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Import basic material options
--HG-- branch : feature-export-assimp
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6 changed files with 193 additions and 6 deletions
143
code/nel/tools/3d/mesh_utils/assimp_material.cpp
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143
code/nel/tools/3d/mesh_utils/assimp_material.cpp
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// 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/misc/tool_logger.h>
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#include <nel/3d/mesh.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)
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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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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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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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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_SHININESS, f) == aiReturn_SUCCESS)
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mat.setShininess(f); // OR (float)pow(2.0, shininess * 10.0) * 4.f ??
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if (am->Get(AI_MATKEY_COLOR_DIFFUSE, c3) == aiReturn_SUCCESS)
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{
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CRGBA diffuse = convColor(c3);
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diffuse.A = mat.getOpacity();
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mat.setDiffuse(diffuse);
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}
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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_COLOR_SPECULAR, c3) == aiReturn_SUCCESS)
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{
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CRGBA specular = convColor(c3);
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if (am->Get(AI_MATKEY_SHININESS_STRENGTH, f) == aiReturn_SUCCESS)
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{
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CRGBAF fColor = specular;
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fColor *= f;
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uint8 a = specular.A;
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specular = fColor;
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specular.A = a;
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}
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mat.setSpecular(specular);
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}
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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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return matp;
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}
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void assimpMaterials(CMeshUtilsContext &context)
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{
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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 (context.SceneMeta.Materials.find(amname.C_Str())
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== context.SceneMeta.Materials.end())
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{
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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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24
code/nel/tools/3d/mesh_utils/assimp_material.h
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24
code/nel/tools/3d/mesh_utils/assimp_material.h
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@ -0,0 +1,24 @@
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// 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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struct CMeshUtilsContext;
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void assimpMaterials(CMeshUtilsContext &context);
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/* end of file */
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@ -32,6 +32,8 @@
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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 "assimp_material.h"
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#include "assimp_shape.h"
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CMeshUtilsSettings::CMeshUtilsSettings()
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// ]
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// -- SKEL FLAG --
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// TODO
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// First import materials...
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// First import materials
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assimpMaterials(context);
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// Import shapes
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importShapes(context, context.InternalScene->mRootNode);
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return EXIT_SUCCESS;
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#include <nel/misc/smart_ptr.h>
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#include <nel/misc/matrix.h>
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#include <nel/3d/shape.h>
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#ifndef NL_NODE_INTERNAL_TYPE
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#define NL_NODE_INTERNAL_TYPE void
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#endif
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namespace NL3D {
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class IShape;
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class CMaterial;
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}
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struct CNodeContext
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bool IsBone;
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// NLMISC::CMatrix Transform; // TODO
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NLMISC::CRefPtr<NL3D::IShape> Shape;
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NLMISC::CSmartPtr<NL3D::IShape> Shape;
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};
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typedef std::map<NLMISC::CSString, CNodeContext> TNodeContextMap;
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#include <nel/misc/stream.h>
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#include <nel/misc/file.h>
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#include <nel/3d/material.h>
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using namespace std;
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using namespace NLMISC;
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}
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CSceneMeta::CSceneMeta() :
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DefaultInstanceGroup(false),
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ExportDefaultIG(false),
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SkeletonMode(TSkelRoot)
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{
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{
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uint version = s.serialVersion(1);
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s.serial(DefaultInstanceGroup);
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s.serial(ExportDefaultIG);
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s.serial((uint32 &)SkeletonMode);
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s.serialCont(Nodes);
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s.serialPtrCont(Materials);
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}
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/* end of file */
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#include <nel/misc/types_nl.h>
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#include <nel/misc/sstring.h>
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#include <nel/misc/smart_ptr.h>
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#include <nel/3d/material.h>
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namespace NLMISC {
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class IStream;
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}
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namespace NL3D {
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class CMaterial;
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}
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enum TMesh
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{
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TMeshDisabled = 0,
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std::string InstanceGroupName;
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bool AutoAnim;
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// std::vector<NLMISC::CSString> Materials; // In case there's an issue with nameless materials in some format... Map to material entirely in the meta editor.
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void serial(NLMISC::IStream &s);
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};
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TSkelFull = 2, // Include all connected child nodes in the skeleton
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};
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typedef std::map<NLMISC::CSString, NLMISC::CSmartPtr<NL3D::CMaterial> > TMaterialMap;
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struct CSceneMeta
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{
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CSceneMeta();
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bool DefaultInstanceGroup; // Export a default instance group from nodes the scene that do not have an instance group set
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bool ExportDefaultIG; // Export a default instance group from nodes the scene that do not have an instance group set
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TSkel SkeletonMode;
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std::map<NLMISC::CSString, CNodeMeta> Nodes;
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TMaterialMap Materials;
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const std::string &metaFilePath() const { return m_MetaFilePath; }
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