(*i));
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}
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else sWishList.push_back(&(*i));
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}
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}
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// are we able to generate all?
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const int iDiff = AI_MAX_NUMBER_OF_TEXTURECOORDS-(int)
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(sWishList.size()+sFilteredOps.size());
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iNumUntransformed = (unsigned int)sFilteredOps.size();
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if (0 >= iDiff)
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{
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DefaultLogger::get()->warn("There are too many combinations of different "
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"UV transformation operations to generate an own UV channel for each "
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"(maximum is AI_MAX_NUMBER_OF_TEXTURECOORDS = 4 or 6). "
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"An untransformed UV channel will be used for all remaining transformations");
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std::vector<STransformVecInfo*>::const_iterator nash = sWishList.begin();
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for (;nash != sWishList.end()-iDiff;++nash)
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{
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sFilteredOps.push_back(*nash);
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}
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}
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else
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{
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for (std::vector<STransformVecInfo*>::const_iterator
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nash = sWishList.begin();
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nash != sWishList.end();++nash)sFilteredOps.push_back(*nash);
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}
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}
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// now fill in all output IV indices
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unsigned int iNum = 0;
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for (std::vector<STransformVecInfo*>::iterator
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bogart = sFilteredOps.begin();
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bogart != sFilteredOps.end();++bogart,++iNum)
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{
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(**bogart).iUVIndex = iNum;
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}
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iNum = 0;
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for (; iNum < iNumUntransformed; ++iNum)
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pcMesh->mTextureCoords[iNum] = apvOriginalSets[iNum];
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// now generate the texture coordinate sets
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for (std::vector<STransformVecInfo*>::iterator
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i = sFilteredOps.begin()+iNumUntransformed;
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i != sFilteredOps.end();++i,++iNum)
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{
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const aiVector3D* _pvBase = apvOriginalSets[(**i).iUVIndex];
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aiVector3D* _pvOut = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mTextureCoords[iNum] = _pvOut;
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char szTemp[512];
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int iLen;
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#if _MSC_VER >= 1400
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iLen = ::sprintf_s(szTemp,
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#else
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iLen = ::sprintf(szTemp,
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#endif
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"Generating additional UV channel. Source UV: %i"
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" OffsetU: %f"
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" OffsetV: %f"
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" ScaleU: %f"
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" ScaleV: %f"
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" Rotation (rad): %f",0,
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(**i).fOffsetU,
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(**i).fOffsetV,
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(**i).fScaleU,
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(**i).fScaleV,
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(**i).fRotation);
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ai_assert(0 < iLen);
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DefaultLogger::get()->info(std::string(szTemp,iLen));
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const aiVector3D* pvBase = _pvBase;
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aiVector3D* pvOut = _pvOut;
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if (0.0f == (**i).fRotation)
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{
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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// scaling
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pvOut->x = pvBase->x * (**i).fScaleU;
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pvOut->y = pvBase->y * (**i).fScaleV;
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// offset
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pvOut->x += (**i).fOffsetU;
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pvOut->y += (**i).fOffsetV;
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pvBase++;
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pvOut++;
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}
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}
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else
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{
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const float fSin = sinf((**i).fRotation);
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const float fCos = cosf((**i).fRotation);
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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// scaling
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pvOut->x = pvBase->x * (**i).fScaleU;
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pvOut->y = pvBase->y * (**i).fScaleV;
|
|
|
|
// rotation
|
|
pvOut->x *= fCos;
|
|
pvOut->y *= fSin;
|
|
|
|
// offset
|
|
pvOut->x += (**i).fOffsetU;
|
|
pvOut->y += (**i).fOffsetV;
|
|
|
|
pvBase++;
|
|
pvOut++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// now check which source texture coordinate sets
|
|
// can be deleted because they're not anymore required
|
|
for (iNum = 0; iNum < AI_MAX_NUMBER_OF_TEXTURECOORDS;++iNum)
|
|
{
|
|
for (unsigned int z = 0; z < iNumUntransformed;++z)
|
|
{
|
|
if (apvOriginalSets[iNum] == pcMesh->mTextureCoords[z])
|
|
{
|
|
apvOriginalSets[iNum] = NULL;
|
|
break;
|
|
}
|
|
}
|
|
if (apvOriginalSets[iNum])delete[] apvOriginalSets[iNum];
|
|
}
|
|
}
|
|
|
|
// setup bitflags to indicate which texture coordinate
|
|
// channels are used (this class works for 2d texture coordinates only)
|
|
|
|
unsigned int iIndex = 0;
|
|
while (pcMesh->HasTextureCoords(iIndex))pcMesh->mNumUVComponents[iIndex++] = 2;
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void TextureTransform::SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
|
|
{
|
|
ai_assert(NULL != pcMat);
|
|
ai_assert(NULL != pcMatIn);
|
|
|
|
MaterialHelper* pcHelper = (MaterialHelper*)pcMat;
|
|
|
|
if(pcMatIn->sTexDiffuse.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexDiffuse.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_DIFFUSE(0));
|
|
|
|
if(pcMatIn->sTexSpecular.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexSpecular.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_SPECULAR(0));
|
|
|
|
if(pcMatIn->sTexEmissive.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexEmissive.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_EMISSIVE(0));
|
|
|
|
if(pcMatIn->sTexBump.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexBump.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_HEIGHT(0));
|
|
|
|
if(pcMatIn->sTexShininess.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexShininess.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_SHININESS(0));
|
|
|
|
if(pcMatIn->sTexOpacity.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexOpacity.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_OPACITY(0));
|
|
|
|
if(pcMatIn->sTexAmbient.mMapName.length() > 0)
|
|
pcHelper->AddProperty<int>(&pcMatIn->sTexAmbient.iUVSrc,1,
|
|
AI_MATKEY_UVWSRC_AMBIENT(0));
|
|
}
|
|
};
|