Attempt improve UV conversion

TODO: still not right, also normals completely messed up
pull/5522/head
Steve M 2024-03-30 14:05:14 -07:00
parent d890384452
commit 2767cc8e95
1 changed files with 16 additions and 7 deletions

View File

@ -146,18 +146,27 @@ void USDImporterImplTinyusdz::uvsForMesh(
const tinyusdz::tydra::RenderScene &render_scene,
aiScene *pScene,
size_t meshIdx) {
if (render_scene.meshes[meshIdx].facevaryingTexcoords.size() < 1) {
const size_t uvSlotsCount = render_scene.meshes[meshIdx].facevaryingTexcoords.size();
if (uvSlotsCount < 1) {
return;
}
const auto uvsForSlot0 = render_scene.meshes[meshIdx].facevaryingTexcoords.at(0);
if (render_scene.meshes[meshIdx].points.size() != uvsForSlot0.size()) {
return;
}
pScene->mMeshes[meshIdx]->mNumUVComponents[0] = uvSlotsCount;
pScene->mMeshes[meshIdx]->mTextureCoords[0] = new aiVector3D[pScene->mMeshes[meshIdx]->mNumVertices];
for (size_t j = 0; j < pScene->mMeshes[meshIdx]->mNumVertices; ++j) {
pScene->mMeshes[meshIdx]->mTextureCoords[0][j].x = uvsForSlot0[j][0];
pScene->mMeshes[meshIdx]->mTextureCoords[0][j].y = uvsForSlot0[j][1];
for (size_t uvSlotIdx = 0; uvSlotIdx < pScene->mMeshes[meshIdx]->mNumUVComponents[0]; ++uvSlotIdx) {
const auto uvsForSlot = render_scene.meshes[meshIdx].facevaryingTexcoords.at(uvSlotIdx);
size_t faceVertIdxOffset = 0;
for (size_t faceIdx = 0; faceIdx < pScene->mMeshes[meshIdx]->mNumFaces; ++faceIdx) {
for (size_t j = 0; j < pScene->mMeshes[meshIdx]->mFaces[faceIdx].mNumIndices; ++j) {
size_t vertIdx = pScene->mMeshes[meshIdx]->mFaces[faceIdx].mIndices[j];
pScene->mMeshes[meshIdx]->mTextureCoords[uvSlotIdx][vertIdx].x = uvsForSlot[faceVertIdxOffset + j][0];
pScene->mMeshes[meshIdx]->mTextureCoords[uvSlotIdx][vertIdx].y = uvsForSlot[faceVertIdxOffset + j][1];
}
faceVertIdxOffset += pScene->mMeshes[meshIdx]->mFaces[faceIdx].mNumIndices;
}
}
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_USD_IMPORTER