- Update : Fix the M3-Importer: geometry import works.
- Update : Add a non-bsp example model for the m3-loader. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1176 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
parent
946b2f0354
commit
37fb338c1f
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@ -81,7 +81,7 @@ bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bo
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// ------------------------------------------------------------------------------------------------
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void M3Importer::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert( "m3" );
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extensions.insert( M3Extension );
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}
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// ------------------------------------------------------------------------------------------------
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@ -157,6 +157,11 @@ void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSy
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ok = false;
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break;
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}
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// Everything ok, if not throw an exception
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if ( !ok ) {
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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}
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// Get all region data
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regions = GetEntries<Region>( pViews->regions );
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@ -165,11 +170,6 @@ void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSy
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faces = GetEntries<uint16>( pViews->faces );
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nFaces = pViews->faces.nEntries;
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// Everything ok, if not throw an exception
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if ( !ok ) {
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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}
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// Convert the vertices
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std::vector<aiVector3D> vertices;
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vertices.resize( nVertices );
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@ -186,21 +186,21 @@ void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSy
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}
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}
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// Write UV coords
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// Write the UV coordinates
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offset = 0;
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std::vector<aiVector3D> uvCoords;
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uvCoords.resize( nVertices );
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for( unsigned int i = 0; i < nVertices; ++i ) {
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if( pVerts1 ) {
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float u = (float) pVerts1[i].uv[0] / 2048;
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float v = (float) pVerts1[i].uv[1] / 2048;
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float u = (float) pVerts1[ i ].uv[ 0 ] / 2048;
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float v = (float) pVerts1[ i ].uv[ 1 ] / 2048;
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uvCoords[ offset ].Set( u, v, 0.0f );
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++offset;
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}
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if( pVerts2 ) {
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float u = (float) pVerts2[i].uv[0] / 2048;
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float v = (float) pVerts2[i].uv[1] / 2048;
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float u = (float) pVerts2[ i ].uv[ 0 ] / 2048;
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float v = (float) pVerts2[ i ].uv[ 1 ] / 2048;
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uvCoords[ offset ].Set( u, v, 0.0f );
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++offset;
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}
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@ -267,7 +267,7 @@ void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV
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pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
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}
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for ( unsigned int i=0; i<pViews->regions.nEntries; ++i ) {
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for ( unsigned int i=0; i<pRootNode->mNumChildren; ++i ) {
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// Create a new node
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pCurrentNode = createNode( pRootNode );
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std::stringstream stream;
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@ -276,10 +276,10 @@ void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV
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pRootNode->mChildren[ i ] = pCurrentNode;
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// Loop over the faces of the nodes
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unsigned int numFaces = ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices;
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unsigned int numFaces = ( ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices ) / 3;
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aiMesh *pMesh = new aiMesh;
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MeshArray.push_back( pMesh );
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//pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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pMesh->mNumFaces = numFaces;
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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@ -303,7 +303,7 @@ void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV
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pCurrentNode->mMeshes = new unsigned int[ 1 ];
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const unsigned int meshIdx = MeshArray.size() - 1;
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pCurrentNode->mMeshes[ 0 ] = meshIdx;
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createVertexData( pMesh, vertices, normals );
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createVertexData( pMesh, vertices, uvCoords, normals );
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}
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// Copy the meshes into the scene
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@ -319,12 +319,14 @@ void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV
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// ------------------------------------------------------------------------------------------------
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//
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void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
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const std::vector<aiVector3D> &uvCoords,
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const std::vector<aiVector3D> &normals )
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{
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unsigned int numIndices = 0;
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pMesh->mNumVertices = pMesh->mNumFaces * 3;
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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// pMesh->mNumUVComponents
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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unsigned int pos = 0;
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for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ ) {
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@ -698,7 +698,8 @@ private:
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
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void convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews, Region *pRegions, uint16 *pFaces,
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const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &uvCoords, const std::vector<aiVector3D> &normals );
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void createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &normals );
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void createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &uvCoords,
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const std::vector<aiVector3D> &normals );
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aiNode *createNode( aiNode *pParent );
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template<typename T>
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T* GetEntries( Reference ref );
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@ -192,7 +192,7 @@ Node& Sweep::NewFrontTriangle(SweepContext& tcx, Point& point, Node& node)
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new_node->next = node.next;
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new_node->prev = &node;
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node.next->prev = new_node;
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node.next = new_node;
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node.next = new_node;
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if (!Legalize(tcx, *triangle)) {
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tcx.MapTriangleToNodes(*triangle);
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@ -214,7 +214,7 @@ void Sweep::Fill(SweepContext& tcx, Node& node)
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// Update the advancing front
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node.prev->next = node.next;
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node.next->prev = node.prev;
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node.next->prev = node.prev;
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// If it was legalized the triangle has already been mapped
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if (!Legalize(tcx, *triangle)) {
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@ -224,7 +224,7 @@ void Sweep::Fill(SweepContext& tcx, Node& node)
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}
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void Sweep::FillAdvancingFront(SweepContext& tcx, Node& n)
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{
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{
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// Fill right holes
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Node* node = n.next;
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@ -467,7 +467,7 @@ void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
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return;
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}
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Fill(tcx, *node);
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Fill(tcx, *node);
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if (node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node) {
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return;
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@ -562,7 +562,7 @@ void Sweep::FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
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// Next is convex
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}
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}
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}
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}
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}
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@ -749,15 +749,15 @@ void Sweep::FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle&
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Point& newP = NextFlipPoint(ep, eq, ot, op);
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FlipScanEdgeEvent(tcx, ep, eq, flip_triangle, ot, newP);
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}
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}
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Sweep::~Sweep() {
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// Clean up memory
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for(int i = 0; i < nodes_.size(); i++) {
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delete nodes_[i];
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}
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}
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Sweep::~Sweep() {
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// Clean up memory
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for(int i = 0; i < nodes_.size(); i++) {
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delete nodes_[i];
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}
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}
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}
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