Fix Issue #1923: OBJ Exporter can't correctly export vertex colors
The indexMap for vertices now uses a combined vp + vc indexpull/1931/head
parent
9cfdb8d365
commit
4b7b692e5e
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@ -114,14 +114,13 @@ static const std::string MaterialExt = ".mtl";
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ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
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ObjExporter::ObjExporter(const char* _filename, const aiScene* pScene, bool noMtl)
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: filename(_filename)
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: filename(_filename)
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, pScene(pScene)
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, pScene(pScene)
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, vp()
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, vn()
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, vn()
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, vt()
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, vt()
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, vc()
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, vp()
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, mVpMap()
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, useVc(false)
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, mVnMap()
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, mVnMap()
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, mVtMap()
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, mVtMap()
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, mVcMap()
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, mVpMap()
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, mMeshes()
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, mMeshes()
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, endl("\n") {
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, endl("\n") {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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@ -268,27 +267,22 @@ void ObjExporter::WriteGeometryFile(bool noMtl) {
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AddNode(pScene->mRootNode, mBase);
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AddNode(pScene->mRootNode, mBase);
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// write vertex positions with colors, if any
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// write vertex positions with colors, if any
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mVpMap.getVectors( vp );
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mVpMap.getKeys( vp );
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mVcMap.getColors( vc );
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if ( !useVc ) {
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if ( vc.empty() ) {
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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for ( const aiVector3D& v : vp ) {
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for ( const vertexData& v : vp ) {
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mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << endl;
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}
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}
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} else {
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} else {
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mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
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mOutput << "# " << vp.size() << " vertex positions and colors" << endl;
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size_t colIdx = 0;
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for ( const vertexData& v : vp ) {
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for ( const aiVector3D& v : vp ) {
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mOutput << "v " << v.vp.x << " " << v.vp.y << " " << v.vp.z << " " << v.vc.r << " " << v.vc.g << " " << v.vc.b << endl;
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if ( colIdx < vc.size() ) {
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mOutput << "v " << v.x << " " << v.y << " " << v.z << " " << vc[ colIdx ].r << " " << vc[ colIdx ].g << " " << vc[ colIdx ].b << endl;
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}
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++colIdx;
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}
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}
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}
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}
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mOutput << endl;
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mOutput << endl;
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// write uv coordinates
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// write uv coordinates
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mVtMap.getVectors(vt);
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mVtMap.getKeys(vt);
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mOutput << "# " << vt.size() << " UV coordinates" << endl;
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mOutput << "# " << vt.size() << " UV coordinates" << endl;
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for(const aiVector3D& v : vt) {
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for(const aiVector3D& v : vt) {
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mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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@ -296,7 +290,7 @@ void ObjExporter::WriteGeometryFile(bool noMtl) {
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mOutput << endl;
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mOutput << endl;
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// write vertex normals
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// write vertex normals
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mVnMap.getVectors(vn);
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mVnMap.getKeys(vn);
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mOutput << "# " << vn.size() << " vertex normals" << endl;
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mOutput << "# " << vn.size() << " vertex normals" << endl;
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for(const aiVector3D& v : vn) {
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for(const aiVector3D& v : vn) {
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mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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@ -337,54 +331,15 @@ void ObjExporter::WriteGeometryFile(bool noMtl) {
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}
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}
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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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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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int ret = mNextIndex;
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mNextIndex++;
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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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vecs.resize(vecMap.size());
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for(vecIndexMap::dataType::iterator it = vecMap.begin(); it != vecMap.end(); ++it){
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vecs[it->second-1] = it->first;
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}
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}
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// ------------------------------------------------------------------------------------------------
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int ObjExporter::colIndexMap::getIndex( const aiColor4D& col ) {
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colIndexMap::dataType::iterator vertIt = colMap.find( col );
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// vertex already exists, so reference it
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if ( vertIt != colMap.end() ) {
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return vertIt->second;
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}
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colMap[ col ] = mNextIndex;
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int ret = mNextIndex;
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mNextIndex++;
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter::colIndexMap::getColors( std::vector<aiColor4D> &colors ) {
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colors.resize( colMap.size() );
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for ( colIndexMap::dataType::iterator it = colMap.begin(); it != colMap.end(); ++it ) {
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colors[ it->second - 1 ] = it->first;
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}
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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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void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat) {
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mMeshes.push_back(MeshInstance() );
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mMeshes.push_back(MeshInstance() );
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MeshInstance& mesh = mMeshes.back();
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MeshInstance& mesh = mMeshes.back();
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if ( nullptr != m->mColors[ 0 ] ) {
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useVc = true;
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}
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mesh.name = std::string( name.data, name.length );
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mesh.name = std::string( name.data, name.length );
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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@ -410,7 +365,13 @@ void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4
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const unsigned int idx = f.mIndices[a];
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const unsigned int idx = f.mIndices[a];
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aiVector3D vert = mat * m->mVertices[idx];
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aiVector3D vert = mat * m->mVertices[idx];
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face.indices[a].vp = mVpMap.getIndex(vert);
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if ( nullptr != m->mColors[ 0 ] ) {
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aiColor4D col4 = m->mColors[ 0 ][ idx ];
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face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(col4.r, col4.g, col4.b)});
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} else {
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face.indices[a].vp = mVpMap.getIndex({vert, aiColor3D(0,0,0)});
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}
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if (m->mNormals) {
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if (m->mNormals) {
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aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
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aiVector3D norm = aiMatrix3x3(mat) * m->mNormals[idx];
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@ -419,13 +380,6 @@ void ObjExporter::AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4
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face.indices[a].vn = 0;
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face.indices[a].vn = 0;
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}
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}
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if ( nullptr != m->mColors[ 0 ] ) {
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aiColor4D col4 = m->mColors[ 0 ][ idx ];
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face.indices[ a ].vc = mVcMap.getIndex( col4 );
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} else {
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face.indices[ a ].vc = 0;
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}
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if ( m->mTextureCoords[ 0 ] ) {
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if ( m->mTextureCoords[ 0 ] ) {
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face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
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face.indices[a].vt = mVtMap.getIndex(m->mTextureCoords[0][idx]);
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} else {
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} else {
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@ -77,13 +77,12 @@ private:
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FaceVertex()
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FaceVertex()
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: vp()
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: vp()
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, vn()
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, vn()
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, vt()
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, vt() {
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, vc() {
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// empty
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// empty
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}
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}
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// one-based, 0 means: 'does not exist'
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// one-based, 0 means: 'does not exist'
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unsigned int vp, vn, vt, vc;
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unsigned int vp, vn, vt;
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};
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};
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struct Face {
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struct Face {
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@ -106,8 +105,37 @@ private:
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private:
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private:
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std::string filename;
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std::string filename;
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const aiScene* const pScene;
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const aiScene* const pScene;
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std::vector<aiVector3D> vp, vn, vt;
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struct vertexData {
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aiVector3D vp;
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aiColor3D vc; // OBJ does not support 4D color
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};
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std::vector<aiVector3D> vn, vt;
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std::vector<aiColor4D> vc;
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std::vector<aiColor4D> vc;
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std::vector<vertexData> vp;
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bool useVc;
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struct vertexDataCompare {
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bool operator() ( const vertexData& a, const vertexData& b ) const {
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// position
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if (a.vp.x < b.vp.x) return true;
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if (a.vp.x > b.vp.x) return false;
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if (a.vp.y < b.vp.y) return true;
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if (a.vp.y > b.vp.y) return false;
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if (a.vp.z < b.vp.z) return true;
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if (a.vp.z > b.vp.z) return false;
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// color
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if (a.vc.r < b.vc.r) return true;
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if (a.vc.r > b.vc.r) return false;
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if (a.vc.g < b.vc.g) return true;
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if (a.vc.g > b.vc.g) return false;
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if (a.vc.b < b.vc.b) return true;
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if (a.vc.b > b.vc.b) return false;
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return false;
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}
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};
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struct aiVectorCompare {
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struct aiVectorCompare {
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bool operator() (const aiVector3D& a, const aiVector3D& b) const {
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bool operator() (const aiVector3D& a, const aiVector3D& b) const {
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@ -120,52 +148,37 @@ private:
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}
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}
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};
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};
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struct aiColor4Compare {
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template <class T, class Compare = std::less<T>>
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bool operator() ( const aiColor4D& a, const aiColor4D& b ) const {
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class indexMap {
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if ( a.r < b.r ) return true;
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if ( a.r > b.r ) return false;
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if ( a.g < b.g ) return true;
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if ( a.g > b.g ) return false;
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if ( a.b < b.b ) return true;
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if ( a.b > b.b ) return false;
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if ( a.a < b.a ) return true;
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if ( a.a > b.a ) return false;
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return false;
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}
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};
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class vecIndexMap {
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int mNextIndex;
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int mNextIndex;
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typedef std::map<aiVector3D, int, aiVectorCompare> dataType;
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typedef std::map<T, int, Compare> dataType;
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dataType vecMap;
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dataType vecMap;
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public:
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public:
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vecIndexMap()
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indexMap()
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: mNextIndex(1) {
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: mNextIndex(1) {
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// empty
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// empty
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}
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}
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int getIndex(const aiVector3D& vec);
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int getIndex(const T& key) {
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void getVectors( std::vector<aiVector3D>& vecs );
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typename dataType::iterator vertIt = vecMap.find(key);
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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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return vecMap[key] = mNextIndex++;
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};
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void getKeys( std::vector<T>& keys ) {
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keys.resize(vecMap.size());
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for(typename dataType::iterator it = vecMap.begin(); it != vecMap.end(); ++it){
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keys[it->second-1] = it->first;
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}
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};
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};
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};
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class colIndexMap {
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indexMap<aiVector3D, aiVectorCompare> mVnMap, mVtMap;
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int mNextIndex;
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indexMap<vertexData, vertexDataCompare> mVpMap;
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typedef std::map<aiColor4D, int, aiColor4Compare> dataType;
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dataType colMap;
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public:
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colIndexMap()
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: mNextIndex( 1 ) {
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// empty
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}
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int getIndex( const aiColor4D& col );
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void getColors( std::vector<aiColor4D> &colors );
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};
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vecIndexMap mVpMap, mVnMap, mVtMap;
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colIndexMap mVcMap;
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std::vector<MeshInstance> mMeshes;
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std::vector<MeshInstance> mMeshes;
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// this endl() doesn't flush() the stream
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// this endl() doesn't flush() the stream
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