summaryrefslogtreecommitdiff
path: root/src/3rdparty/assimp/code/XFileImporter.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/3rdparty/assimp/code/XFileImporter.cpp')
-rw-r--r--src/3rdparty/assimp/code/XFileImporter.cpp79
1 files changed, 46 insertions, 33 deletions
diff --git a/src/3rdparty/assimp/code/XFileImporter.cpp b/src/3rdparty/assimp/code/XFileImporter.cpp
index d444135aa..d100692d3 100644
--- a/src/3rdparty/assimp/code/XFileImporter.cpp
+++ b/src/3rdparty/assimp/code/XFileImporter.cpp
@@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
static const aiImporterDesc desc = {
- "Collada Importer",
+ "Direct3D XFile Importer",
"",
"",
"",
@@ -110,10 +110,6 @@ void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, I
if( fileSize < 16)
throw DeadlyImportError( "XFile is too small.");
- // need to clear members - this method might be called multiple
- // times on a single XFileImporter instance.
- mImportedMats.clear();
-
// in the hope that binary files will never start with a BOM ...
mBuffer.resize( fileSize + 1);
file->Read( &mBuffer.front(), 1, fileSize);
@@ -132,7 +128,7 @@ void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, I
// ------------------------------------------------------------------------------------------------
// Constructs the return data structure out of the imported data.
-void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
+void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::Scene* pData)
{
// Read the global materials first so that meshes referring to them can find them later
ConvertMaterials( pScene, pData->mGlobalMaterials);
@@ -233,8 +229,8 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
std::vector<aiMesh*> meshes;
for( unsigned int a = 0; a < pMeshes.size(); a++)
{
- const XFile::Mesh* sourceMesh = pMeshes[a];
- // first convert its materials so that we can find them when searching by name afterwards
+ XFile::Mesh* sourceMesh = pMeshes[a];
+ // first convert its materials so that we can find them with their index afterwards
ConvertMaterials( pScene, sourceMesh->mMaterials);
unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
@@ -272,15 +268,11 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
aiMesh* mesh = new aiMesh;
meshes.push_back( mesh);
- // find the material by name in the scene's material list. Either own material
- // or referenced material, it should already be found there
+ // find the material in the scene's material list. Either own material
+ // or referenced material, it should already have a valid index
if( sourceMesh->mFaceMaterials.size() > 0)
{
- std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
- if( matIt == mImportedMats.end())
- mesh->mMaterialIndex = 0;
- else
- mesh->mMaterialIndex = matIt->second;
+ mesh->mMaterialIndex = sourceMesh->mMaterials[b].sceneIndex;
} else
{
mesh->mMaterialIndex = 0;
@@ -554,32 +546,52 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
// ------------------------------------------------------------------------------------------------
// Converts all materials in the given array and stores them in the scene's material list.
-void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials)
+void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Material>& pMaterials)
{
// count the non-referrer materials in the array
- unsigned int numMaterials = 0;
+ unsigned int numNewMaterials = 0;
for( unsigned int a = 0; a < pMaterials.size(); a++)
if( !pMaterials[a].mIsReference)
- numMaterials++;
-
- if( numMaterials == 0)
- return;
+ numNewMaterials++;
// resize the scene's material list to offer enough space for the new materials
- aiMaterial** prevMats = pScene->mMaterials;
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numMaterials];
- if( prevMats)
- {
- memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
- delete [] prevMats;
- }
+ if( numNewMaterials > 0 )
+ {
+ aiMaterial** prevMats = pScene->mMaterials;
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
+ if( prevMats)
+ {
+ memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
+ delete [] prevMats;
+ }
+ }
// convert all the materials given in the array
for( unsigned int a = 0; a < pMaterials.size(); a++)
{
- const XFile::Material& oldMat = pMaterials[a];
+ XFile::Material& oldMat = pMaterials[a];
if( oldMat.mIsReference)
- continue;
+ {
+ // find the material it refers to by name, and store its index
+ for( size_t a = 0; a < pScene->mNumMaterials; ++a )
+ {
+ aiString name;
+ pScene->mMaterials[a]->Get( AI_MATKEY_NAME, name);
+ if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 )
+ {
+ oldMat.sceneIndex = a;
+ break;
+ }
+ }
+
+ if( oldMat.sceneIndex == SIZE_MAX )
+ {
+ DefaultLogger::get()->warn( boost::str( boost::format( "Could not resolve global material reference \"%s\"") % oldMat.mName));
+ oldMat.sceneIndex = 0;
+ }
+
+ continue;
+ }
aiMaterial* mat = new aiMaterial;
aiString name;
@@ -594,8 +606,9 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
// material colours
- // FIX: Setup this as ambient not as emissive color
- mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_AMBIENT);
+ // Unclear: there's no ambient colour, but emissive. What to put for ambient?
+ // Probably nothing at all, let the user select a suitable default.
+ mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
@@ -677,7 +690,7 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::
}
pScene->mMaterials[pScene->mNumMaterials] = mat;
- mImportedMats[oldMat.mName] = pScene->mNumMaterials;
+ oldMat.sceneIndex = pScene->mNumMaterials;
pScene->mNumMaterials++;
}
}