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651 lines
21 KiB
C++
651 lines
21 KiB
C++
// Filename: assimpLoader.cxx
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// Created by: rdb (29Mar11)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "assimpLoader.h"
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#include "geomNode.h"
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#include "luse.h"
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#include "geomVertexWriter.h"
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#include "geomPoints.h"
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#include "geomLines.h"
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#include "geomTriangles.h"
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#include "pnmFileTypeRegistry.h"
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#include "pnmImage.h"
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#include "materialAttrib.h"
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#include "textureAttrib.h"
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#include "cullFaceAttrib.h"
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#include "ambientLight.h"
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#include "directionalLight.h"
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#include "spotlight.h"
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#include "pointLight.h"
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#include "look_at.h"
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#include "texturePool.h"
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#include "pandaIOSystem.h"
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#include "pandaLogger.h"
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#include "assimp/postprocess.h"
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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AssimpLoader::
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AssimpLoader() :
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_error (false),
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_geoms (NULL) {
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PandaLogger::set_default();
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_importer.SetIOHandler(new PandaIOSystem);
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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AssimpLoader::
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~AssimpLoader() {
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_importer.FreeScene();
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::get_extensions
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// Access: Public
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// Description: Returns a space-separated list of extensions that
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// Assimp can load, without the leading dots.
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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get_extensions(string &ext) const {
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aiString aexts;
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_importer.GetExtensionList(aexts);
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// The format is like: *.mdc;*.mdl;*.mesh.xml;*.mot
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char *sub = strtok(aexts.data, ";");
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while (sub != NULL) {
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ext += sub + 2;
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sub = strtok(NULL, ";");
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if (sub != NULL) {
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ext += ' ';
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::read
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// Access: Public
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// Description: Reads from the indicated file.
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////////////////////////////////////////////////////////////////////
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bool AssimpLoader::
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read(const Filename &filename) {
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_filename = filename;
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// I really don't know why we need to flip the winding order,
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// but otherwise the models I tested with are showing inside out.
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_scene = _importer.ReadFile(_filename.c_str(), aiProcess_Triangulate | aiProcess_GenUVCoords | aiProcess_FlipWindingOrder);
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if (_scene == NULL) {
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_error = true;
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return false;
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}
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_error = false;
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::build_graph
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// Access: Public
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// Description: Converts scene graph structures into a Panda3D
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// scene graph, with _root being the root node.
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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build_graph() {
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nassertv(_scene != NULL); // read() must be called first
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nassertv(!_error); // and have succeeded
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// Protect the import process
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MutexHolder holder(_lock);
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_root = new ModelRoot(_filename.get_basename());
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// Import all of the embedded textures first.
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_textures = new PT(Texture)[_scene->mNumTextures];
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for (size_t i = 0; i < _scene->mNumTextures; ++i) {
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load_texture(i);
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}
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// Then the materials.
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_mat_states = new CPT(RenderState)[_scene->mNumMaterials];
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for (size_t i = 0; i < _scene->mNumMaterials; ++i) {
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load_material(i);
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}
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// And then the meshes.
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_geoms = new PT(Geom)[_scene->mNumMeshes];
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_geom_matindices = new unsigned int[_scene->mNumMeshes];
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for (size_t i = 0; i < _scene->mNumMeshes; ++i) {
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load_mesh(i);
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}
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// And now the node structure.
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if (_scene->mRootNode != NULL) {
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load_node(*_scene->mRootNode, _root);
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}
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// And lastly, the lights.
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for (size_t i = 0; i < _scene->mNumLights; ++i) {
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load_light(*_scene->mLights[i]);
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}
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delete[] _textures;
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delete[] _mat_states;
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delete[] _geoms;
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delete[] _geom_matindices;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_texture
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// Access: Private
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// Description: Converts an aiTexture into a Texture.
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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load_texture(size_t index) {
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const aiTexture &tex = *_scene->mTextures[index];
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PT(Texture) ptex = new Texture;
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if (tex.mHeight == 0) {
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// Compressed texture.
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assimp_cat.debug()
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<< "Reading embedded compressed texture with format " << tex.achFormatHint << " and size " << tex.mWidth << "\n";
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stringstream str;
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str.write((char*) tex.pcData, tex.mWidth);
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if (strncmp(tex.achFormatHint, "dds", 3) == 0) {
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ptex->read_dds(str);
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} else {
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const PNMFileTypeRegistry *reg = PNMFileTypeRegistry::get_global_ptr();
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PNMFileType *ftype;
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PNMImage img;
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// Work around a bug in Assimp, it sometimes writes jp instead of jpg
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if (strncmp(tex.achFormatHint, "jp\0", 3) == 0) {
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ftype = reg->get_type_from_extension("jpg");
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} else {
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ftype = reg->get_type_from_extension(tex.achFormatHint);
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}
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if (img.read(str, "", ftype)) {
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ptex->load(img);
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} else {
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ptex = NULL;
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}
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}
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} else {
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assimp_cat.debug()
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<< "Reading embedded raw texture with size " << tex.mWidth << "x" << tex.mHeight << "\n";
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ptex->setup_2d_texture(tex.mWidth, tex.mHeight, Texture::T_unsigned_byte, Texture::F_rgba);
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PTA_uchar data = ptex->modify_ram_image();
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size_t p = 0;
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for (size_t i = 0; i < tex.mWidth * tex.mHeight; ++i) {
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const aiTexel &texel = tex.pcData[i];
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data[p++] = texel.b;
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data[p++] = texel.g;
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data[p++] = texel.r;
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data[p++] = texel.a;
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}
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}
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//ostringstream path;
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//path << "/tmp/" << index << ".png";
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//ptex->write(path.str());
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_textures[index] = ptex;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_texture_stage
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// Access: Private
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// Description: Converts an aiMaterial into a RenderState.
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype, CPT(TextureAttrib) &tattr) {
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aiString path;
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aiTextureMapping mapping;
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unsigned int uvindex;
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PN_stdfloat blend;
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aiTextureOp op;
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aiTextureMapMode mapmode;
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for (size_t i = 0; i < mat.GetTextureCount(ttype); ++i) {
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mat.GetTexture(ttype, i, &path, &mapping, NULL, &blend, &op, &mapmode);
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if (AI_SUCCESS != mat.Get(AI_MATKEY_UVWSRC(ttype, i), uvindex)) {
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// If there's no texture coordinate set for this texture,
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// assume that it's the same as the index on the stack.
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//TODO: if there's only one set on the mesh,
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// force everything to use just the first stage.
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uvindex = i;
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}
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stringstream str;
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str << uvindex;
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PT(TextureStage) stage = new TextureStage(str.str());
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if (uvindex > 0) {
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stage->set_texcoord_name(InternalName::get_texcoord_name(str.str()));
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}
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PT(Texture) ptex = NULL;
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// I'm not sure if this is the right way to handle it, as
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// I couldn't find much information on embedded textures.
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if (path.data[0] == '*') {
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long num = strtol(path.data + 1, NULL, 10);
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ptex = _textures[num];
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} else if (path.length > 0) {
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Filename fn = Filename::from_os_specific(string(path.data, path.length));
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// Try to find the file by moving up twice in the hierarchy.
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VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
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Filename dir (_filename);
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_filename.make_canonical();
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dir = _filename.get_dirname();
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// Quake 3 BSP doesn't specify an extension for textures.
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if (vfs->is_regular_file(Filename(dir, fn))) {
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fn = Filename(dir, fn);
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} else if (vfs->is_regular_file(Filename(dir, fn + ".tga"))) {
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fn = Filename(dir, fn + ".tga");
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} else if (vfs->is_regular_file(Filename(dir, fn + ".jpg"))) {
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fn = Filename(dir, fn + ".jpg");
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} else {
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dir = _filename.get_dirname();
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if (vfs->is_regular_file(Filename(dir, fn))) {
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fn = Filename(dir, fn);
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} else if (vfs->is_regular_file(Filename(dir, fn + ".tga"))) {
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fn = Filename(dir, fn + ".tga");
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} else if (vfs->is_regular_file(Filename(dir, fn + ".jpg"))) {
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fn = Filename(dir, fn + ".jpg");
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}
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}
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ptex = TexturePool::load_texture(fn);
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}
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if (ptex != NULL) {
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tattr = DCAST(TextureAttrib, tattr->add_on_stage(stage, ptex));
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_material
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// Access: Private
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// Description: Converts an aiMaterial into a RenderState.
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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load_material(size_t index) {
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const aiMaterial &mat = *_scene->mMaterials[index];
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CPT(RenderState) state = RenderState::make_empty();
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aiColor3D col;
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bool have;
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int ival;
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PN_stdfloat fval;
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// XXX a lot of this is untested.
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// First do the material attribute.
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PT(Material) pmat = new Material;
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have = false;
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if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_DIFFUSE, col)) {
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pmat->set_diffuse(LColor(col.r, col.g, col.b, 1));
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have = true;
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}
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if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_SPECULAR, col)) {
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if (AI_SUCCESS == mat.Get(AI_MATKEY_SHININESS_STRENGTH, fval)) {
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pmat->set_specular(LColor(col.r * fval, col.g * fval, col.b * fval, 1));
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} else {
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pmat->set_specular(LColor(col.r, col.g, col.b, 1));
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}
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have = true;
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}
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if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_AMBIENT, col)) {
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pmat->set_specular(LColor(col.r, col.g, col.b, 1));
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have = true;
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}
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if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_EMISSIVE, col)) {
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pmat->set_emission(LColor(col.r, col.g, col.b, 1));
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have = true;
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}
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if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_TRANSPARENT, col)) {
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//FIXME: ???
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}
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if (AI_SUCCESS == mat.Get(AI_MATKEY_SHININESS, fval)) {
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pmat->set_shininess(fval);
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have = true;
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}
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if (have) {
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state = state->add_attrib(MaterialAttrib::make(pmat));
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}
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// Wireframe.
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if (AI_SUCCESS == mat.Get(AI_MATKEY_ENABLE_WIREFRAME, ival)) {
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if (ival) {
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state = state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_wireframe));
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} else {
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state = state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_filled));
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}
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}
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// Backface culling. Not sure if this is also supposed to
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// set the twoside flag in the material, I'm guessing not.
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if (AI_SUCCESS == mat.Get(AI_MATKEY_TWOSIDED, ival)) {
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if (ival) {
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state = state->add_attrib(CullFaceAttrib::make(CullFaceAttrib::M_cull_none));
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} else {
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state = state->add_attrib(CullFaceAttrib::make_default());
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}
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}
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// And let's not forget the textures!
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CPT(TextureAttrib) tattr = DCAST(TextureAttrib, TextureAttrib::make());
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load_texture_stage(mat, aiTextureType_DIFFUSE, tattr);
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load_texture_stage(mat, aiTextureType_LIGHTMAP, tattr);
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if (tattr->get_num_on_stages() > 0) {
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state = state->add_attrib(tattr);
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}
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_mat_states[index] = state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AssimpLoader::load_mesh
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// Access: Private
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// Description: Converts an aiMesh into a Geom.
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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load_mesh(size_t index) {
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const aiMesh &mesh = *_scene->mMeshes[index];
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// Create the vertex format.
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PT(GeomVertexArrayFormat) aformat = new GeomVertexArrayFormat;
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aformat->add_column(InternalName::get_vertex(), 3, Geom::NT_stdfloat, Geom::C_point);
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if (mesh.HasNormals()) {
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aformat->add_column(InternalName::get_normal(), 3, Geom::NT_stdfloat, Geom::C_vector);
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}
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if (mesh.HasVertexColors(0)) {
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aformat->add_column(InternalName::get_color(), 4, Geom::NT_stdfloat, Geom::C_color);
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}
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unsigned int num_uvs = mesh.GetNumUVChannels();
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if (num_uvs > 0) {
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// UV sets are named texcoord, texcoord.1, texcoord.2...
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aformat->add_column(InternalName::get_texcoord(), 3, Geom::NT_stdfloat, Geom::C_texcoord);
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for (unsigned int u = 1; u < num_uvs; ++u) {
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ostringstream out;
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out << u;
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aformat->add_column(InternalName::get_texcoord_name(out.str()), 3, Geom::NT_stdfloat, Geom::C_texcoord);
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}
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}
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//TODO: if there is only one UV set, hackily iterate over the texture stages and clear the texcoord name things
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PT(GeomVertexFormat) format = new GeomVertexFormat;
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format->add_array(aformat);
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// Create the GeomVertexData.
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string name (mesh.mName.data, mesh.mName.length);
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PT(GeomVertexData) vdata = new GeomVertexData(name, GeomVertexFormat::register_format(format), Geom::UH_static);
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vdata->unclean_set_num_rows(mesh.mNumVertices);
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// Read out the vertices.
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GeomVertexWriter vertex (vdata, InternalName::get_vertex());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mVertices[i];
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vertex.add_data3(vec.x, vec.y, vec.z);
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}
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// Now the normals, if any.
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if (mesh.HasNormals()) {
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GeomVertexWriter normal (vdata, InternalName::get_normal());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mNormals[i];
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normal.add_data3(vec.x, vec.y, vec.z);
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}
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}
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// Vertex colors, if any. We only import the first set.
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if (mesh.HasVertexColors(0)) {
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GeomVertexWriter color (vdata, InternalName::get_color());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiColor4D &col = mesh.mColors[0][i];
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color.add_data4(col.r, col.g, col.b, col.a);
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}
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}
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// Now the texture coordinates.
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if (num_uvs > 0) {
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// UV sets are named texcoord, texcoord.1, texcoord.2...
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GeomVertexWriter texcoord0 (vdata, InternalName::get_texcoord());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mTextureCoords[0][i];
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texcoord0.add_data3(vec.x, vec.y, vec.z);
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}
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for (unsigned int u = 1; u < num_uvs; ++u) {
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ostringstream out;
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out << u;
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GeomVertexWriter texcoord (vdata, InternalName::get_texcoord_name(out.str()));
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mTextureCoords[u][i];
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texcoord.add_data3(vec.x, vec.y, vec.z);
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}
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}
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}
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// Now read out the primitives.
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// Keep in mind that we called ReadFile with the aiProcess_Triangulate
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// flag earlier, so we don't have to worry about polygons.
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PT(GeomPoints) points = new GeomPoints(Geom::UH_static);
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PT(GeomLines) lines = new GeomLines(Geom::UH_static);
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PT(GeomTriangles) triangles = new GeomTriangles(Geom::UH_static);
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// Now add the vertex indices.
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for (size_t i = 0; i < mesh.mNumFaces; ++i) {
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const aiFace &face = mesh.mFaces[i];
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if (face.mNumIndices == 0) {
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// It happens, strangely enough.
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continue;
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} else if (face.mNumIndices == 1) {
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points->add_vertex(face.mIndices[0]);
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points->close_primitive();
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} else if (face.mNumIndices == 2) {
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lines->add_vertices(face.mIndices[0], face.mIndices[1]);
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lines->close_primitive();
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} else if (face.mNumIndices == 3) {
|
|
triangles->add_vertices(face.mIndices[0], face.mIndices[1], face.mIndices[2]);
|
|
triangles->close_primitive();
|
|
} else {
|
|
nassertd(false) continue;
|
|
}
|
|
}
|
|
|
|
// Create a geom and add the primitives to it.
|
|
PT(Geom) geom = new Geom(vdata);
|
|
if (points->get_num_primitives() > 0) {
|
|
geom->add_primitive(points);
|
|
}
|
|
if (lines->get_num_primitives() > 0) {
|
|
geom->add_primitive(lines);
|
|
}
|
|
if (triangles->get_num_primitives() > 0) {
|
|
geom->add_primitive(triangles);
|
|
}
|
|
|
|
_geoms[index] = geom;
|
|
_geom_matindices[index] = mesh.mMaterialIndex;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: AssimpLoader::load_node
|
|
// Access: Private
|
|
// Description: Converts an aiNode into a PandaNode.
|
|
////////////////////////////////////////////////////////////////////
|
|
void AssimpLoader::
|
|
load_node(const aiNode &node, PandaNode *parent) {
|
|
PT(PandaNode) pnode;
|
|
|
|
// Create the node and give it a name.
|
|
string name (node.mName.data, node.mName.length);
|
|
if (node.mNumMeshes > 0) {
|
|
pnode = new GeomNode(name);
|
|
} else {
|
|
pnode = new PandaNode(name);
|
|
}
|
|
parent->add_child(pnode);
|
|
|
|
// Load in the transformation matrix.
|
|
const aiMatrix4x4 &t = node.mTransformation;
|
|
if (!t.IsIdentity()) {
|
|
LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
|
|
t.a2, t.b2, t.c2, t.d2,
|
|
t.a3, t.b3, t.c3, t.d3,
|
|
t.a4, t.b4, t.c4, t.d4);
|
|
pnode->set_transform(TransformState::make_mat(mat));
|
|
}
|
|
|
|
for (size_t i = 0; i < node.mNumChildren; ++i) {
|
|
load_node(*node.mChildren[i], pnode);
|
|
}
|
|
|
|
if (node.mNumMeshes > 0) {
|
|
// Remember, we created this as GeomNode earlier.
|
|
PT(GeomNode) gnode = DCAST(GeomNode, pnode);
|
|
size_t meshIndex;
|
|
|
|
// If there's only mesh, don't bother using a per-geom state.
|
|
if (node.mNumMeshes == 1) {
|
|
meshIndex = node.mMeshes[0];
|
|
gnode->add_geom(_geoms[meshIndex]);
|
|
gnode->set_state(_mat_states[_geom_matindices[meshIndex]]);
|
|
|
|
} else {
|
|
for (size_t i = 0; i < node.mNumMeshes; ++i) {
|
|
meshIndex = node.mMeshes[i];
|
|
gnode->add_geom(_geoms[node.mMeshes[i]],
|
|
_mat_states[_geom_matindices[meshIndex]]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: AssimpLoader::load_light
|
|
// Access: Private
|
|
// Description: Converts an aiLight into a LightNode.
|
|
////////////////////////////////////////////////////////////////////
|
|
void AssimpLoader::
|
|
load_light(const aiLight &light) {
|
|
string name (light.mName.data, light.mName.length);
|
|
assimp_cat.debug() << "Found light '" << name << "'\n";
|
|
|
|
aiColor3D col;
|
|
aiVector3D vec;
|
|
|
|
switch (light.mType) {
|
|
case aiLightSource_DIRECTIONAL: {
|
|
PT(DirectionalLight) dlight = new DirectionalLight(name);
|
|
_root->add_child(dlight);
|
|
|
|
col = light.mColorDiffuse;
|
|
dlight->set_color(LColor(col.r, col.g, col.b, 1));
|
|
|
|
col = light.mColorSpecular;
|
|
dlight->set_specular_color(LColor(col.r, col.g, col.b, 1));
|
|
|
|
vec = light.mPosition;
|
|
dlight->set_point(LPoint3(vec.x, vec.y, vec.z));
|
|
|
|
vec = light.mDirection;
|
|
dlight->set_direction(LVector3(vec.x, vec.y, vec.z));
|
|
break; }
|
|
|
|
case aiLightSource_POINT: {
|
|
PT(PointLight) plight = new PointLight(name);
|
|
_root->add_child(plight);
|
|
|
|
col = light.mColorDiffuse;
|
|
plight->set_color(LColor(col.r, col.g, col.b, 1));
|
|
|
|
col = light.mColorSpecular;
|
|
plight->set_specular_color(LColor(col.r, col.g, col.b, 1));
|
|
|
|
vec = light.mPosition;
|
|
plight->set_point(LPoint3(vec.x, vec.y, vec.z));
|
|
|
|
plight->set_attenuation(LVecBase3(light.mAttenuationConstant,
|
|
light.mAttenuationLinear,
|
|
light.mAttenuationQuadratic));
|
|
break; }
|
|
|
|
case aiLightSource_SPOT: {
|
|
PT(Spotlight) plight = new Spotlight(name);
|
|
_root->add_child(plight);
|
|
|
|
col = light.mColorDiffuse;
|
|
plight->set_color(LColor(col.r, col.g, col.b, 1));
|
|
|
|
col = light.mColorSpecular;
|
|
plight->set_specular_color(LColor(col.r, col.g, col.b, 1));
|
|
|
|
plight->set_attenuation(LVecBase3(light.mAttenuationConstant,
|
|
light.mAttenuationLinear,
|
|
light.mAttenuationQuadratic));
|
|
|
|
plight->get_lens()->set_fov(light.mAngleOuterCone);
|
|
//TODO: translate mAngleInnerCone to an exponent, somehow
|
|
|
|
// This *should* be about right.
|
|
vec = light.mDirection;
|
|
LPoint3 pos (light.mPosition.x, light.mPosition.y, light.mPosition.z);
|
|
LQuaternion quat;
|
|
::look_at(quat, LPoint3(vec.x, vec.y, vec.z), LVector3::up());
|
|
plight->set_transform(TransformState::make_pos_quat_scale(pos, quat, LVecBase3(1, 1, 1)));
|
|
break; }
|
|
|
|
case aiLightSource_AMBIENT:
|
|
// This is handled below.
|
|
break;
|
|
|
|
default:
|
|
assimp_cat.warning() << "Light '" << name << "' has an unknown type!\n";
|
|
return;
|
|
}
|
|
|
|
// If there's an ambient color, add it as ambient light.
|
|
col = light.mColorAmbient;
|
|
LVecBase4 ambient (col.r, col.g, col.b, 0);
|
|
if (ambient != LVecBase4::zero()) {
|
|
PT(AmbientLight) alight = new AmbientLight(name);
|
|
alight->set_color(ambient);
|
|
_root->add_child(alight);
|
|
}
|
|
}
|