Merge pull request #2049 from migenius/issue_2046

Implement support for non-indexed meshes in glTF importers
pull/2052/head^2
Kim Kulling 2018-07-14 22:29:53 +02:00 committed by GitHub
commit 85ba6acfa5
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2 changed files with 142 additions and 14 deletions

78
code/glTF2Importer.cpp 100644 → 100755
View File

@ -497,10 +497,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
}
if (prim.indices) {
aiFace* faces = 0;
unsigned int nFaces = 0;
aiFace* faces = 0;
unsigned int nFaces = 0;
if (prim.indices) {
unsigned int count = prim.indices->count;
Accessor::Indexer data = prim.indices->GetIndexer();
@ -565,14 +565,78 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
}
break;
}
}
else { // no indices provided so directly generate from counts
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
// use the already determined count as it includes checks
unsigned int count = aim->mNumVertices;
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], i);
}
break;
}
case PrimitiveMode_LINES: {
nFaces = count / 2;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], i, i + 1);
}
break;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1);
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], i, i + 1, i + 2);
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
}
break;
}
}
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
}
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();

78
code/glTFImporter.cpp 100644 → 100755
View File

@ -351,10 +351,10 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
}
if (prim.indices) {
aiFace* faces = 0;
unsigned int nFaces = 0;
aiFace* faces = 0;
unsigned int nFaces = 0;
if (prim.indices) {
unsigned int count = prim.indices->count;
Accessor::Indexer data = prim.indices->GetIndexer();
@ -419,14 +419,78 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
}
break;
}
}
else { // no indices provided so directly generate from counts
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
// use the already determined count as it includes checks
unsigned int count = aim->mNumVertices;
switch (prim.mode) {
case PrimitiveMode_POINTS: {
nFaces = count;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; ++i) {
SetFace(faces[i], i);
}
break;
}
case PrimitiveMode_LINES: {
nFaces = count / 2;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 2) {
SetFace(faces[i / 2], i, i + 1);
}
break;
}
case PrimitiveMode_LINE_LOOP:
case PrimitiveMode_LINE_STRIP: {
nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1);
for (unsigned int i = 2; i < count; ++i) {
SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
}
if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
}
break;
}
case PrimitiveMode_TRIANGLES: {
nFaces = count / 3;
faces = new aiFace[nFaces];
for (unsigned int i = 0; i < count; i += 3) {
SetFace(faces[i / 3], i, i + 1, i + 2);
}
break;
}
case PrimitiveMode_TRIANGLE_STRIP: {
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
}
break;
}
case PrimitiveMode_TRIANGLE_FAN:
nFaces = count - 2;
faces = new aiFace[nFaces];
SetFace(faces[0], 0, 1, 2);
for (unsigned int i = 3; i < count; ++i) {
SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
}
break;
}
}
if (faces) {
aim->mFaces = faces;
aim->mNumFaces = nFaces;
ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
}
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();