Keep AnimMesh data during the SortByPTypeProcess

A Postprocessing step, SortByPTypeProcess, can rebuild Mesh data,
but it does not handle AnimMesh.
This patch helps to rebuild appropriate AnimMeshes for the Mesh.
pull/3524/head
Inho Lee 2020-12-16 17:55:05 +01:00
parent b8bf1eac04
commit 4e5b25cd81
1 changed files with 64 additions and 0 deletions

View File

@ -243,6 +243,45 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
} }
} }
if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
out->mNumAnimMeshes = mesh->mNumAnimMeshes;
out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
}
for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
outAnimMesh->mNumVertices = out->mNumVertices;
if (animMesh->mVertices)
outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mVertices = nullptr;
if (animMesh->mNormals)
outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mNormals = nullptr;
if (animMesh->mTangents)
outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mTangents = nullptr;
if (animMesh->mBitangents)
outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mBitangents = nullptr;
for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
if (animMesh->mColors[jj])
outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
else
outAnimMesh->mColors[jj] = nullptr;
}
for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
if (animMesh->mTextureCoords[jj])
outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
else
outAnimMesh->mTextureCoords[jj] = nullptr;
}
}
typedef std::vector<aiVertexWeight> TempBoneInfo; typedef std::vector<aiVertexWeight> TempBoneInfo;
std::vector<TempBoneInfo> tempBones(mesh->mNumBones); std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
@ -252,6 +291,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
} }
unsigned int outIdx = 0; unsigned int outIdx = 0;
unsigned int amIdx = 0; // AnimMesh index
for (unsigned int m = 0; m < mesh->mNumFaces; ++m) { for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
aiFace &in = mesh->mFaces[m]; aiFace &in = mesh->mFaces[m];
if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) { if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
@ -293,6 +333,30 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
*cols[pp]++ = mesh->mColors[pp][idx]; *cols[pp]++ = mesh->mColors[pp][idx];
} }
unsigned int pp = 0;
for (; pp < mesh->mNumAnimMeshes; ++pp) {
aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
if (animMesh->mVertices)
outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
if (animMesh->mNormals)
outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
if (animMesh->mTangents)
outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
if (animMesh->mBitangents)
outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
if (animMesh->mColors[jj])
outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
}
for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
if (animMesh->mTextureCoords[jj])
outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
}
}
if (pp == mesh->mNumAnimMeshes)
amIdx++;
in.mIndices[q] = outIdx++; in.mIndices[q] = outIdx++;
} }