Merge branch 'import_amf' into import_x3d

pull/1014/head
Alexandr Arutjunov 2016-09-30 02:38:59 +03:00
commit 8856f7f6ae
1 changed files with 7 additions and 3 deletions

View File

@ -273,7 +273,7 @@ auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap* pTexMap1, const
SComplexFace face_start = pInputList.front(); SComplexFace face_start = pInputList.front();
std::list<SComplexFace> face_list_cur; std::list<SComplexFace> face_list_cur;
for(std::list<SComplexFace>::const_iterator it = pInputList.cbegin(), it_end = pInputList.cend(); it != it_end;) for(std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;)
{ {
if(texmap_is_equal(face_start.TexMap, it->TexMap)) if(texmap_is_equal(face_start.TexMap, it->TexMap))
{ {
@ -531,7 +531,7 @@ std::list<unsigned int> mesh_idx;
// Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume // Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume
// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10. // can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
// Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous. // Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous.
const size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles. size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles.
std::vector<aiVector3D> vert_arr, texcoord_arr; std::vector<aiVector3D> vert_arr, texcoord_arr;
std::vector<aiColor4D> col_arr; std::vector<aiColor4D> col_arr;
@ -595,7 +595,10 @@ std::list<unsigned int> mesh_idx;
///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for ///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about /// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
/// optimisation. /// optimisation.
bool idx_vert_used[VertexCount_Max * 2]{false}; bool* idx_vert_used;
idx_vert_used = new bool[VertexCount_Max * 2];
for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
// This ID's will be used when set materials ID in scene. // This ID's will be used when set materials ID in scene.
tmesh->mMaterialIndex = PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R, tmesh->mMaterialIndex = PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
@ -626,6 +629,7 @@ std::list<unsigned int> mesh_idx;
}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) }// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
}// for(const SComplexFace& face_cur: face_list_cur) }// for(const SComplexFace& face_cur: face_list_cur)
delete [] idx_vert_used;
// shrink array // shrink array
texcoord_arr.resize(idx_vert_new); texcoord_arr.resize(idx_vert_new);
}// if(face_list_cur.front().TexMap != nullptr) }// if(face_list_cur.front().TexMap != nullptr)