Further work on LWO materials, writes wrap amount to UV transform property now. NFFLoader generates spherical UV coordinates now (for spheres and all platonic solids except hexahedrons) Importer doesn't catch exceptions in debug builds. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@252 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
1243 lines
37 KiB
C++
1243 lines
37 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the STL importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "NFFLoader.h"
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#include "ParsingUtils.h"
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#include "StandardShapes.h"
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#include "fast_atof.h"
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#include "RemoveComments.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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NFFImporter::NFFImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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NFFImporter::~NFFImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool NFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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// extensions: enff and nff
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if( extension == ".nff" || extension == ".enff")
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return true;
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_FLOAT(f) \
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SkipSpaces(&sz); \
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if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, (float&)f);
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_TRIPLE(v) \
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AI_NFF_PARSE_FLOAT(v[0]) \
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AI_NFF_PARSE_FLOAT(v[1]) \
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AI_NFF_PARSE_FLOAT(v[2])
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_SHAPE_INFORMATION() \
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aiVector3D center, radius(1.0f,std::numeric_limits<float>::quiet_NaN(),std::numeric_limits<float>::quiet_NaN()); \
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AI_NFF_PARSE_TRIPLE(center); \
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AI_NFF_PARSE_TRIPLE(radius); \
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if (is_qnan(radius.z))radius.z = radius.x; \
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if (is_qnan(radius.y))radius.y = radius.x; \
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currentMesh.radius = radius; \
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currentMesh.center = center;
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF2_GET_NEXT_TOKEN() \
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do \
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{ \
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if (!GetNextLine(buffer,line)) \
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{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read next token");break;} \
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SkipSpaces(line,&sz); \
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} \
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while(IsLineEnd(*sz))
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// ------------------------------------------------------------------------------------------------
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// Loads the materail table for the NFF2 file format from an external file
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void NFFImporter::LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
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const std::string& path, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( path, "rb"));
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// Check whether we can read from the file
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if( !file.get())
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{
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DefaultLogger::get()->error("NFF2: Unable to open material library " + path + ".");
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return;
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}
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// get the size of the file
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const unsigned int m = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2(m+1);
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file->Read(&mBuffer2[0],m,1);
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const char* buffer = &mBuffer2[0];
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mBuffer2[m] = '\0';
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// First of all: remove all comments from the file
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CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
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// The file should start with the magic sequence "mat"
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if (!TokenMatch(buffer,"mat",3))
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{
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DefaultLogger::get()->error("NFF2: Not a valid material library " + path + ".");
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return;
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}
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ShadingInfo* curShader = NULL;
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// No read the file line per line
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char line[4096];
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const char* sz;
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while (GetNextLine(buffer,line))
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{
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SkipSpaces(line,&sz);
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// 'version' defines the version of the file format
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if (TokenMatch(sz,"version",7))
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{
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DefaultLogger::get()->info("NFF (Sense8) material library file format: " + std::string(sz));
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}
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// 'matdef' starts a new material in the file
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else if (TokenMatch(sz,"matdef",6))
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{
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// add a new material to the list
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output.push_back( ShadingInfo() );
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curShader = & output.back();
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// parse the name of the material
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}
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else if (!TokenMatch(sz,"valid",5))
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{
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// check whether we have an active material at the moment
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if (!IsLineEnd(*sz))
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{
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if (!curShader)
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{
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DefaultLogger::get()->error(std::string("NFF2 material library: Found element ") +
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sz + "but there is no active material");
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continue;
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}
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}
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else continue;
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// now read the material property and determine its type
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aiColor3D c;
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if (TokenMatch(sz,"ambient",7))
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->ambient = c;
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}
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else if (TokenMatch(sz,"diffuse",7) || TokenMatch(sz,"ambientdiffuse",14) /* correct? */)
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->diffuse = c;
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}
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else if (TokenMatch(sz,"specular",8))
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->specular = c;
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}
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else if (TokenMatch(sz,"emission",8))
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->emissive = c;
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}
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else if (TokenMatch(sz,"shininess",9))
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{
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AI_NFF_PARSE_FLOAT(curShader->shininess);
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}
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else if (TokenMatch(sz,"opacity",7))
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{
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AI_NFF_PARSE_FLOAT(curShader->opacity);
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void NFFImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( !file.get())
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throw new ImportErrorException( "Failed to open NFF file " + pFile + ".");
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unsigned int m = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2(m+1);
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file->Read(&mBuffer2[0],m,1);
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const char* buffer = &mBuffer2[0];
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mBuffer2[m] = '\0';
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// mesh arrays - separate here to make the handling of
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// the pointers below easier.
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std::vector<MeshInfo> meshes;
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std::vector<MeshInfo> meshesWithNormals;
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std::vector<MeshInfo> meshesWithUVCoords;
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std::vector<MeshInfo> meshesLocked;
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char line[4096];
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const char* sz;
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// camera parameters
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aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
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float angle = 45.f;
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aiVector2D resolution;
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bool hasCam = false;
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MeshInfo* currentMeshWithNormals = NULL;
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MeshInfo* currentMesh = NULL;
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MeshInfo* currentMeshWithUVCoords = NULL;
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ShadingInfo s; // current material info
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// degree of tesselation
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unsigned int iTesselation = 4;
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// some temporary variables we need to parse the file
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unsigned int sphere = 0,
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cylinder = 0,
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cone = 0,
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numNamed = 0,
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dodecahedron = 0,
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octahedron = 0,
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tetrahedron = 0,
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hexahedron = 0;
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// lights imported from the file
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std::vector<Light> lights;
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// check whether this is the NFF2 file format
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if (TokenMatch(buffer,"nff",3))
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{
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const float qnan = std::numeric_limits<float>::quiet_NaN();
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const aiColor4D cQNAN = aiColor4D (qnan,0.f,0.f,1.f);
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const aiVector3D vQNAN = aiVector3D(qnan,0.f,0.f);
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// another NFF file format ... just a raw parser has been implemented
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// no support for further details, I don't think it is worth the effort
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// http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
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// http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm
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// First of all: remove all comments from the file
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CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
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while (GetNextLine(buffer,line))
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{
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SkipSpaces(line,&sz);
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if (TokenMatch(sz,"version",7))
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{
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DefaultLogger::get()->info("NFF (Sense8) file format: " + std::string(sz));
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}
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else if (TokenMatch(sz,"viewpos",7))
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{
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AI_NFF_PARSE_TRIPLE(camPos);
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hasCam = true;
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}
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else if (TokenMatch(sz,"viewdir",7))
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{
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AI_NFF_PARSE_TRIPLE(camLookAt);
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hasCam = true;
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}
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// This starts a new object section
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else if (!IsSpaceOrNewLine(*sz))
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{
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unsigned int subMeshIdx = 0;
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// read the name of the object, skip all spaces
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// at the end of it.
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const char* sz3 = sz;
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while (!IsSpaceOrNewLine(*sz))++sz;
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std::string objectName = std::string(sz3,(unsigned int)(sz-sz3));
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const unsigned int objStart = (unsigned int)meshes.size();
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// There could be a material table in a separate file
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std::vector<ShadingInfo> materialTable;
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while (true)
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{
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AI_NFF2_GET_NEXT_TOKEN();
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// material table - an external file
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if (TokenMatch(sz,"mtable",6))
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{
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SkipSpaces(&sz);
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sz3 = sz;
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while (!IsSpaceOrNewLine(*sz))++sz;
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const unsigned int diff = (unsigned int)(sz-sz3);
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if (!diff)DefaultLogger::get()->warn("NFF2: Found empty mtable token");
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else
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{
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// The material table has the file extension .mat.
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// If it is not there, we need to append it
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std::string path = std::string(sz3,diff);
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if(std::string::npos == path.find_last_of(".mat"))
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{
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path.append(".mat");
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}
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// Now extract the working directory from the path to
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// this file and append the material library filename
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// to it.
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std::string::size_type s;
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if ((std::string::npos == (s = path.find_last_of('\\')) || !s) &&
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(std::string::npos == (s = path.find_last_of('/')) || !s) )
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{
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s = pFile.find_last_of('\\');
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if (std::string::npos == s)s = pFile.find_last_of('/');
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if (std::string::npos != s)
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{
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path = pFile.substr(0,s+1) + path;
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}
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}
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LoadNFF2MaterialTable(materialTable,path,pIOHandler);
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}
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}
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else break;
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}
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// read the numbr of vertices
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unsigned int num = ::strtol10(sz,&sz);
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// temporary storage
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std::vector<aiColor4D> tempColors;
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std::vector<aiVector3D> tempPositions,tempTextureCoords,tempNormals;
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bool hasNormals = false,hasUVs = false,hasColor = false;
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tempPositions.reserve (num);
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tempColors.reserve (num);
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tempNormals.reserve (num);
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tempTextureCoords.reserve (num);
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for (unsigned int i = 0; i < num; ++i)
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{
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AI_NFF2_GET_NEXT_TOKEN();
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aiVector3D v;
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AI_NFF_PARSE_TRIPLE(v);
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tempPositions.push_back(v);
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// parse all other attributes in the line
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while (true)
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{
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SkipSpaces(&sz);
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if (IsLineEnd(*sz))break;
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// color definition
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if (TokenMatch(sz,"0x",2))
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{
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hasColor = true;
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register unsigned int numIdx = ::strtol16(sz,&sz);
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aiColor4D clr;
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clr.a = 1.f;
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// 0xRRGGBB
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clr.r = ((numIdx >> 16u) & 0xff) / 255.f;
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clr.g = ((numIdx >> 8u) & 0xff) / 255.f;
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clr.b = ((numIdx) & 0xff) / 255.f;
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tempColors.push_back(clr);
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}
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// normal vector
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else if (TokenMatch(sz,"norm",4))
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{
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hasNormals = true;
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AI_NFF_PARSE_TRIPLE(v);
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tempNormals.push_back(v);
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}
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// UV coordinate
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else if (TokenMatch(sz,"uv",2))
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{
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hasUVs = true;
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AI_NFF_PARSE_FLOAT(v.x);
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AI_NFF_PARSE_FLOAT(v.y);
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v.z = 0.f;
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tempTextureCoords.push_back(v);
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}
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}
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// fill in dummies for all attributes that have not been set
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if (tempNormals.size() != tempPositions.size())
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tempNormals.push_back(vQNAN);
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if (tempTextureCoords.size() != tempPositions.size())
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tempTextureCoords.push_back(vQNAN);
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if (tempColors.size() != tempPositions.size())
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tempColors.push_back(cQNAN);
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}
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AI_NFF2_GET_NEXT_TOKEN();
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if (!num)throw new ImportErrorException("NFF2: There are zero vertices");
|
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num = ::strtol10(sz,&sz);
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std::vector<unsigned int> tempIdx;
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tempIdx.reserve(10);
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for (unsigned int i = 0; i < num; ++i)
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{
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AI_NFF2_GET_NEXT_TOKEN();
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SkipSpaces(line,&sz);
|
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unsigned int numIdx = ::strtol10(sz,&sz);
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// read all faces indices
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if (numIdx)
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{
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// mesh.faces.push_back(numIdx);
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// tempIdx.erase(tempIdx.begin(),tempIdx.end());
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tempIdx.resize(numIdx);
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for (unsigned int a = 0; a < numIdx;++a)
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{
|
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SkipSpaces(sz,&sz);
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m = ::strtol10(sz,&sz);
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if (m >= (unsigned int)tempPositions.size())
|
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{
|
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DefaultLogger::get()->error("NFF2: Vertex index overflow");
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m= 0;
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}
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// mesh.vertices.push_back (tempPositions[idx]);
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tempIdx[a] = m;
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}
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}
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|
// build a temporary shader object for the face.
|
|
ShadingInfo shader;
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|
unsigned int matIdx = 0;
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|
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// white material color - we have vertex colors
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|
shader.color = aiColor3D(1.f,1.f,1.f);
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|
aiColor4D c = aiColor4D(1.f,1.f,1.f,1.f);
|
|
while (true)
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|
{
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|
SkipSpaces(sz,&sz);
|
|
if(IsLineEnd(*sz))break;
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|
// per-polygon colors
|
|
if (TokenMatch(sz,"0x",2))
|
|
{
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hasColor = true;
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|
const char* sz2 = sz;
|
|
numIdx = ::strtol16(sz,&sz);
|
|
const unsigned int diff = (unsigned int)(sz-sz2);
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// 0xRRGGBB
|
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if (diff > 3)
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{
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c.r = ((numIdx >> 16u) & 0xff) / 255.f;
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c.g = ((numIdx >> 8u) & 0xff) / 255.f;
|
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c.b = ((numIdx) & 0xff) / 255.f;
|
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}
|
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// 0xRGB
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else
|
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{
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c.r = ((numIdx >> 8u) & 0xf) / 16.f;
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c.g = ((numIdx >> 4u) & 0xf) / 16.f;
|
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c.b = ((numIdx) & 0xf) / 16.f;
|
|
}
|
|
}
|
|
// TODO - implement texture mapping here
|
|
#if 0
|
|
// mirror vertex texture coordinate?
|
|
else if (TokenMatch(sz,"mirror",6))
|
|
{
|
|
}
|
|
// texture coordinate scaling
|
|
else if (TokenMatch(sz,"scale",5))
|
|
{
|
|
}
|
|
// texture coordinate translation
|
|
else if (TokenMatch(sz,"trans",5))
|
|
{
|
|
}
|
|
// texture coordinate rotation angle
|
|
else if (TokenMatch(sz,"rot",3))
|
|
{
|
|
}
|
|
#endif
|
|
|
|
// texture file name for this polygon + mapping information
|
|
else if ('_' == sz[0])
|
|
{
|
|
// get mapping information
|
|
switch (sz[1])
|
|
{
|
|
case 'v':
|
|
case 'V':
|
|
|
|
shader.shaded = false;
|
|
break;
|
|
|
|
case 't':
|
|
case 'T':
|
|
case 'u':
|
|
case 'U':
|
|
|
|
DefaultLogger::get()->warn("Unsupported NFF2 texture attribute: trans");
|
|
};
|
|
if (!sz[1] || '_' != sz[2])
|
|
{
|
|
DefaultLogger::get()->warn("NFF2: Expected underscore after texture attributes");
|
|
continue;
|
|
}
|
|
const char* sz2 = sz+3;
|
|
while (!IsSpaceOrNewLine( *sz ))++sz;
|
|
const unsigned int diff = (unsigned int)(sz-sz2);
|
|
if (diff)shader.texFile = std::string(sz2,diff);
|
|
}
|
|
|
|
// Two-sided material?
|
|
else if (TokenMatch(sz,"both",4))
|
|
{
|
|
shader.twoSided = true;
|
|
}
|
|
|
|
// Material ID?
|
|
else if (!materialTable.empty() && TokenMatch(sz,"matid",5))
|
|
{
|
|
SkipSpaces(&sz);
|
|
matIdx = ::strtol10(sz,&sz);
|
|
if (matIdx >= materialTable.size())
|
|
{
|
|
DefaultLogger::get()->error("NFF2: Material index overflow.");
|
|
matIdx = 0;
|
|
}
|
|
|
|
// now combine our current shader with the shader we
|
|
// read from the material table.
|
|
ShadingInfo& mat = materialTable[matIdx];
|
|
shader.ambient = mat.ambient;
|
|
shader.diffuse = mat.diffuse;
|
|
shader.emissive = mat.emissive;
|
|
shader.opacity = mat.opacity;
|
|
shader.specular = mat.specular;
|
|
shader.shininess = mat.shininess;
|
|
}
|
|
else SkipToken(sz);
|
|
}
|
|
|
|
// search the list of all shaders we have for this object whether
|
|
// there is an identical one. In this case, we append our mesh
|
|
// data to it.
|
|
MeshInfo* mesh = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end();
|
|
it != end; ++it)
|
|
{
|
|
if ((*it).shader == shader && (*it).matIndex == matIdx)
|
|
{
|
|
// we have one, we can append our data to it
|
|
mesh = &(*it);
|
|
}
|
|
}
|
|
if (!mesh)
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple,false));
|
|
mesh = &meshes.back();
|
|
mesh->matIndex = matIdx;
|
|
|
|
// We need to add a new mesh to the list. We assign
|
|
// an unique name to it to make sure the scene will
|
|
// pass the validation step for the moment.
|
|
// TODO: fix naming of objects in the scenegraph later
|
|
if (objectName.length())
|
|
{
|
|
::strcpy(mesh->name,objectName.c_str());
|
|
itoa10(&mesh->name[objectName.length()],30,subMeshIdx++);
|
|
}
|
|
|
|
// copy the shader to the mesh.
|
|
mesh->shader = shader;
|
|
}
|
|
|
|
// fill the mesh with data
|
|
if (!tempIdx.empty())
|
|
{
|
|
mesh->faces.push_back((unsigned int)tempIdx.size());
|
|
for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end();
|
|
it != end;++it)
|
|
{
|
|
m = *it;
|
|
|
|
// copy colors -vertex color specifications override polygon color specifications
|
|
if (hasColor)
|
|
{
|
|
const aiColor4D& clr = tempColors[m];
|
|
mesh->colors.push_back((is_qnan( clr.r ) ? c : clr));
|
|
}
|
|
|
|
// positions should always be there
|
|
mesh->vertices.push_back (tempPositions[m]);
|
|
|
|
// copy normal vectors
|
|
if (hasNormals)
|
|
mesh->normals.push_back (tempNormals[m]);
|
|
|
|
// copy texture coordinates
|
|
if (hasUVs)
|
|
mesh->uvs.push_back (tempTextureCoords[m]);
|
|
}
|
|
}
|
|
}
|
|
if (!num)throw new ImportErrorException("NFF2: There are zero faces");
|
|
}
|
|
}
|
|
camLookAt = camLookAt + camPos;
|
|
}
|
|
else // "Normal" Neutral file format that is quite more common
|
|
{
|
|
while (GetNextLine(buffer,line))
|
|
{
|
|
sz = line;
|
|
if ('p' == line[0] || TokenMatch(sz,"tpp",3))
|
|
{
|
|
MeshInfo* out = NULL;
|
|
|
|
// 'tpp' - texture polygon patch primitive
|
|
if ('t' == line[0])
|
|
{
|
|
if (meshesWithUVCoords.empty())
|
|
{
|
|
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
|
|
currentMeshWithUVCoords = &meshesWithUVCoords.back();
|
|
}
|
|
|
|
out = currentMeshWithUVCoords;
|
|
}
|
|
// 'pp' - polygon patch primitive
|
|
else if ('p' == line[1])
|
|
{
|
|
if (meshesWithNormals.empty())
|
|
{
|
|
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
|
|
currentMeshWithNormals = &meshesWithNormals.back();
|
|
}
|
|
|
|
sz = &line[2];out = currentMeshWithNormals;
|
|
}
|
|
// 'p' - polygon primitive
|
|
else
|
|
{
|
|
if (meshes.empty())
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple));
|
|
currentMesh = &meshes.back();
|
|
}
|
|
sz = &line[1];out = currentMesh;
|
|
}
|
|
SkipSpaces(sz,&sz);
|
|
m = strtol10(sz);
|
|
|
|
// ---- flip the face order
|
|
out->vertices.resize(out->vertices.size()+m);
|
|
if (out != currentMesh)
|
|
{
|
|
out->normals.resize(out->vertices.size());
|
|
}
|
|
if (out == currentMeshWithUVCoords)
|
|
{
|
|
out->uvs.resize(out->vertices.size());
|
|
}
|
|
for (unsigned int n = 0; n < m;++n)
|
|
{
|
|
if(!GetNextLine(buffer,line))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Unexpected EOF was encountered");
|
|
continue;
|
|
}
|
|
|
|
aiVector3D v; sz = &line[0];
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
out->vertices[out->vertices.size()-n-1] = v;
|
|
|
|
if (out != currentMesh)
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
out->normals[out->vertices.size()-n-1] = v;
|
|
}
|
|
if (out == currentMeshWithUVCoords)
|
|
{
|
|
// FIX: in one test file this wraps over multiple lines
|
|
SkipSpaces(&sz);
|
|
if (IsLineEnd(*sz))
|
|
{
|
|
GetNextLine(buffer,line);
|
|
sz = line;
|
|
}
|
|
AI_NFF_PARSE_FLOAT(v.x);
|
|
SkipSpaces(&sz);
|
|
if (IsLineEnd(*sz))
|
|
{
|
|
GetNextLine(buffer,line);
|
|
sz = line;
|
|
}
|
|
AI_NFF_PARSE_FLOAT(v.y);
|
|
v.y = 1.f - v.y;
|
|
out->uvs[out->vertices.size()-n-1] = v;
|
|
}
|
|
}
|
|
out->faces.push_back(m);
|
|
}
|
|
// 'f' - shading information block
|
|
else if (TokenMatch(sz,"f",1))
|
|
{
|
|
float d;
|
|
|
|
// read the RGB colors
|
|
AI_NFF_PARSE_TRIPLE(s.color);
|
|
|
|
// read the other properties
|
|
AI_NFF_PARSE_FLOAT(s.diffuse.r);
|
|
AI_NFF_PARSE_FLOAT(s.specular.r);
|
|
AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
|
|
AI_NFF_PARSE_FLOAT(d);
|
|
AI_NFF_PARSE_FLOAT(s.refracti);
|
|
|
|
// NFF2 uses full colors here so we need to use them too
|
|
// although NFF uses simple scaling factors
|
|
s.diffuse.g = s.diffuse.b = s.diffuse.r;
|
|
s.specular.g = s.specular.b = s.specular.r;
|
|
|
|
// if the next one is NOT a number we assume it is a texture file name
|
|
// this feature is used by some NFF files on the internet and it has
|
|
// been implemented as it can be really useful
|
|
SkipSpaces(&sz);
|
|
if (!IsNumeric(*sz))
|
|
{
|
|
// TODO: Support full file names with spaces and quotation marks ...
|
|
const char* p = sz;
|
|
while (!IsSpaceOrNewLine( *sz ))++sz;
|
|
|
|
unsigned int diff = (unsigned int)(sz-p);
|
|
if (diff)
|
|
{
|
|
s.texFile = std::string(p,diff);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AI_NFF_PARSE_FLOAT(s.ambient); // optional
|
|
}
|
|
|
|
// check whether we have this material already -
|
|
// although we have the RRM-Step, this is necessary here.
|
|
// otherwise we would generate hundreds of small meshes
|
|
// with just a few faces - this is surely never wanted.
|
|
currentMesh = currentMeshWithNormals = currentMeshWithUVCoords = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
|
|
it != end;++it)
|
|
{
|
|
if ((*it).bLocked)continue;
|
|
if ((*it).shader == s)
|
|
{
|
|
switch ((*it).pType)
|
|
{
|
|
case PatchType_Normals:
|
|
currentMeshWithNormals = &(*it);
|
|
break;
|
|
|
|
case PatchType_Simple:
|
|
currentMesh = &(*it);
|
|
break;
|
|
|
|
default:
|
|
currentMeshWithUVCoords = &(*it);
|
|
break;
|
|
};
|
|
}
|
|
}
|
|
|
|
if (!currentMesh)
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple));
|
|
currentMesh = &meshes.back();
|
|
currentMesh->shader = s;
|
|
}
|
|
if (!currentMeshWithNormals)
|
|
{
|
|
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
|
|
currentMeshWithNormals = &meshesWithNormals.back();
|
|
currentMeshWithNormals->shader = s;
|
|
}
|
|
if (!currentMeshWithUVCoords)
|
|
{
|
|
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
|
|
currentMeshWithUVCoords = &meshesWithUVCoords.back();
|
|
currentMeshWithUVCoords->shader = s;
|
|
}
|
|
}
|
|
// 'shader' - other way to specify a texture
|
|
else if (TokenMatch(sz,"shader",6))
|
|
{
|
|
// todo
|
|
}
|
|
// 'l' - light source
|
|
else if (TokenMatch(sz,"l",1))
|
|
{
|
|
lights.push_back(Light());
|
|
Light& light = lights.back();
|
|
|
|
AI_NFF_PARSE_TRIPLE(light.position);
|
|
AI_NFF_PARSE_FLOAT (light.intensity);
|
|
AI_NFF_PARSE_TRIPLE(light.color);
|
|
}
|
|
// 's' - sphere
|
|
else if (TokenMatch(sz,"s",1))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
s.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"sphere_%i",sphere++);
|
|
}
|
|
// 'dod' - dodecahedron
|
|
else if (TokenMatch(sz,"dod",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
s.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeDodecahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
|
|
}
|
|
|
|
// 'oct' - octahedron
|
|
else if (TokenMatch(sz,"oct",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
s.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeOctahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
|
|
}
|
|
|
|
// 'tet' - tetrahedron
|
|
else if (TokenMatch(sz,"tet",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
s.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeTetrahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
|
|
}
|
|
|
|
// 'hex' - hexahedron
|
|
else if (TokenMatch(sz,"hex",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
s.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeHexahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
|
|
}
|
|
// 'c' - cone
|
|
else if (TokenMatch(sz,"c",1))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshes.back();
|
|
currentMesh.shader = s;
|
|
s.mapping = aiTextureMapping_CYLINDER;
|
|
|
|
aiVector3D center1, center2; float radius1, radius2;
|
|
AI_NFF_PARSE_TRIPLE(center1);
|
|
AI_NFF_PARSE_FLOAT(radius1);
|
|
AI_NFF_PARSE_TRIPLE(center2);
|
|
AI_NFF_PARSE_FLOAT(radius2);
|
|
|
|
// compute the center point of the cone/cylinder
|
|
center2 = (center2-center1)/2.f;
|
|
currentMesh.center = center1+center2;
|
|
center1 = -center2;
|
|
|
|
// generate the cone - it consists of simple triangles
|
|
StandardShapes::MakeCone(center1, radius1, center2, radius2, iTesselation, currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
if (radius1 != radius2)
|
|
::sprintf(currentMesh.name,"cone_%i",cone++);
|
|
else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
|
|
}
|
|
// 'tess' - tesselation
|
|
else if (TokenMatch(sz,"tess",4))
|
|
{
|
|
SkipSpaces(&sz);
|
|
iTesselation = strtol10(sz);
|
|
}
|
|
// 'from' - camera position
|
|
else if (TokenMatch(sz,"from",4))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camPos);
|
|
hasCam = true;
|
|
}
|
|
// 'at' - camera look-at vector
|
|
else if (TokenMatch(sz,"at",2))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camLookAt);
|
|
hasCam = true;
|
|
}
|
|
// 'up' - camera up vector
|
|
else if (TokenMatch(sz,"up",2))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camUp);
|
|
hasCam = true;
|
|
}
|
|
// 'angle' - (half?) camera field of view
|
|
else if (TokenMatch(sz,"angle",5))
|
|
{
|
|
AI_NFF_PARSE_FLOAT(angle);
|
|
hasCam = true;
|
|
}
|
|
// 'resolution' - used to compute the screen aspect
|
|
else if (TokenMatch(sz,"resolution",10))
|
|
{
|
|
AI_NFF_PARSE_FLOAT(resolution.x);
|
|
AI_NFF_PARSE_FLOAT(resolution.y);
|
|
hasCam = true;
|
|
}
|
|
// 'pb' - bezier patch. Not supported yet
|
|
else if (TokenMatch(sz,"pb",2))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
|
|
}
|
|
// 'pn' - NURBS. Not supported yet
|
|
else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
|
|
}
|
|
// '' - comment
|
|
else if ('#' == line[0])
|
|
{
|
|
const char* sz;SkipSpaces(&line[1],&sz);
|
|
if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy all arrays into one large
|
|
meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
|
|
meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
|
|
meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
|
|
meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
|
|
|
|
// now generate output meshes. first find out how many meshes we'll need
|
|
std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
|
|
for (;it != end;++it)
|
|
{
|
|
if (!(*it).faces.empty())
|
|
{
|
|
++pScene->mNumMeshes;
|
|
if ((*it).name[0])++numNamed;
|
|
}
|
|
}
|
|
|
|
// generate a dummy root node - assign all unnamed elements such
|
|
// as polygons and polygon patches to the root node and generate
|
|
// sub nodes for named objects such as spheres and cones.
|
|
aiNode* const root = new aiNode();
|
|
root->mName.Set("<NFF_Root>");
|
|
root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
|
|
root->mNumMeshes = pScene->mNumMeshes-numNamed;
|
|
|
|
aiNode** ppcChildren;
|
|
unsigned int* pMeshes;
|
|
if (root->mNumMeshes)
|
|
pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
|
|
if (root->mNumChildren)
|
|
ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
|
|
|
|
// generate the camera
|
|
if (hasCam)
|
|
{
|
|
aiNode* nd = *ppcChildren = new aiNode();
|
|
nd->mName.Set("<NFF_Camera>");
|
|
nd->mParent = root;
|
|
|
|
// allocate the camera in the scene
|
|
pScene->mNumCameras = 1;
|
|
pScene->mCameras = new aiCamera*[1];
|
|
aiCamera* c = pScene->mCameras[0] = new aiCamera;
|
|
|
|
c->mName = nd->mName; // make sure the names are identical
|
|
c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
|
|
c->mLookAt = camLookAt - camPos;
|
|
c->mPosition = camPos;
|
|
c->mUp = camUp;
|
|
|
|
// If the resolution is not specified in the file we
|
|
// need to set 1.0 as aspect. The division would become
|
|
// INF otherwise.
|
|
c->mAspect = (!resolution.y ? 0.f : resolution.x / resolution.y);
|
|
++ppcChildren;
|
|
}
|
|
|
|
// generate light sources
|
|
if (!lights.empty())
|
|
{
|
|
pScene->mNumLights = (unsigned int)lights.size();
|
|
pScene->mLights = new aiLight*[pScene->mNumLights];
|
|
for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
|
|
{
|
|
const Light& l = lights[i];
|
|
|
|
aiNode* nd = *ppcChildren = new aiNode();
|
|
nd->mParent = root;
|
|
|
|
nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
|
|
|
|
// allocate the light in the scene data structure
|
|
aiLight* out = pScene->mLights[i] = new aiLight();
|
|
out->mName = nd->mName; // make sure the names are identical
|
|
out->mType = aiLightSource_POINT;
|
|
out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
|
|
out->mPosition = l.position;
|
|
}
|
|
}
|
|
|
|
if (!pScene->mNumMeshes)throw new ImportErrorException("NFF: No meshes loaded");
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
|
|
for (it = meshes.begin(), m = 0; it != end;++it)
|
|
{
|
|
if ((*it).faces.empty())continue;
|
|
|
|
const MeshInfo& src = *it;
|
|
aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
|
|
mesh->mNumVertices = (unsigned int)src.vertices.size();
|
|
mesh->mNumFaces = (unsigned int)src.faces.size();
|
|
|
|
// Generate sub nodes for named meshes
|
|
if (src.name[0])
|
|
{
|
|
aiNode* const node = *ppcChildren = new aiNode();
|
|
node->mParent = root;
|
|
node->mNumMeshes = 1;
|
|
node->mMeshes = new unsigned int[1];
|
|
node->mMeshes[0] = m;
|
|
node->mName.Set(src.name);
|
|
|
|
// setup the transformation matrix of the node
|
|
node->mTransformation.a4 = src.center.x;
|
|
node->mTransformation.b4 = src.center.y;
|
|
node->mTransformation.c4 = src.center.z;
|
|
|
|
node->mTransformation.a1 = src.radius.x;
|
|
node->mTransformation.b2 = src.radius.y;
|
|
node->mTransformation.c3 = src.radius.z;
|
|
|
|
++ppcChildren;
|
|
}
|
|
else *pMeshes++ = m;
|
|
|
|
// copy vertex positions
|
|
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mVertices,&src.vertices[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
|
|
// NFF2: there could be vertex colors
|
|
if (!src.colors.empty())
|
|
{
|
|
ai_assert(src.colors.size() == src.vertices.size());
|
|
|
|
// copy vertex colors
|
|
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
|
|
::memcpy(mesh->mColors[0],&src.colors[0],
|
|
sizeof(aiColor4D)*mesh->mNumVertices);
|
|
}
|
|
|
|
if (!src.normals.empty())
|
|
{
|
|
ai_assert(src.normals.size() == src.vertices.size());
|
|
|
|
// copy normal vectors
|
|
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mNormals,&src.normals[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
}
|
|
|
|
if (!src.uvs.empty())
|
|
{
|
|
ai_assert(src.uvs.size() == src.vertices.size());
|
|
|
|
// copy texture coordinates
|
|
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
}
|
|
|
|
// generate faces
|
|
unsigned int p = 0;
|
|
aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
|
|
for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
|
|
end2 = src.faces.end();
|
|
it2 != end2;++it2,++pFace)
|
|
{
|
|
pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
|
|
for (unsigned int o = 0; o < pFace->mNumIndices;++o)
|
|
pFace->mIndices[o] = p++;
|
|
}
|
|
|
|
// generate a material for the mesh
|
|
MaterialHelper* pcMat = (MaterialHelper*)(pScene->mMaterials[m] = new MaterialHelper());
|
|
|
|
mesh->mMaterialIndex = m++;
|
|
|
|
aiString s;
|
|
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
|
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
|
|
|
aiColor3D c = src.shader.color * src.shader.diffuse;
|
|
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
c = src.shader.color * src.shader.specular;
|
|
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
// NFF2 - default values for NFF
|
|
pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
|
|
pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY);
|
|
|
|
// setup the first texture layer, if existing
|
|
if (src.shader.texFile.length())
|
|
{
|
|
s.Set(src.shader.texFile);
|
|
pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
|
|
// setup the name of the material
|
|
if (src.shader.name.length())
|
|
{
|
|
s.Set(src.shader.texFile);
|
|
pcMat->AddProperty(&s,AI_MATKEY_NAME);
|
|
}
|
|
|
|
if (aiTextureMapping_UV != src.shader.mapping)
|
|
{
|
|
pcMat->AddProperty((int*)&src.shader.mapping, 1,AI_MATKEY_MAPPING_DIFFUSE(0));
|
|
}
|
|
|
|
// setup some more material properties that are specific to NFF2
|
|
int i;
|
|
if (src.shader.twoSided)
|
|
{
|
|
i = 1;
|
|
pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
|
|
}
|
|
i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
|
|
if (src.shader.shininess)
|
|
{
|
|
i = aiShadingMode_Phong;
|
|
pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS);
|
|
}
|
|
pcMat->AddProperty(&i,1,AI_MATKEY_SHADING_MODEL);
|
|
}
|
|
pScene->mRootNode = root;
|
|
}
|