- fbx: light & camera conversion was missing in assimp, somehow.

This commit is contained in:
Alexander Gessler
2012-08-11 01:51:04 +02:00
parent bc0e465f91
commit 1a5bf26e91
3 changed files with 199 additions and 2 deletions
+132
View File
@@ -136,6 +136,8 @@ public:
std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
std::for_each(animations.begin(),animations.end(),Util::delete_fun<aiAnimation>());
std::for_each(lights.begin(),lights.end(),Util::delete_fun<aiLight>());
std::for_each(cameras.begin(),cameras.end(),Util::delete_fun<aiCamera>());
}
@@ -234,6 +236,9 @@ private:
// attach sub-nodes
ConvertNodes(model->ID(), *nodes_chain.back(), new_abs_transform);
ConvertLights(*model);
ConvertCameras(*model);
nodes.push_back(nodes_chain.front());
nodes_chain.clear();
}
@@ -254,6 +259,117 @@ private:
}
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model)
{
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
BOOST_FOREACH(const NodeAttribute* attr, node_attrs) {
const Light* const light = dynamic_cast<const Light*>(attr);
if(light) {
ConvertLight(model, *light);
}
}
}
// ------------------------------------------------------------------------------------------------
void ConvertCameras(const Model& model)
{
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
BOOST_FOREACH(const NodeAttribute* attr, node_attrs) {
const Camera* const cam = dynamic_cast<const Camera*>(attr);
if(cam) {
ConvertCamera(model, *cam);
}
}
}
// ------------------------------------------------------------------------------------------------
void ConvertLight(const Model& model, const Light& light)
{
lights.push_back(new aiLight());
aiLight* const out_light = lights.back();
out_light->mName.Set(FixNodeName(model.Name()));
const float intensity = light.Intensity();
const aiVector3D& col = light.Color();
out_light->mColorDiffuse = aiColor3D(col.x,col.y,col.z);
out_light->mColorDiffuse.r *= intensity;
out_light->mColorDiffuse.g *= intensity;
out_light->mColorDiffuse.b *= intensity;
out_light->mColorSpecular = out_light->mColorDiffuse;
switch(light.LightType())
{
case Light::Type_Point:
out_light->mType = aiLightSource_POINT;
break;
case Light::Type_Directional:
out_light->mType = aiLightSource_DIRECTIONAL;
break;
case Light::Type_Spot:
out_light->mType = aiLightSource_SPOT;
out_light->mAngleOuterCone = AI_DEG_TO_RAD(light.OuterAngle());
out_light->mAngleInnerCone = AI_DEG_TO_RAD(light.InnerAngle());
break;
case Light::Type_Area:
FBXImporter::LogWarn("cannot represent area light, set to UNDEFINED");
out_light->mType = aiLightSource_UNDEFINED;
break;
case Light::Type_Volume:
FBXImporter::LogWarn("cannot represent volume light, set to UNDEFINED");
out_light->mType = aiLightSource_UNDEFINED;
break;
default:
ai_assert(false);
}
// XXX: how to best convert the near and far decay ranges?
switch(light.DecayType())
{
case Light::Decay_None:
out_light->mAttenuationConstant = 1.0f;
break;
case Light::Decay_Linear:
out_light->mAttenuationLinear = 1.0f;
break;
case Light::Decay_Quadratic:
out_light->mAttenuationQuadratic = 1.0f;
break;
case Light::Decay_Cubic:
FBXImporter::LogWarn("cannot represent cubic attenuation, set to Quadratic");
out_light->mAttenuationQuadratic = 1.0f;
break;
default:
ai_assert(false);
}
}
// ------------------------------------------------------------------------------------------------
void ConvertCamera(const Model& model, const Camera& cam)
{
cameras.push_back(new aiCamera());
aiCamera* const out_camera = cameras.back();
out_camera->mName.Set(FixNodeName(model.Name()));
out_camera->mAspect = cam.AspectWidth();
out_camera->mPosition = cam.Position();
out_camera->mLookAt = cam.InterestPosition() - out_camera->mPosition;
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
}
// ------------------------------------------------------------------------------------------------
// this returns unified names usable within assimp identifiers (i.e. no space characters -
// while these would be allowed, they are a potential trouble spot so better not use them).
@@ -2207,6 +2323,20 @@ private:
std::swap_ranges(animations.begin(),animations.end(),out->mAnimations);
}
if(lights.size()) {
out->mLights = new aiLight*[lights.size()]();
out->mNumLights = static_cast<unsigned int>(lights.size());
std::swap_ranges(lights.begin(),lights.end(),out->mLights);
}
if(cameras.size()) {
out->mCameras = new aiCamera*[cameras.size()]();
out->mNumCameras = static_cast<unsigned int>(cameras.size());
std::swap_ranges(cameras.begin(),cameras.end(),out->mCameras);
}
}
@@ -2218,6 +2348,8 @@ private:
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
std::vector<aiAnimation*> animations;
std::vector<aiLight*> lights;
std::vector<aiCamera*> cameras;
typedef std::map<const Material*, unsigned int> MaterialMap;
MaterialMap materials_converted;