ColladaLoader does now load transparency. hacky, but it could work.
Cleaned up Collada material importing. No changes to other loader parts. Adding missing FileSystemFilter.h to vc8 build config. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@383 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -315,18 +315,6 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
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if (srcLight->mPenumbraAngle == 10e10f)
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{
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// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
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// ci - inner cone angle
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// co - outer cone angle
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// fe - falloff exponent
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// ld - spot direction - normalized
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// rd - ray direction - normalized
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//
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// Formula is:
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// 1. (cos(acos (ld dot rd) - ci))^fe == epsilon
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// 2. (ld dot rd) == cos(acos(epsilon^(1/fe)) + ci)
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// 3. co == acos (ld dot rd)
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// 4. co == acos(epsilon^(1/fe)) + ci)
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// epsilon chosen to be 0.1
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out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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@@ -486,10 +474,10 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
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// if we already have the mesh at the library, just add its index to the node's array
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std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
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if( dstMeshIt != mMeshIndexByID.end())
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{
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if( dstMeshIt != mMeshIndexByID.end()) {
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newMeshRefs.push_back( dstMeshIt->second);
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} else
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}
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else
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{
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// else we have to add the mesh to the collection and store its newly assigned index at the node
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aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
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@@ -1166,6 +1154,14 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* pScene
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mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
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mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
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// transparency, a very hard one. seemingly not all files are following the
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// specification here .. but we can trick.
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if (effect.mTransparency > 0.f && effect.mTransparency < 1.f) {
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effect.mTransparency = 1.f- effect.mTransparency;
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mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
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mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
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}
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// add textures, if given
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if( !effect.mTexAmbient.mName.empty())
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/* It is merely a lightmap */
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