- added support for lights and cameras
 - added support for tangents and bitangents
 - added support for more than 2 UV components.
 - fixed node naming
 - beta support for instance_node elements. Works in most cases.
 - added support for more complex materials
 - UV index is now set correctly. hopefully.
 Material system
 - fixed potential problems regarding aiUVTransform
 - added utility macros for the base keys

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@338 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-02-08 22:55:51 +00:00
parent e54ef3944d
commit 7678b8e1be
7 changed files with 1559 additions and 288 deletions

View File

@@ -48,6 +48,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ColladaLoader.h"
#include "ColladaParser.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
#include "time.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
@@ -95,11 +100,19 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
{
mFileName = pFile;
// clean all member arrays - just for safety, it should work even if we did not
mMeshIndexByID.clear();
mMaterialIndexByName.clear();
mMeshes.clear();
newMats.clear();
mLights.clear();
mCameras.clear();
// parse the input file
ColladaParser parser( pFile);
if( !parser.mRootNode)
throw new ImportErrorException( "File came out empty. Something is wrong here.");
throw new ImportErrorException( "Collada: File came out empty. Something is wrong here.");
// create the materials first, for the meshes to find
BuildMaterials( parser, pScene);
@@ -107,6 +120,9 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
// build the node hierarchy from it
pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
// ... then fill the materials with the now adjusted settings
FillMaterials(parser, pScene);
// Convert to Z_UP, if different orientation
if( parser.mUpDirection == ColladaParser::UP_X)
pScene->mRootNode->mTransformation *= aiMatrix4x4(
@@ -123,6 +139,25 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
// store all meshes
StoreSceneMeshes( pScene);
// store all materials
StoreSceneMaterials( pScene);
// store all lights
StoreSceneLights( pScene);
// if we know which camera is the primary camera, copy it to index 0
if (0 == parser.mRootNode->mPrimaryCamera.length()) {
for (unsigned int i = 1; i < mCameras.size(); ++i) {
if (mCameras[i]->mName == parser.mRootNode->mPrimaryCamera) {
std::swap(mCameras[i],mCameras[0]);
break;
}
}
}
// store all cameras
StoreSceneCameras( pScene);
}
// ------------------------------------------------------------------------------------------------
@@ -130,26 +165,229 @@ void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, I
aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
{
// create a node for it
aiNode* node = new aiNode( pNode->mName);
aiNode* node = new aiNode();
// now setup the name of the node. We take the name if not empty, otherwise the collada ID
if (!pNode->mName.empty())
node->mName.Set(pNode->mName);
else if (!pNode->mID.empty())
node->mName.Set(pNode->mID);
else
{
// No need to worry. Unnamed nodes are no problem at all, except
// if cameras or lights need to be assigned to them.
if (!pNode->mLights.empty() || !pNode->mCameras.empty()) {
::strcpy(node->mName.data,"$ColladaAutoName$_");
node->mName.length = 18 + ASSIMP_itoa10(node->mName.data+18,MAXLEN-18,(uint32_t)clock());
}
}
// calculate the transformation matrix for it
node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
// add children
node->mNumChildren = pNode->mChildren.size();
// now resolve node instances
std::vector<Collada::Node*> instances;
ResolveNodeInstances(pParser,pNode,instances);
// add children. first the *real* ones
node->mNumChildren = pNode->mChildren.size()+instances.size();
node->mChildren = new aiNode*[node->mNumChildren];
for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
unsigned int a = 0;
for(; a < pNode->mChildren.size(); a++)
{
node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
node->mChildren[a]->mParent = node;
}
// ... and finally the resolved node instances
for(; a < node->mNumChildren; a++)
{
node->mChildren[a] = BuildHierarchy( pParser, instances[a-pNode->mChildren.size()]);
node->mChildren[a]->mParent = node;
}
// construct meshes
BuildMeshesForNode( pParser, pNode, node);
// construct cameras
BuildCamerasForNode(pParser, pNode, node);
// construct lights
BuildLightsForNode(pParser, pNode, node);
return node;
}
// ------------------------------------------------------------------------------------------------
// Resolve node instances
void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
std::vector<Collada::Node*>& resolved)
{
// reserve enough storage
resolved.reserve(pNode->mNodeInstances.size());
// ... and iterate through all nodes to be instanced as children of pNode
for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
end = pNode->mNodeInstances.end(); it != end; ++it)
{
// find the corresponding node in the library
ColladaParser::NodeLibrary::const_iterator fnd = pParser.mNodeLibrary.find((*it).mNode);
if (fnd == pParser.mNodeLibrary.end())
DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
else {
// attach this node to the list of children
resolved.push_back((*fnd).second);
}
}
}
// ------------------------------------------------------------------------------------------------
// Resolve UV channels
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
const Collada::SemanticMappingTable& table)
{
std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
if (it != table.mMap.end()) {
if (it->second.mType != Collada::IT_Texcoord)
DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
sampler.mUVId = it->second.mSet;
}
}
// ------------------------------------------------------------------------------------------------
// Builds lights for the given node and references them
void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
{
// find the referred light
ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
if( srcLightIt == pParser.mLightLibrary.end())
{
DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
continue;
}
const Collada::Light* srcLight = &srcLightIt->second;
if (srcLight->mType == aiLightSource_AMBIENT) {
DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
continue;
}
// now fill our ai data structure
aiLight* out = new aiLight();
out->mName = pTarget->mName;
out->mType = (aiLightSourceType)srcLight->mType;
// collada lights point in -Z by default, rest is specified in node transform
out->mDirection = aiVector3D(0.f,0.f,-1.f);
out->mAttenuationConstant = srcLight->mAttConstant;
out->mAttenuationLinear = srcLight->mAttLinear;
out->mAttenuationQuadratic = srcLight->mAttQuadratic;
// collada doesn't differenciate between these color types
out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
// convert falloff angle and falloff exponent in our representation, if given
if (out->mType == aiLightSource_SPOT) {
out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
// ... some extension magic. FUCKING COLLADA.
if (srcLight->mOuterAngle == 10e10f)
{
// ... some deprecation magic. FUCKING FCOLLADA.
if (srcLight->mPenumbraAngle == 10e10f)
{
// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
// ci - inner cone angle
// co - outer cone angle
// fe - falloff exponent
// ld - spot direction - normalized
// rd - ray direction - normalized
//
// Formula is:
// 1. (cos(acos (ld dot rd) - ci))^fe == epsilon
// 2. (ld dot rd) == cos(acos(epsilon^(1/fe)) + ci)
// 3. co == acos (ld dot rd)
// 4. co == acos(epsilon^(1/fe)) + ci)
// epsilon chosen to be 0.1
out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
srcLight->mFalloffAngle);
}
else {
out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
if (out->mAngleOuterCone < out->mAngleInnerCone)
std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
}
}
else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
}
// add to light list
mLights.push_back(out);
}
}
// ------------------------------------------------------------------------------------------------
// Builds cameras for the given node and references them
void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
{
// find the referred light
ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
if( srcCameraIt == pParser.mCameraLibrary.end())
{
DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
continue;
}
const Collada::Camera* srcCamera = &srcCameraIt->second;
// orthographic cameras not yet supported in Assimp
if (srcCamera->mOrtho) {
DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
}
// now fill our ai data structure
aiCamera* out = new aiCamera();
out->mName = pTarget->mName;
// collada cameras point in -Z by default, rest is specified in node transform
out->mLookAt = aiVector3D(0.f,0.f,-1.f);
// near/far z is already ok
out->mClipPlaneFar = srcCamera->mZFar;
out->mClipPlaneNear = srcCamera->mZNear;
// ... but for the rest some values are optional
// and we need to compute the others in any combination. FUCKING COLLADA.
if (srcCamera->mAspect != 10e10f)
out->mAspect = srcCamera->mAspect;
if (srcCamera->mHorFov != 10e10f) {
out->mHorizontalFOV = srcCamera->mHorFov;
if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect != 10e10f) {
out->mAspect = srcCamera->mHorFov/srcCamera->mVerFov;
}
}
else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
out->mHorizontalFOV = srcCamera->mAspect*srcCamera->mVerFov;
}
// Collada uses degrees, we use radians
out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
// add to camera list
mCameras.push_back(out);
}
}
// ------------------------------------------------------------------------------------------------
// Builds meshes for the given node and references them
void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
@@ -164,7 +402,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMesh);
if( srcMeshIt == pParser.mMeshLibrary.end())
{
DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
continue;
}
const Collada::Mesh* srcMesh = srcMeshIt->second;
@@ -174,16 +412,42 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
{
const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
if( submesh.mNumFaces == 0)
continue;
if( submesh.mNumFaces == 0)
continue;
// find material assigned to this submesh
std::map<std::string, std::string>::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
std::string meshMaterial;
std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
const Collada::SemanticMappingTable* table;
if( meshMatIt != mid.mMaterials.end())
meshMaterial = meshMatIt->second;
table = &meshMatIt->second;
else {
table = NULL;
DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
}
std::string& meshMaterial = table ? table->mMatName : "";
// OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
// given. The only mapping stuff which we do actually support is the UV channel.
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
unsigned int matIdx;
if( matIt != mMaterialIndexByName.end())
matIdx = matIt->second;
else
DefaultLogger::get()->warn( boost::str( boost::format( "No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
matIdx = 0;
if (table && !table->mMap.empty() ) {
std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
// Iterate through all texture channels assigned to the effect and
// check whether we have mapping information for it.
ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
}
// built lookup index of the Mesh-Submesh-Material combination
ColladaMeshIndex index( mid.mMesh, sm, meshMaterial);
@@ -199,20 +463,39 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
aiMesh* dstMesh = new aiMesh;
// count the vertices addressed by its faces
size_t numVertices =
std::accumulate( srcMesh->mFaceSize.begin() + faceStart, srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
const size_t numVertices = std::accumulate( srcMesh->mFaceSize.begin() + faceStart,
srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
// copy positions
dstMesh->mNumVertices = numVertices;
dstMesh->mVertices = new aiVector3D[numVertices];
std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() + vertexStart + numVertices, dstMesh->mVertices);
std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() +
vertexStart + numVertices, dstMesh->mVertices);
// normals, if given. HACK: (thom) Due to the fucking Collada spec we never know if we have the same
// number of normals as there are positions. So we also ignore any vertex attribute if it has a different count
// normals, if given. HACK: (thom) Due to the fucking Collada spec we never
// know if we have the same number of normals as there are positions. So we
// also ignore any vertex attribute if it has a different count
if( srcMesh->mNormals.size() == srcMesh->mPositions.size())
{
dstMesh->mNormals = new aiVector3D[numVertices];
std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() + vertexStart + numVertices, dstMesh->mNormals);
std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() +
vertexStart + numVertices, dstMesh->mNormals);
}
// tangents, if given.
if( srcMesh->mTangents.size() == srcMesh->mPositions.size())
{
dstMesh->mTangents = new aiVector3D[numVertices];
std::copy( srcMesh->mTangents.begin() + vertexStart, srcMesh->mTangents.begin() +
vertexStart + numVertices, dstMesh->mTangents);
}
// bitangents, if given.
if( srcMesh->mBitangents.size() == srcMesh->mPositions.size())
{
dstMesh->mBitangents = new aiVector3D[numVertices];
std::copy( srcMesh->mBitangents.begin() + vertexStart, srcMesh->mBitangents.begin() +
vertexStart + numVertices, dstMesh->mBitangents);
}
// same for texturecoords, as many as we have
@@ -222,8 +505,9 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
{
dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
for( size_t b = 0; b < numVertices; ++b)
dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][vertexStart+b].x, srcMesh->mTexCoords[a][vertexStart+b].y, 0.0f);
dstMesh->mNumUVComponents[a] = 2;
dstMesh->mTextureCoords[a][b] = srcMesh->mTexCoords[a][vertexStart+b];
dstMesh->mNumUVComponents[a] = srcMesh->mNumUVComponents[a];
}
}
@@ -258,11 +542,7 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
vertexStart += numVertices; faceStart += submesh.mNumFaces;
// assign the material index
std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
if( matIt != mMaterialIndexByName.end())
dstMesh->mMaterialIndex = matIt->second;
else
dstMesh->mMaterialIndex = 0;
dstMesh->mMaterialIndex = matIdx;
}
}
}
@@ -288,11 +568,185 @@ void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
}
}
// ------------------------------------------------------------------------------------------------
// Stores all cameras in the given scene
void ColladaLoader::StoreSceneCameras( aiScene* pScene)
{
pScene->mNumCameras = mCameras.size();
if( mCameras.size() > 0)
{
pScene->mCameras = new aiCamera*[mCameras.size()];
std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
}
}
// ------------------------------------------------------------------------------------------------
// Stores all lights in the given scene
void ColladaLoader::StoreSceneLights( aiScene* pScene)
{
pScene->mNumLights = mLights.size();
if( mLights.size() > 0)
{
pScene->mLights = new aiLight*[mLights.size()];
std::copy( mLights.begin(), mLights.end(), pScene->mLights);
}
}
// ------------------------------------------------------------------------------------------------
// Stores all materials in the given scene
void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
{
pScene->mNumMaterials = newMats.size();
pScene->mMaterials = new aiMaterial*[newMats.size()];
for (unsigned int i = 0; i < newMats.size();++i)
pScene->mMaterials[i] = newMats[i].second;
}
// ------------------------------------------------------------------------------------------------
// Add a texture to a material structure
void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
const Collada::Effect& effect,
const Collada::Sampler& sampler,
aiTextureType type, unsigned int idx)
{
// first of all, basic file name
mat.AddProperty( &FindFilenameForEffectTexture( pParser, effect, sampler.mName),
_AI_MATKEY_TEXTURE_BASE,type,idx);
// mapping mode
int map = map = aiTextureMapMode_Clamp;
if (sampler.mWrapU)
map = aiTextureMapMode_Wrap;
if (sampler.mWrapU && sampler.mMirrorU)
map = aiTextureMapMode_Mirror;
mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
map = aiTextureMapMode_Clamp;
if (sampler.mWrapV)
map = aiTextureMapMode_Wrap;
if (sampler.mWrapV && sampler.mMirrorV)
map = aiTextureMapMode_Mirror;
mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
// UV transformation
mat.AddProperty(&sampler.mTransform, 1,
_AI_MATKEY_UVTRANSFORM_BASE, type, idx);
// Blend mode
mat.AddProperty((int*)&sampler.mOp , 1,
_AI_MATKEY_TEXBLEND_BASE, type, idx);
// Blend factor
mat.AddProperty((float*)&sampler.mWeighting , 1,
_AI_MATKEY_TEXBLEND_BASE, type, idx);
// UV source index ... if we didn't resolve the mapping it is actually just
// a guess but it works in most cases. We search for the frst occurence of a
// number in the channel name. We assume it is the zero-based index into the
// UV channel array of all corresponding meshes.
if (sampler.mUVId != 0xffffffff)
map = sampler.mUVId;
else {
map = 0xffffffff;
for (std::string::const_iterator it = sampler.mUVChannel.begin();
it != sampler.mUVChannel.end(); ++it)
{
if (IsNumeric(*it)) {
map = strtol10(&(*it));
break;
}
}
if (0xffffffff == map) {
DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
map = 0;
}
}
mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
}
// ------------------------------------------------------------------------------------------------
// Fills materials from the collada material definitions
void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* pScene)
{
for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
end = newMats.end(); it != end; ++it)
{
MaterialHelper& mat = (MaterialHelper&)*it->second;
Collada::Effect& effect = *it->first;
// resolve shading mode
int shadeMode;
if (effect.mFaceted) /* fixme */
shadeMode = aiShadingMode_Flat;
else {
switch( effect.mShadeType)
{
case Collada::Shade_Constant:
shadeMode = aiShadingMode_NoShading;
break;
case Collada::Shade_Lambert:
shadeMode = aiShadingMode_Gouraud;
break;
case Collada::Shade_Blinn:
shadeMode = aiShadingMode_Blinn;
break;
case Collada::Shade_Phong:
shadeMode = aiShadingMode_Phong;
break;
default:
DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
shadeMode = aiShadingMode_Gouraud;
break;
}
}
mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
// double-sided?
shadeMode = effect.mDoubleSided;
mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
// wireframe?
shadeMode = effect.mWireframe;
mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
// add material colors
mat.AddProperty( &effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat.AddProperty( &effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
// add textures, if given
if( !effect.mTexAmbient.mName.empty())
AddTexture( mat, pParser, effect, effect.mTexAmbient,aiTextureType_AMBIENT);
if( !effect.mTexEmissive.mName.empty())
AddTexture( mat, pParser, effect, effect.mTexEmissive,aiTextureType_EMISSIVE);
if( !effect.mTexSpecular.mName.empty())
AddTexture( mat, pParser, effect, effect.mTexSpecular,aiTextureType_SPECULAR);
if( !effect.mTexDiffuse.mName.empty())
AddTexture( mat, pParser, effect, effect.mTexDiffuse,aiTextureType_DIFFUSE);
if( !effect.mTexBump.mName.empty())
AddTexture( mat, pParser, effect, effect.mTexBump,aiTextureType_HEIGHT);
if( !effect.mTexTransparent.mName.empty())
AddTexture( mat, pParser, effect, effect.mTexBump,aiTextureType_OPACITY);
}
}
// ------------------------------------------------------------------------------------------------
// Constructs materials from the collada material definitions
void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScene)
{
std::vector<aiMaterial*> newMats;
newMats.reserve(pParser.mMaterialLibrary.size());
for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
{
@@ -306,61 +760,39 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScen
// create material
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
aiString name( matIt->first);
mat->AddProperty( &name, AI_MATKEY_NAME);
mat->AddProperty(&name,AI_MATKEY_NAME);
int shadeMode;
switch( effect.mShadeType)
{
case Collada::Shade_Constant: shadeMode = aiShadingMode_NoShading; break;
case Collada::Shade_Lambert: shadeMode = aiShadingMode_Gouraud; break;
case Collada::Shade_Blinn: shadeMode = aiShadingMode_Blinn; break;
default: shadeMode = aiShadingMode_Phong; break;
}
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
// MEGA SUPER MONSTER HACK by Alex ... It's all my fault, yes.
// We store the reference to the effect in the material and
// return ... we'll add the actual material properties later
// after we processed all meshes. During mesh processing,
// we evaluate vertex input mappings. Afterwards we should be
// able to correctly setup source UV channels for textures.
mat->AddProperty( &effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat->AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty( &effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat->AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
mat->AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
mat->AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
// add textures, if given
if( !effect.mTexAmbient.empty())
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexAmbient), AI_MATKEY_TEXTURE_AMBIENT( 0));
if( !effect.mTexDiffuse.empty())
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexDiffuse), AI_MATKEY_TEXTURE_DIFFUSE( 0));
if( !effect.mTexEmissive.empty())
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexEmissive), AI_MATKEY_TEXTURE_EMISSIVE( 0));
if( !effect.mTexSpecular.empty())
mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexSpecular), AI_MATKEY_TEXTURE_SPECULAR( 0));
// ... moved to ColladaLoader::FillMaterials()
// *duck*
// store the material
mMaterialIndexByName[matIt->first] = newMats.size();
newMats.push_back( mat);
newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
}
// store a dummy material if none were given
if( newMats.size() == 0)
{
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
aiString name( std::string( "dummy"));
aiString name( AI_DEFAULT_MATERIAL_NAME );
mat->AddProperty( &name, AI_MATKEY_NAME);
int shadeMode = aiShadingMode_Phong;
const int shadeMode = aiShadingMode_Phong;
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
float specExp = 5.0f;
const float specExp = 5.0f;
mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
}
// store the materials in the scene
pScene->mNumMaterials = newMats.size();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
std::copy( newMats.begin(), newMats.end(), pScene->mMaterials);
}
// ------------------------------------------------------------------------------------------------
@@ -384,7 +816,7 @@ const aiString& ColladaLoader::FindFilenameForEffectTexture( const ColladaParser
// find the image referred by this name in the image library of the scene
ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
if( imIt == pParser.mImageLibrary.end())
throw new ImportErrorException( boost::str( boost::format( "Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
throw new ImportErrorException( boost::str( boost::format( "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
static aiString result;
result.Set( imIt->second.mFileName );