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874ac2c921
--HG-- branch : feature-material-editor
228 lines
7.4 KiB
C++
228 lines
7.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "assimp_shape.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#define NL_NODE_INTERNAL_TYPE aiNode
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#define NL_SCENE_INTERNAL_TYPE aiScene
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#include "scene_context.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/pipeline/tool_logger.h>
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#include <nel/3d/mesh.h>
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#include <nel/3d/texture_file.h>
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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// http://assimp.sourceforge.net/lib_html/materials.html
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inline CRGBA convColor(const aiColor3D &ac, uint8 a = 255)
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{
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f);
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}
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inline CRGBA convColor(const aiColor4D &ac)
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{
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
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}
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void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMaterial *am)
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{
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aiString amname;
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if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
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amname = "";
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mat.initLighted();
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mat.setShader(CMaterial::Normal);
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int i;
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float f;
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aiColor3D c3;
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aiColor4D c4;
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if (am->Get(AI_MATKEY_TWOSIDED, i) == aiReturn_SUCCESS)
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mat.setDoubleSided(i != 0);
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if (am->Get(AI_MATKEY_BLEND_FUNC, i) == aiReturn_SUCCESS) switch ((aiBlendMode)i)
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{
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case aiBlendMode_Default:
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mat.setSrcBlend(CMaterial::srcalpha);
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mat.setDstBlend(CMaterial::invsrcalpha);
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break;
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case aiBlendMode_Additive:
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mat.setSrcBlend(CMaterial::one);
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mat.setDstBlend(CMaterial::one);
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break;
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}
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// Colors follow GL convention
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// "While the ambient, diffuse, specular and emission
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// "material parameters all have alpha components, only the diffuse"
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// "alpha component is used in the lighting computation."
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if (am->Get(AI_MATKEY_COLOR_DIFFUSE, c3) == aiReturn_SUCCESS)
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mat.setDiffuse(convColor(c3));
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if (am->Get(AI_MATKEY_OPACITY, f) == aiReturn_SUCCESS)
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mat.setOpacity(f * 255.99f);
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if (am->Get(AI_MATKEY_COLOR_AMBIENT, c3) == aiReturn_SUCCESS)
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mat.setAmbient(convColor(c3));
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if (am->Get(AI_MATKEY_SHININESS, f) == aiReturn_SUCCESS)
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mat.setShininess(f); // (float)pow(2.0, f * 10.0) * 4.f;
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if (am->Get(AI_MATKEY_COLOR_SPECULAR, c3) == aiReturn_SUCCESS)
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mat.setSpecular(convColor(c3));
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if (am->Get(AI_MATKEY_SHININESS_STRENGTH, f) == aiReturn_SUCCESS)
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mat.setSpecular(CRGBAF(mat.getSpecular()) * f);
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else
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mat.setSpecular(NLMISC::CRGBA::Black);
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if (am->Get(AI_MATKEY_COLOR_EMISSIVE, c3) == aiReturn_SUCCESS)
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mat.setEmissive(convColor(c3));
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// Textures
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unsigned int texCount = am->GetTextureCount(aiTextureType_DIFFUSE);
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if (texCount > IDRV_MAT_MAXTEXTURES)
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{
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material '%s' has more than %i textures (%i textures found)", amname.C_Str(), IDRV_MAT_MAXTEXTURES, texCount);
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texCount = IDRV_MAT_MAXTEXTURES;
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}
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for (unsigned int ti = 0; ti < texCount; ++ti)
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{
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aiString path;
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aiTextureMapping mapping;
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unsigned int uvindex;
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float blend; // Partially supported
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aiTextureOp op;
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aiTextureMapMode mapmode;
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if (am->GetTexture(aiTextureType_DIFFUSE, ti, &path, &mapping, &uvindex, &blend, &op, &mapmode) != aiReturn_SUCCESS)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Failed to get texture %i in material '%s'", ti, amname.C_Str());
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break;
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}
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std::string fileName = CFile::getFilename(CPath::standardizePath(path.C_Str(), false));
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std::string knownPath = CPath::lookup(fileName, false, false, false);
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if (knownPath.empty())
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{
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Texture '%s' referenced in material '%s' but not found in the database search paths", fileName.c_str(), amname.C_Str());
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}
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// NeL supports bitmap and cubemap, but we import only basic bitmap here. Cubemap can be inserted from the mesh editor tool
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// NeL also has fancy multi-bitmap thing to switch between summer and winter and so on. Same story
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CSmartPtr<CTextureFile> tex = new CTextureFile();
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tex->setFileName(fileName);
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tex->setWrapS(mapmode == aiTextureMapMode_Clamp ? ITexture::Clamp : ITexture::Repeat);
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tex->setWrapT(mapmode == aiTextureMapMode_Clamp ? ITexture::Clamp : ITexture::Repeat);
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mat.setTexture(ti, tex);
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// TODO uvindex for uv routing (probably necessary during shape import - if so also need to also ask the uv channel in the editor and store in meta)
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// TODO aiTextureMapping texcoordgen if useful to import
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mat.texEnvArg0Alpha(ti, CMaterial::Texture, CMaterial::SrcAlpha);
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mat.texEnvArg0RGB(ti, CMaterial::Texture, CMaterial::SrcColor);
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mat.texEnvArg1Alpha(ti, ti == 0 ? CMaterial::Diffuse : CMaterial::Previous, CMaterial::SrcAlpha);
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mat.texEnvArg1RGB(ti, ti == 0 ? CMaterial::Diffuse : CMaterial::Previous, CMaterial::SrcColor);
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switch (op)
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{
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case aiTextureOp_Multiply:
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default:
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mat.texEnvOpAlpha(ti, CMaterial::Modulate);
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mat.texEnvOpRGB(ti, CMaterial::Modulate);
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break;
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case aiTextureOp_Add:
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mat.texEnvOpAlpha(ti, CMaterial::Add);
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mat.texEnvOpRGB(ti, CMaterial::Add);
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break;
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case aiTextureOp_Subtract:
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mat.texEnvArg0Alpha(ti, CMaterial::Texture, CMaterial::InvSrcAlpha);
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mat.texEnvArg0RGB(ti, CMaterial::Texture, CMaterial::InvSrcColor);
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mat.texEnvOpAlpha(ti, CMaterial::Add);
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mat.texEnvOpRGB(ti, CMaterial::Add);
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break;
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case aiTextureOp_SignedAdd:
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mat.texEnvOpAlpha(ti, CMaterial::AddSigned);
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mat.texEnvOpRGB(ti, CMaterial::AddSigned);
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break;
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}
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}
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}
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CSmartPtr<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am)
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{
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CSmartPtr<CMaterial> matp = new CMaterial();
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CMaterial &mat = *matp;
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assimpMaterial(mat, context, am);
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return matp;
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}
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void assimpMaterials(CMeshUtilsContext &context)
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{
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set<CSString> materialNames;
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const aiScene *scene = context.InternalScene;
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for (unsigned int mi = 0; mi < scene->mNumMaterials; ++mi)
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{
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const aiMaterial *am = scene->mMaterials[mi];
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for (unsigned int pi = 0; pi < am->mNumProperties; ++pi) // DEBUG
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{ // DEBUG
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const aiMaterialProperty *amp = am->mProperties[pi];
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printf("%s\n", amp->mKey.C_Str());
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} // DEBUG
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aiString amname;
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if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material has no name");
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continue;
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}
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if (materialNames.find(amname.C_Str()) != materialNames.end())
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material name '%s' used more than once", amname.C_Str());
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continue;
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}
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if (context.SceneMeta.Materials.find(amname.C_Str())
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== context.SceneMeta.Materials.end())
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{
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materialNames.insert(amname.C_Str());
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context.SceneMeta.Materials[amname.C_Str()] = assimpMaterial(context, am);
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}
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}
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}
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/* end of file */
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