Added support for compressed x files (all files from dx sdk, except car2.x, work, no further tests yet).
Added a working makefile for mingw, provides more configs now. Not perfect yet. Added decompression part of zlib (inflate). Moved IrrXML to ./contrib dir. Moved some IRR/IRRmesh shared code. FIXME: makefile for gnu/linux is untested yet. Code cleanup. Unified #ifndef ASSIMP_BUILD_nnn_IMPORTER directives. OBJ loader supports map_bump, map_ka, map_ks, map_ns now. Endianess conversion in the ply loader is correct now. Changed IRR/IRRMESH coordinate system conversion. Not absolutely right now, but better than before. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@305 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -43,433 +43,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "AssimpPCH.h"
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#include "IRRMeshLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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using namespace Assimp;
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/**** AT FIRST: IrrlightBase, base class for IrrMesh and Irr *******/
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// ------------------------------------------------------------------------------------------------
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// read a property in hexadecimal format (i.e. ffffffff)
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void IrrlichtBase::ReadHexProperty (HexProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// parse the hexadecimal value
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out.value = strtol16(reader->getAttributeValue(i));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a decimal property
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void IrrlichtBase::ReadIntProperty (IntProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// parse the ecimal value
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out.value = strtol10s(reader->getAttributeValue(i));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a string property
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void IrrlichtBase::ReadStringProperty (StringProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// simple copy the string
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out.value = std::string (reader->getAttributeValue(i));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a boolean property
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void IrrlichtBase::ReadBoolProperty (BoolProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// true or false, case insensitive
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out.value = (ASSIMP_stricmp( reader->getAttributeValue(i),
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"true") ? false : true);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a float property
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void IrrlichtBase::ReadFloatProperty (FloatProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// just parse the float
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out.value = fast_atof( reader->getAttributeValue(i) );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a vector property
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void IrrlichtBase::ReadVectorProperty (VectorProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// three floats, separated with commas
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const char* ptr = reader->getAttributeValue(i);
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SkipSpaces(&ptr);
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ptr = fast_atof_move( ptr,(float&)out.value.x );
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SkipSpaces(&ptr);
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if (',' != *ptr)
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{
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DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
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}
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else SkipSpaces(ptr+1,&ptr);
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ptr = fast_atof_move( ptr,(float&)out.value.y );
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SkipSpaces(&ptr);
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if (',' != *ptr)
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{
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DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
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}
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else SkipSpaces(ptr+1,&ptr);
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ptr = fast_atof_move( ptr,(float&)out.value.z );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ColorFromARGBPacked(uint32_t in, aiColor4D& clr)
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{
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clr.a = ((in >> 24) & 0xff) / 255.f;
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clr.r = ((in >> 16) & 0xff) / 255.f;
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clr.g = ((in >> 8) & 0xff) / 255.f;
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clr.b = ((in ) & 0xff) / 255.f;
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}
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// ------------------------------------------------------------------------------------------------
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int ConvertMappingMode(const std::string& mode)
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{
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if (mode == "texture_clamp_repeat")
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{
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return aiTextureMapMode_Wrap;
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}
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else if (mode == "texture_clamp_mirror")
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return aiTextureMapMode_Mirror;
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return aiTextureMapMode_Clamp;
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}
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// ------------------------------------------------------------------------------------------------
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// Parse a material from the XML file
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aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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{
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MaterialHelper* mat = new MaterialHelper();
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aiColor4D clr;
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aiString s;
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matFlags = 0; // zero output flags
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int cnt = 0; // number of used texture channels
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// Continue reading from the file
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while (reader->read())
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{
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switch (reader->getNodeType())
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{
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case EXN_ELEMENT:
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// Hex properties
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if (!ASSIMP_stricmp(reader->getNodeName(),"color"))
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{
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HexProperty prop;
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ReadHexProperty(prop);
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if (prop.name == "Diffuse")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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}
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else if (prop.name == "Ambient")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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}
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else if (prop.name == "Specular")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
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}
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// NOTE: The 'emissive' property causes problems. It is
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// often != 0, even if there is obviously no light
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// emitted by the described surface. In fact I think
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// IRRLICHT ignores this property, too.
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#if 0
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else if (prop.name == "Emissive")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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#endif
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}
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// Float properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
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{
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FloatProperty prop;
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ReadFloatProperty(prop);
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if (prop.name == "Shininess")
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{
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mat->AddProperty(&prop.value,1,AI_MATKEY_SHININESS);
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}
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}
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// Bool properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
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{
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BoolProperty prop;
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ReadBoolProperty(prop);
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if (prop.name == "Wireframe")
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{
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int val = (prop.value ? true : false);
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mat->AddProperty(&val,1,AI_MATKEY_ENABLE_WIREFRAME);
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}
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else if (prop.name == "GouraudShading")
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{
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int val = (prop.value ? aiShadingMode_Gouraud
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: aiShadingMode_NoShading);
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mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
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}
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}
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// String properties - textures and texture related properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
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!ASSIMP_stricmp(reader->getNodeName(),"enum"))
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{
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StringProperty prop;
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ReadStringProperty(prop);
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if (prop.value.length())
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{
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// material type (shader)
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if (prop.name == "Type")
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{
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if (prop.value == "trans_vertex_alpha")
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{
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matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
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}
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else if (prop.value == "lightmap")
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{
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matFlags = AI_IRRMESH_MAT_lightmap;
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}
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else if (prop.value == "solid_2layer")
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{
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matFlags = AI_IRRMESH_MAT_solid_2layer;
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}
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else if (prop.value == "lightmap_m2")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_m2;
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}
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else if (prop.value == "lightmap_m4")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_m4;
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}
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else if (prop.value == "lightmap_light")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_light;
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}
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else if (prop.value == "lightmap_light_m2")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
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}
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else if (prop.value == "lightmap_light_m4")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
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}
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else if (prop.value == "lightmap_add")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_add;
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}
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// Normal and parallax maps are treated equally
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else if (prop.value == "normalmap_solid" ||
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prop.value == "parallaxmap_solid")
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{
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matFlags = AI_IRRMESH_MAT_normalmap_solid;
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}
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else if (prop.value == "normalmap_trans_vertex_alpha" ||
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prop.value == "parallaxmap_trans_vertex_alpha")
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{
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matFlags = AI_IRRMESH_MAT_normalmap_tva;
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}
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else if (prop.value == "normalmap_trans_add" ||
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prop.value == "parallaxmap_trans_add")
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{
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matFlags = AI_IRRMESH_MAT_normalmap_ta;
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}
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}
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// Up to 4 texture channels are supported
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else if (prop.name == "Texture1")
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{
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// Always accept the primary texture channel
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else if (prop.name == "Texture2")
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{
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// 2-layer material lightmapped?
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if (matFlags & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))
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{
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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// alternatively: normal or parallax mapping
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else if (matFlags & AI_IRRMESH_MAT_normalmap_solid)
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{
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(1));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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}
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else if (prop.name == "Texture3")
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{
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// We don't process the third texture channel as Irrlicht
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// does not seem to use it.
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#if 0
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(2));
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#endif
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}
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else if (prop.name == "Texture4" )
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{
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// We don't process the fourth texture channel as Irrlicht
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// does not seem to use it.
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#if 0
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(3));
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#endif
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}
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// Texture mapping options
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if (prop.name == "TextureWrap1" && cnt >= 1)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
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}
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else if (prop.name == "TextureWrap2" && cnt >= 2)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
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}
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else if (prop.name == "TextureWrap3" && cnt >= 3)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(2));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(2));
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}
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else if (prop.name == "TextureWrap4" && cnt >= 4)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(3));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(3));
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}
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}
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}
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break;
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case EXN_ELEMENT_END:
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/* Assume there are no further nested nodes in <material> elements
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*/
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if (/* IRRMESH */ !ASSIMP_stricmp(reader->getNodeName(),"material") ||
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/* IRR */ !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
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{
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// Now process lightmapping flags
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// We should have at least one texture, however
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// if there are multiple textures we assign the
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// lightmap settings to the last texture.
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if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
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{
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float f = 1.f;
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// Additive lightmap?
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int op = (matFlags & AI_IRRMESH_MAT_lightmap_add
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? aiTextureOp_Add : aiTextureOp_Multiply);
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// Handle Irrlicht's lightmapping scaling factor
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if (matFlags & AI_IRRMESH_MAT_lightmap_m2 ||
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matFlags & AI_IRRMESH_MAT_lightmap_light_m2)
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{
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f = 2.f;
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}
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else if (matFlags & AI_IRRMESH_MAT_lightmap_m4 ||
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matFlags & AI_IRRMESH_MAT_lightmap_light_m4)
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{
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f = 4.f;
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}
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mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_DIFFUSE(cnt-1));
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mat->AddProperty( &op,1, AI_MATKEY_TEXOP_DIFFUSE(cnt-1));
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}
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return mat;
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}
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default:
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// GCC complains here ...
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break;
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}
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}
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DefaultLogger::get()->error("IRRMESH: Unexpected end of file. Material is not complete");
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return mat;
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter()
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@@ -959,9 +538,9 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
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pScene->mRootNode->mMeshes[i] = i;
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// transformation matrix to convert from IRRMESH to ASSIMP coordinates
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1.0f, 0.0f, 0.0f, 0.f, 0.0f, 0.0f, -1.0f, 0.f, 0.0f, 1.0f, 0.0f, 0.f, 0.f, 0.f, 0.f, 1.f);
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pScene->mRootNode->mTransformation *= AI_TO_IRR_MATRIX;
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// clean up and return
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delete reader;
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AI_DEBUG_INVALIDATE_PTR(reader);
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}
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Reference in New Issue
Block a user