ObjExporter: cleanup code. Fix bug writing normal: normals would not be transformed by world transform.
parent
247f5cee3a
commit
244f981f6a
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@ -199,7 +199,7 @@ void ObjExporter :: WriteGeometryFile()
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// collect mesh geometry
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aiMatrix4x4 mBase;
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AddNode(pScene->mRootNode,mBase);
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AddNode(pScene->mRootNode, mBase);
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// write vertex positions
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vpMap.getVectors(vp);
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@ -258,14 +258,12 @@ void ObjExporter :: WriteGeometryFile()
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}
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}
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// ------------------------------------------------------------------------------------------------
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int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
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{
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vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
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if(vertIt != vecMap.end()){// vertex already exists, so reference it
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vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
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// vertex already exists, so reference it
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if(vertIt != vecMap.end()){
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return vertIt->second;
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}
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vecMap[vec] = mNextIndex;
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@ -274,6 +272,7 @@ int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
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{
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vecs.resize(vecMap.size());
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@ -282,14 +281,13 @@ void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
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{
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meshes.push_back(MeshInstance());
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MeshInstance& mesh = meshes.back();
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mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_"+std::string(m->mName.data,m->mName.length) : "");
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mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_" + std::string(m->mName.data,m->mName.length) : "");
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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mesh.faces.resize(m->mNumFaces);
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@ -317,7 +315,8 @@ void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatri
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face.indices[a].vp = vpMap.getIndex(vert);
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if (m->mNormals) {
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face.indices[a].vn = vnMap.getIndex(m->mNormals[idx]);
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aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
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face.indices[a].vn = vnMap.getIndex(norm);
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}
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else{
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face.indices[a].vn = 0;
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@ -339,11 +338,11 @@ void ObjExporter :: AddNode(const aiNode* nd, const aiMatrix4x4& mParent)
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const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
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for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
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AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]],mAbs);
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AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]], mAbs);
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}
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for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
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AddNode(nd->mChildren[i],mAbs);
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AddNode(nd->mChildren[i], mAbs);
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}
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}
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