Added default initialization of materials in io importer
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@ -273,6 +273,7 @@ namespace vcg {
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// triangles of this face will share the same color
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Material defaultMaterial; // default material: white
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defaultMaterial.index=currentMaterialIdx;
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materials.push_back(defaultMaterial);
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int numVertices = 0; // stores the number of vertices been read till now
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@ -65,18 +65,18 @@ namespace io {
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*/
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struct Material
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{
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unsigned int index;//index of material
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unsigned int index=-1;//index of material
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std::string materialName;
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Point3f Ka;//ambient
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Point3f Kd;//diffuse
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Point3f Ks;//specular
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Point3f Ka=Point3f(0.2f, 0.2f, 0.2f);//ambient
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Point3f Kd=Point3f(1.0f, 1.0f, 1.0f);//diffuse
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Point3f Ks=Point3f(1.0f, 1.0f, 1.0f);//specular
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float d;//alpha
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float Tr;//alpha
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float Tr=1.0f;//alpha
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int illum;//specular illumination
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float Ns;
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int illum=2;//specular illumination
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float Ns=0.f;
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std::string map_Kd; //filename texture
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};
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@ -96,13 +96,6 @@ public:
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inline static int CreateNewMaterial(SaveMeshType &m, std::vector<Material> &materials, FaceIterator &fi)
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{
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Material mtl;
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mtl.index = -1; // index of materials
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mtl.Ka = Point3f(0.2f,0.2f,0.2f); // ambient
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mtl.Kd = Point3f(1,1,1); // diffuse
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mtl.Ks = Point3f(1.0f,1.0f,1.0f); // specular
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mtl.Tr = 1.0f; // alpha
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mtl.Ns = 0.0f;
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mtl.illum = 2; // illumination
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if(HasPerFaceColor(m)){
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mtl.Kd = Point3f((float)((*fi).C()[0])/255.0f,(float)((*fi).C()[1])/255.0f,(float)((*fi).C()[2])/255.0f);//diffuse
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