add copy op for positions, normals and texture coordinates.
Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/521/head
parent
20ad00b5e5
commit
0e11cfbe6f
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@ -562,6 +562,51 @@ static MeshAttribute getAttributeByName( const char *attribName ) {
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return None;
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}
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//------------------------------------------------------------------------------------------------
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static void fillVector3( aiVector3D *vec3, Value *vals ) {
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ai_assert( NULL != vec3 );
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ai_assert( NULL != vals );
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float x( 0.0f ), y( 0.0f ), z( 0.0f );
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Value *next( vals );
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x = next->getFloat();
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next = next->m_next;
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y = next->getFloat();
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next = next->m_next;
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if( NULL != next ) {
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z = next->getFloat();
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}
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vec3->Set( x, y, z );
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}
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//------------------------------------------------------------------------------------------------
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static size_t countDataArrayListItems( DataArrayList *vaList ) {
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size_t numItems( 0 );
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if( NULL == vaList ) {
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return numItems;
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}
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DataArrayList *next( vaList );
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while( NULL != next ) {
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if( NULL != vaList->m_dataList ) {
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numItems++;
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}
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next = next->m_next;
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}
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return numItems;
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}
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//------------------------------------------------------------------------------------------------
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static void copyVectorArray( size_t numItems, DataArrayList *vaList, aiVector3D *vectorArray ) {
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for( size_t i = 0; i < numItems; i++ ) {
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Value *next( vaList->m_dataList );
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fillVector3( &vectorArray[ i ], next );
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vaList = vaList->m_next;
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}
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}
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//------------------------------------------------------------------------------------------------
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void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
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if( NULL == node ) {
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@ -583,16 +628,17 @@ void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene
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return;
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}
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if( Position == attribType ) {
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aiVector3D *pos = new aiVector3D[ vaList->m_numItems ];
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const size_t numItems( countDataArrayListItems( vaList ) );
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Value *next( vaList->m_dataList );
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for( size_t i = 0; i < vaList->m_numItems; i++ ) {
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}
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if( Position == attribType ) {
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m_currentMesh->mVertices = new aiVector3D[ numItems ];
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copyVectorArray( numItems, vaList, m_currentMesh->mVertices );
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} else if( Normal == attribType ) {
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aiVector3D *normal = new aiVector3D[ vaList->m_numItems ];
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m_currentMesh->mNormals = new aiVector3D[ numItems ];
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copyVectorArray( numItems, vaList, m_currentMesh->mNormals );
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} else if( TexCoord == attribType ) {
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aiVector3D *tex = new aiVector3D[ vaList->m_numItems ];
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m_currentMesh->mTextureCoords[0] = new aiVector3D[ numItems ];
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copyVectorArray( numItems, vaList, m_currentMesh->mTextureCoords[0] );
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}
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}
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}
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