Revert "store node mesh vs. meshes"

This reverts commit a0d97505e5.
pull/1446/head
Daniel Hritzkiv 2017-09-17 15:11:01 -04:00
parent d473a49456
commit 5147acfe65
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GPG Key ID: D1D19875679D5CBF
5 changed files with 33 additions and 29 deletions

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@ -781,7 +781,7 @@ namespace glTF2
struct Node : public Object
{
std::vector< Ref<Node> > children;
Ref<Mesh> mesh;
std::vector< Ref<Mesh> > meshes;
Nullable<mat4> matrix;
Nullable<vec3> translation;

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@ -934,9 +934,16 @@ inline void Node::Read(Value& obj, Asset& r)
}
if (Value* mesh = FindUInt(obj, "mesh")) {
//unsigned numMeshes = (unsigned)meshes->Size();
unsigned numMeshes = 1;
//std::vector<unsigned int> meshList;
this->meshes.reserve(numMeshes);
Ref<Mesh> meshRef = r.meshes.Retrieve((*mesh).GetUint());
if (meshRef) this->mesh = meshRef;
if (meshRef) this->meshes.push_back(meshRef);
}
if (Value* camera = FindUInt(obj, "camera")) {

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

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@ -476,11 +476,12 @@ void glTF2Exporter::ExportMaterials()
*/
bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
{
if (nodeIn->mesh && meshID.compare(nodeIn->mesh->id) == 0) {
for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
meshNode = nodeIn;
return true;
}
}
for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
@ -755,8 +756,8 @@ unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode* n)
CopyValue(n->mTransformation, node->matrix.value);
}
if (n->mNumMeshes > 0) {
node->mesh = mAsset->meshes.Get(n->mMeshes[0]);
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
@ -784,8 +785,8 @@ unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent)
CopyValue(n->mTransformation, node->matrix.value);
}
if (n->mNumMeshes > 0) {
node->mesh = mAsset->meshes.Get(n->mMeshes[0]);
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {

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@ -517,26 +517,24 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
}
}
if (node.mesh) {
if (!node.meshes.empty()) {
int count = 0;
for (size_t i = 0; i < node.meshes.size(); ++i) {
int idx = node.meshes[i].GetIndex();
count += meshOffsets[idx + 1] - meshOffsets[idx];
}
ainode->mNumMeshes = count;
int idx = node.mesh.GetIndex();
ainode->mMeshes = new unsigned int[count];
ai_assert(idx >= 0 && idx < meshOffsets.size());
unsigned int offBegin = meshOffsets[idx];
unsigned int offEnd = meshOffsets[idx + 1];
int k = 0;
ai_assert(offEnd >= offBegin);
ainode->mNumMeshes = offEnd - offBegin;
ainode->mMeshes = new unsigned int[ainode->mNumMeshes];
for (unsigned int j = offBegin; j < offEnd; ++j, ++k) {
ai_assert(k < ainode->mNumMeshes);
for (size_t i = 0; i < node.meshes.size(); ++i) {
int idx = node.meshes[i].GetIndex();
for (unsigned int j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
ainode->mMeshes[k] = j;
}
}
}
if (node.camera) {
pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;