Merge multiple meshes in a node into one mesh with many primtives; write out only one mesh per node

To do:
- clean up MergeMeshes
- see if there’s a way to do this earlier in the flow
pull/1446/head
Daniel Hritzkiv 2017-09-17 17:00:57 -04:00
parent 5147acfe65
commit 28523232cf
No known key found for this signature in database
GPG Key ID: D1D19875679D5CBF
3 changed files with 26 additions and 1 deletions

View File

@ -417,7 +417,9 @@ namespace glTF2 {
AddRefsVector(obj, "children", n.children, w.mAl);
AddRefsVector(obj, "meshes", n.meshes, w.mAl);
if (!n.meshes.empty()) {
obj.AddMember("mesh", n.meshes[0]->index, w.mAl);
}
AddRefsVector(obj, "skeletons", n.skeletons, w.mAl);

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@ -110,6 +110,7 @@ glTF2Exporter::glTF2Exporter(const char* filename, IOSystem* pIOSystem, const ai
}
ExportMeshes();
MergeMeshes();
ExportScene();
@ -743,6 +744,27 @@ void glTF2Exporter::ExportMeshes()
}
}
void glTF2Exporter::MergeMeshes()
{
for (unsigned int n = 0; n < mAsset->nodes.Size(); ++n) {
Ref<Node> node = mAsset->nodes.Get(n);
unsigned int nMeshes = node->meshes.size();
if (nMeshes) {
Ref<Mesh> firstMesh = node->meshes.at(0);
for (unsigned int m = 1; m < nMeshes; ++m) {
Ref<Mesh> mesh = node->meshes.at(m);
Mesh::Primitive primitive = mesh->primitives.at(0);
firstMesh->primitives.push_back(primitive);
}
node->meshes.erase(node->meshes.begin() + 1, node->meshes.end());
}
}
}
/*
* Export the root node of the node hierarchy.
* Calls ExportNode for all children.

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@ -120,6 +120,7 @@ namespace Assimp
void ExportMetadata();
void ExportMaterials();
void ExportMeshes();
void MergeMeshes();
unsigned int ExportNodeHierarchy(const aiNode* n);
unsigned int ExportNode(const aiNode* node, glTF2::Ref<glTF2::Node>& parent);
void ExportScene();