tweaks to primitive merging logic; comments + formatting
parent
814e8b3f8e
commit
2efd2cdef8
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@ -744,6 +744,7 @@ void glTF2Exporter::ExportMeshes()
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}
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}
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//merges a node's multiple meshes (with one primitive each) into one mesh with multiple primitives
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void glTF2Exporter::MergeMeshes()
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{
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for (unsigned int n = 0; n < mAsset->nodes.Size(); ++n) {
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@ -751,16 +752,34 @@ void glTF2Exporter::MergeMeshes()
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unsigned int nMeshes = node->meshes.size();
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if (nMeshes) {
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//skip if it's 1 or less meshes per node
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if (nMeshes > 1) {
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Ref<Mesh> firstMesh = node->meshes.at(0);
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Mesh::Primitive firstPrimitive = firstMesh->primitives.at(0);
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for (unsigned int m = 1; m < nMeshes; ++m) {
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//loop backwards to allow easy removal of a mesh from a node once it's merged
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for (unsigned int m = nMeshes - 1; m >= 1; --m) {
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Ref<Mesh> mesh = node->meshes.at(m);
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Mesh::Primitive primitive = mesh->primitives.at(0);
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firstMesh->primitives.push_back(primitive);
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bool primitivesPushed = false;
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for (unsigned int p = 0; p < mesh->primitives.size(); ++p) {
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Mesh::Primitive primitive = mesh->primitives.at(p);
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if (firstPrimitive.mode == primitive.mode) {
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firstMesh->primitives.push_back(primitive);
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primitivesPushed = true;
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}
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}
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if (primitivesPushed) {
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//remove the merged meshes from the node
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node->meshes.erase(node->meshes.begin() + m);
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}
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}
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node->meshes.erase(node->meshes.begin() + 1, node->meshes.end());
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//since we were looping backwards, reverse the order of merged primitives to their original order
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std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
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}
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}
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}
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