- fbx: implement mesh splitting for meshes with multiple materials.
parent
cfb05376d2
commit
61c6c37e30
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@ -182,12 +182,12 @@ private:
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
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if(mesh) {
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const unsigned int index = ConvertMesh(*mesh, model);
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if(index == 0) {
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continue;
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}
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std::vector<unsigned int>& indices = ConvertMesh(*mesh, model);
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meshes.push_back(index-1);
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// mesh indices are shifted by 1 and 0 entries are failed conversions -
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// XXX maybe log how many conversions went wrong?
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std::remove(indices.begin(),indices.end(),0);
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std::transform(indices.begin(),indices.end(),std::back_inserter(meshes), std::bind2nd(std::minus<unsigned int>(),1) );
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}
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else {
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FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
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@ -205,18 +205,21 @@ private:
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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unsigned int ConvertMesh(const MeshGeometry& mesh, const Model& model)
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std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model)
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{
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std::vector<unsigned int> temp;
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MeshMap::const_iterator it = meshes_converted.find(&mesh);
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if (it != meshes_converted.end()) {
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return (*it).second + 1;
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temp.push_back((*it).second + 1);
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return temp;
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}
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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if(vertices.empty() || faces.empty()) {
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FBXImporter::LogWarn("ignoring empty geometry: " + mesh.Name());
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return 0;
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return temp;
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}
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aiMesh* out_mesh = new aiMesh();
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@ -224,13 +227,37 @@ private:
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meshes_converted[&mesh] = static_cast<unsigned int>(meshes.size()-1);
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// one material per mesh maps easily to aiMesh. Multiple material
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// meshes need to be split.
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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if (!mindices.empty()) {
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const unsigned int base = mindices[0];
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BOOST_FOREACH(unsigned int index, mindices) {
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if(index != base) {
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return ConvertMeshMultiMaterial(out_mesh, mesh, model);
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}
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}
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}
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// faster codepath, just copy the data
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temp.push_back(ConvertMeshSingleMaterial(out_mesh, mesh, model));
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return temp;
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}
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial(aiMesh* out_mesh, const MeshGeometry& mesh, const Model& model)
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{
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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// copy vertices
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out_mesh->mNumVertices = static_cast<size_t>(vertices.size());
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out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
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out_mesh->mVertices = new aiVector3D[vertices.size()];
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std::copy(vertices.begin(),vertices.end(),out_mesh->mVertices);
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// generate dummy faces
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out_mesh->mNumFaces = static_cast<size_t>(faces.size());
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out_mesh->mNumFaces = static_cast<unsigned int>(faces.size());
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aiFace* fac = out_mesh->mFaces = new aiFace[faces.size()]();
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unsigned int cursor = 0;
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@ -240,18 +267,18 @@ private:
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f.mIndices = new unsigned int[pcount];
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switch(pcount)
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{
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case 1:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 2:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 3:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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case 1:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 2:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 3:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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}
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for (unsigned int i = 0; i < pcount; ++i) {
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f.mIndices[i] = cursor++;
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@ -328,7 +355,183 @@ private:
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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ConvertMaterialForMesh(out_mesh,model,mesh,mindices.size() ? mindices[0] : 0);
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return static_cast<unsigned int>(meshes.size());
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}
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertMeshMultiMaterial(aiMesh* out_mesh, const MeshGeometry& mesh, const Model& model)
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{
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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ai_assert(mindices.size());
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std::set<unsigned int> had;
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std::vector<unsigned int> indices;
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BOOST_FOREACH(unsigned int index, mindices) {
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if(had.find(index) != had.end()) {
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indices.push_back(ConvertMeshMultiMaterial(out_mesh, mesh, model, index));
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had.insert(index);
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}
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}
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return indices;
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}
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial(aiMesh* out_mesh, const MeshGeometry& mesh, const Model& model, unsigned int index)
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{
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const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
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ai_assert(mindices.size());
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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unsigned int count_faces = 0;
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unsigned int count_vertices = 0;
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// count faces
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for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
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end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
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{
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if ((*it) != index) {
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continue;
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}
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++count_faces;
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count_vertices += *itf;
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}
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ai_assert(count_faces);
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// allocate output data arrays, but don't fill them yet
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out_mesh->mNumVertices = count_vertices;
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out_mesh->mVertices = new aiVector3D[count_vertices];
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out_mesh->mNumFaces = count_faces;
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aiFace* fac = out_mesh->mFaces = new aiFace[count_faces]();
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// allocate normals
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const std::vector<aiVector3D>& normals = mesh.GetNormals();
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if(normals.size()) {
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ai_assert(normals.size() == vertices.size());
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out_mesh->mNormals = new aiVector3D[vertices.size()];
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}
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// allocate tangents, binormals.
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const std::vector<aiVector3D>& tangents = mesh.GetTangents();
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const std::vector<aiVector3D>* binormals = &mesh.GetBinormals();
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if(tangents.size()) {
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std::vector<aiVector3D> tempBinormals;
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if (!binormals->size()) {
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if (normals.size()) {
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// XXX this computes the binormals for the entire mesh, not only
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// the part for which we need them.
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tempBinormals.resize(normals.size());
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for (unsigned int i = 0; i < tangents.size(); ++i) {
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tempBinormals[i] = normals[i] ^ tangents[i];
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}
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binormals = &tempBinormals;
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}
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else {
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binormals = NULL;
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}
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}
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if(binormals) {
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ai_assert(tangents.size() == vertices.size() && binormals->size() == vertices.size());
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out_mesh->mTangents = new aiVector3D[vertices.size()];
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out_mesh->mBitangents = new aiVector3D[vertices.size()];
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}
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}
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// allocate texture coords
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unsigned int num_uvs = 0;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i, ++num_uvs) {
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const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
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if(uvs.empty()) {
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break;
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}
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out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()];
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out_mesh->mNumUVComponents[i] = 2;
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}
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// allocate vertex colors
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unsigned int num_vcs = 0;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i, ++num_vcs) {
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const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i);
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if(colors.empty()) {
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break;
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}
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out_mesh->mColors[i] = new aiColor4D[vertices.size()];
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}
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unsigned int cursor = 0, in_cursor = 0;
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for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
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end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
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{
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const unsigned int pcount = *itf;
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if ((*it) != index) {
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in_cursor += pcount;
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continue;
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}
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aiFace& f = *fac++;
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f.mNumIndices = pcount;
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f.mIndices = new unsigned int[pcount];
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switch(pcount)
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{
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case 1:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 2:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 3:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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}
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for (unsigned int i = 0; i < pcount; ++i, ++cursor, ++in_cursor) {
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f.mIndices[i] = cursor;
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out_mesh->mVertices[cursor] = vertices[in_cursor];
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if(out_mesh->mNormals) {
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out_mesh->mNormals[cursor] = normals[in_cursor];
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}
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if(out_mesh->mTangents) {
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out_mesh->mTangents[cursor] = tangents[in_cursor];
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out_mesh->mBitangents[cursor] = (*binormals)[in_cursor];
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}
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for (unsigned int i = 0; i < num_uvs; ++i) {
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const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
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out_mesh->mTextureCoords[i][cursor] = aiVector3D(uvs[in_cursor].x,uvs[in_cursor].y, 0.0f);
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}
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for (unsigned int i = 0; i < num_vcs; ++i) {
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const std::vector<aiColor4D>& cols = mesh.GetVertexColors(i);
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out_mesh->mColors[i][cursor] = cols[in_cursor];
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}
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}
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}
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ConvertMaterialForMesh(out_mesh,model,mesh,index);
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return static_cast<unsigned int>(meshes.size());
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}
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