- collada 1.5.0 textures are readable now
 - cube and volume maps and mip initializations are skipped
Material system
 - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API).

ComputeUV
  Changed mapping axis property to vec3 
  Adapted step
   WARN: produces mirrored uv coords now. LH issue.

IRR  
  Updated to new texture types

3DS
  Updated to new texture types

NFF
  Updated to new texture types

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-02-11 20:56:05 +00:00
parent af87633c9f
commit c865999420
44 changed files with 1966 additions and 1378 deletions

View File

@@ -593,7 +593,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
// ------------------------------------------------------------------------------------------------
// This function is maybe more generic than we'd need it here
void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, aiAxis axis = aiAxis_Y)
void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,1.f,0.f))
{
// Check whether there are texture properties defined - setup
// the desired texture mapping mode for all of them and ignore
@@ -629,16 +629,15 @@ void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, aiAxis axis = aiA
m->mKey.Set("$tex.mapaxis");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Integer;
m->mType = aiPTI_Float;
m->mDataLength = 4;
m->mData = new char[4];
*((int*)m->mData) = axis;
m->mDataLength = 12;
m->mData = new char[12];
*((aiVector3D*)m->mData) = axis;
p.push_back(m);
}
}
else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc"))
{
else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc")) {
delete mat->mProperties[i];
}
else p.push_back(prop);
@@ -647,8 +646,7 @@ void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, aiAxis axis = aiA
if (p.empty())return;
// rebuild the output array
if (p.size() > mat->mNumAllocated)
{
if (p.size() > mat->mNumAllocated) {
delete[] mat->mProperties;
mat->mProperties = new aiMaterialProperty*[p.size()];
}
@@ -793,12 +791,10 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
if (mesh->HasTextureCoords(1))
{
int idx = 1;
if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))
{
if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
}
else if (src.second & AI_IRRMESH_MAT_normalmap_solid)
{
else if (src.second & AI_IRRMESH_MAT_normalmap_solid) {
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
}
}
@@ -836,7 +832,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
// Now adjust this output material - if there is a first texture
// set, setup spherical UV mapping around the Y axis.
SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_SPHERE, aiAxis_Y );
SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_SPHERE);
}
break;