- UPDATE : Add first version of bsp-loader with assimp-internal texture support.
- UPDATE : Actualize docu. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@835 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -93,6 +93,7 @@ static void extractIds( const std::string &rKey, int &rId1, int &rId2 )
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}
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// ------------------------------------------------------------------------------------------------
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// Local helper fuction to normalize filenames.
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static void normalizePathName( const std::string &rPath, std::string &rNormalizedPath )
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{
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rNormalizedPath = "";
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@@ -114,7 +115,7 @@ static void normalizePathName( const std::string &rPath, std::string &rNormalize
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{
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if ( rNormalizedPath[j] == delimiters[ i ] )
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{
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rNormalizedPath[ j ] = sep[0];
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rNormalizedPath[ j ] = sep[ 0 ];
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}
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}
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}
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@@ -125,7 +126,8 @@ static void normalizePathName( const std::string &rPath, std::string &rNormalize
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Q3BSPFileImporter::Q3BSPFileImporter() :
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m_pCurrentMesh( NULL ),
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m_pCurrentFace( NULL ),
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m_MaterialLookupMap()
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m_MaterialLookupMap(),
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mTextures()
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{
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// empty
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}
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@@ -200,7 +202,7 @@ void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* pScene
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Q3BSPModel *pBSPModel = fileParser.getModel();
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if ( NULL != pBSPModel )
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{
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CreateDataFromImport( pBSPModel, pScene );
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CreateDataFromImport( pBSPModel, pScene, &Archive );
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}
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}
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@@ -255,7 +257,8 @@ bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::s
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// ------------------------------------------------------------------------------------------------
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// Creates the assimp specific data.
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void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
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void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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Q3BSPZipArchive *pArchive )
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{
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if ( NULL == pModel || NULL == pScene )
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return;
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@@ -273,7 +276,7 @@ void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, a
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CreateNodes( pModel, pScene, pScene->mRootNode );
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// Create the assigned materials
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createMaterials( pModel, pScene );
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createMaterials( pModel, pScene, pArchive );
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}
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// ------------------------------------------------------------------------------------------------
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@@ -283,7 +286,9 @@ void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* p
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{
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ai_assert( NULL != pModel );
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if ( NULL == pModel )
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{
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return;
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}
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unsigned int matIdx = 0;
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std::vector<aiMesh*> MeshArray;
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@@ -343,11 +348,15 @@ aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
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{
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size_t numVerts = countData( rArray );
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if ( 0 == numVerts )
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{
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return NULL;
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}
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size_t numFaces = countFaces( rArray );
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if ( 0 == numFaces )
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{
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return NULL;
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}
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size_t numTriangles = countTriangles( rArray );
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pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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@@ -404,7 +413,9 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
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m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
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ai_assert( NULL != m_pCurrentFace );
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if ( NULL == m_pCurrentFace )
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{
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return;
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}
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
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@@ -452,13 +463,18 @@ void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
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// ------------------------------------------------------------------------------------------------
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// Creates all referenced materials.
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void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
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void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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Q3BSPZipArchive *pArchive )
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{
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if ( m_MaterialLookupMap.empty() )
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{
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return;
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}
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pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ];
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size_t texIdx( 0 );
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aiString aiMatName;
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int textureId( -1 ), lightmapId( -1 );
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
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++it )
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{
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@@ -468,12 +484,10 @@ void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScen
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continue;
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}
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aiString aiMatName;
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aiMatName.Set( matName );
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Assimp::MaterialHelper *pMatHelper = new Assimp::MaterialHelper;
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pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
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int textureId, lightmapId;
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extractIds( matName, textureId, lightmapId );
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// Adding the texture
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@@ -482,25 +496,31 @@ void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScen
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sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
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if ( NULL != pTexture )
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{
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std::string tmp( pTexture->strName ), texName( "" );
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std::string tmp( "*" ), texName( "" );
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tmp += pTexture->strName;
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tmp += ".jpg";
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normalizePathName( tmp, texName );
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aiString textureName( texName.c_str() );
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pMatHelper->AddProperty( &textureName, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
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if ( !importTextureFromArchive( pModel, pArchive, pScene, pMatHelper, textureId ) )
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{
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}
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}
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/*if ( 0 != pCurrentMaterial->textureSpecular.length )
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mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));*/
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}
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if ( -1 != lightmapId )
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{
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importLightmap( pModel, pScene, pMatHelper, lightmapId );
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}
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pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper;
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pScene->mNumMaterials++;
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}
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pScene->mNumTextures = mTextures.size();
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pScene->mTextures = new aiTexture*[ pScene->mNumTextures ];
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std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures );
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}
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// ------------------------------------------------------------------------------------------------
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// Counts the number of referenced verices
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// Counts the number of referenced vertices.
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size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) const
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{
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size_t numVerts = 0;
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@@ -603,6 +623,107 @@ aiFace *Q3BSPFileImporter::getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx )
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return pFace;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports a texture file.
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bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel,
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Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene,
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Assimp::MaterialHelper *pMatHelper, int textureId )
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{
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if ( NULL == pArchive || NULL == pArchive || NULL == pMatHelper )
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{
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return false;
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}
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if ( textureId < 0 || textureId >= static_cast<int>( pModel->m_Textures.size() ) )
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{
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return false;
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}
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bool res = true;
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sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
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if ( NULL == pTexture )
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return false;
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std::string textureName = pTexture->strName;
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textureName += ".jpg";
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if ( pArchive->Exists( textureName.c_str() ) )
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{
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IOStream *pTextureStream = pArchive->Open( textureName.c_str() );
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if ( NULL != pTextureStream )
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{
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size_t texSize = pTextureStream->FileSize();
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aiTexture *pTexture = new aiTexture;
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pTexture->mHeight = 0;
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pTexture->mWidth = texSize;
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unsigned char *pData = new unsigned char[ pTexture->mWidth ];
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size_t readSize = pTextureStream->Read( pData, sizeof( unsigned char ), pTexture->mWidth );
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ai_assert( readSize == pTexture->mWidth );
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pTexture->pcData = reinterpret_cast<aiTexel*>( pData );
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pTexture->achFormatHint[ 0 ] = 'j';
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pTexture->achFormatHint[ 1 ] = 'p';
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pTexture->achFormatHint[ 2 ] = 'g';
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pTexture->achFormatHint[ 2 ] = '\0';
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res = true;
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aiString name;
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name.data[ 0 ] = '*';
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name.length = 1 + ASSIMP_itoa10( name.data + 1, MAXLEN-1, mTextures.size() );
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pArchive->Close( pTextureStream );
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pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
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mTextures.push_back( pTexture );
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}
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}
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return res;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports a lightmap file.
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bool Q3BSPFileImporter::importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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Assimp::MaterialHelper *pMatHelper, int lightmapId )
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{
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if ( NULL == pModel || NULL == pScene || NULL == pMatHelper )
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{
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return false;
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}
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if ( lightmapId < 0 || lightmapId >= static_cast<int>( pModel->m_Lightmaps.size() ) )
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{
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return false;
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}
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sQ3BSPLightmap *pLightMap = pModel->m_Lightmaps[ lightmapId ];
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if ( NULL == pLightMap )
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{
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return false;
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}
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aiTexture *pTexture = new aiTexture;
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pTexture->mHeight = 0;
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pTexture->mWidth = CE_BSP_LIGHTMAPWIDTH * CE_BSP_LIGHTMAPHEIGHT;
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unsigned char *pData = new unsigned char[ pTexture->mWidth ];
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pTexture->pcData = reinterpret_cast<aiTexel*>( pData );
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pTexture->achFormatHint[ 0 ] = 'b';
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pTexture->achFormatHint[ 1 ] = 'm';
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pTexture->achFormatHint[ 2 ] = 'p';
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pTexture->achFormatHint[ 3 ] = '\0';
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memcpy( pTexture->pcData, pLightMap->bLMapData, pTexture->mWidth );
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aiString name;
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name.data[ 0 ] = '*';
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name.length = 1 + ASSIMP_itoa10( name.data + 1, MAXLEN-1, mTextures.size() );
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pMatHelper->AddProperty( &name,AI_MATKEY_TEXTURE_LIGHTMAP( 1 ) );
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mTextures.push_back( pTexture );
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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