Fix #325; Blender UV unwrap issue
The BMesh converter might be missing more details, but this should get basic UVs working for now.pull/352/head
parent
201807f733
commit
625d2b7c4a
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@ -143,9 +143,13 @@ void BlenderBMeshConverter::DestroyTriMesh( )
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void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly )
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{
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const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ];
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const MLoopUV* loopUV = &BMesh->mloopuv[ poly.loopstart ];
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if ( poly.totloop == 3 || poly.totloop == 4 )
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{
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AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 );
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AddTFace( loopUV[ 0 ].uv, loopUV[ 1 ].uv, loopUV[ 2 ].uv, poly.totloop == 4 ? loopUV[ 3 ].uv : 0 );
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}
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else if ( poly.totloop > 4 )
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{
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@ -173,4 +177,20 @@ void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 )
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triMesh->totface = triMesh->mface.size( );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::AddTFace( const float* uv1, const float *uv2, const float *uv3, const float* uv4 )
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{
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MTFace mtface;
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memcpy( &mtface.uv[ 0 ], uv1, sizeof(float) * 2 );
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memcpy( &mtface.uv[ 1 ], uv2, sizeof(float) * 2 );
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memcpy( &mtface.uv[ 2 ], uv3, sizeof(float) * 2 );
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if ( uv4 )
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{
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memcpy( &mtface.uv[ 3 ], uv4, sizeof(float) * 2 );
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}
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triMesh->mtface.push_back( mtface );
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}
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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@ -80,6 +80,7 @@ namespace Assimp
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void DestroyTriMesh( );
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void ConvertPolyToFaces( const Blender::MPoly& poly );
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void AddFace( int v1, int v2, int v3, int v4 = 0 );
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void AddTFace( const float* uv1, const float* uv2, const float *uv3, const float* uv4 = 0 );
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const Blender::Mesh* BMesh;
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Blender::Mesh* triMesh;
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