// ------------------------------------------------------------------------------------------------ // Creates a dummy material and returns it. aiMaterial* SkeletonMeshBuilder::CreateMaterial() { Assimp::MaterialHelper* matHelper = new Assimp::MaterialHelper; // Name aiString matName( std::string( "SkeletonMaterial")); matHelper->AddProperty( &matName, AI_MATKEY_NAME); // Prevent backface culling const int no_cull = 1; matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED); return matHelper; }
// ------------------------------------------------------------------------------------------------ // Creates all referenced materials. void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSPZipArchive *pArchive ) { if ( m_MaterialLookupMap.empty() ) { return; } pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ]; aiString aiMatName; int textureId( -1 ), lightmapId( -1 ); for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it ) { const std::string matName = (*it).first; if ( matName.empty() ) { continue; } aiMatName.Set( matName ); Assimp::MaterialHelper *pMatHelper = new Assimp::MaterialHelper; pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME ); extractIds( matName, textureId, lightmapId ); // Adding the texture if ( -1 != textureId ) { sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ]; if ( NULL != pTexture ) { std::string tmp( "*" ), texName( "" ); tmp += pTexture->strName; tmp += ".jpg"; normalizePathName( tmp, texName ); if ( !importTextureFromArchive( pModel, pArchive, pScene, pMatHelper, textureId ) ) { } } } if ( -1 != lightmapId ) { importLightmap( pModel, pScene, pMatHelper, lightmapId ); } pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper; pScene->mNumMaterials++; } pScene->mNumTextures = mTextures.size(); pScene->mTextures = new aiTexture*[ pScene->mNumTextures ]; std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures ); }
// ------------------------------------------------------------------------------------------------ // Creates the material void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene ) { ai_assert( NULL != pScene ); if ( NULL == pScene ) return; const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size(); pScene->mNumMaterials = 0; if ( pModel->m_MaterialLib.empty() ) { DefaultLogger::get()->debug("OBJ: no materials specified"); return; } pScene->mMaterials = new aiMaterial*[ numMaterials ]; for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ ) { Assimp::MaterialHelper* mat = new Assimp::MaterialHelper; // Store material name std::map<std::string, ObjFile::Material*>::const_iterator it; it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] ); // No material found, use the default material if ( pModel->m_MaterialMap.end() == it ) continue; ObjFile::Material *pCurrentMaterial = (*it).second; mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME ); // convert illumination model int sm = 0; switch (pCurrentMaterial->illumination_model) { case 0: sm = aiShadingMode_NoShading; break; case 1: sm = aiShadingMode_Gouraud; break; case 2: sm = aiShadingMode_Phong; break; default: sm = aiShadingMode_Gouraud; DefaultLogger::get()->error("OBJ/MTL: Unexpected illumination model (0-2 recognized)"); } mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL); // multiplying the specular exponent with 2 seems to yield better results pCurrentMaterial->shineness *= 4.f; // Adding material colors mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT ); mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE ); mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR ); mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS ); mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY ); // Adding refraction index mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI ); // Adding textures if ( 0 != pCurrentMaterial->texture.length ) mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0)); if ( 0 != pCurrentMaterial->textureAmbient.length ) mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0)); if ( 0 != pCurrentMaterial->textureSpecular.length ) mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0)); if ( 0 != pCurrentMaterial->textureBump.length ) mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0)); if ( 0 != pCurrentMaterial->textureOpacity.length ) mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0)); if ( 0 != pCurrentMaterial->textureSpecularity.length ) mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0)); // Store material property info in material array in scene pScene->mMaterials[ pScene->mNumMaterials ] = mat; pScene->mNumMaterials++; } // Test number of created materials. ai_assert( pScene->mNumMaterials == numMaterials ); }