Fix export of deleted meshes; Add LazyDict::Remove method
When I was merging a node’s multiple meshes into that node’s first mesh’s primitives, I was deleting the merged meshes from the node. However, I wasn’t deleting the merged meshes from the mAsset->meshes Dict, causing the gltf2 export to contain extra unreferenced meshes and duplicate primitives. This new code adds a new method to LazyDict, which removes the object from it, taking care to update indexes of the subsequent objects. This change also requires that `Ref`s of `Mesh`es (stored in node->meshes) have their indexes updated.pull/1557/head
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c666a05e16
commit
9ec117d0bc
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@ -971,6 +971,8 @@ namespace glTF2
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Ref<T> Create(const std::string& id)
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{ return Create(id.c_str()); }
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unsigned int Remove(const char* id);
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inline unsigned int Size() const
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{ return unsigned(mObjs.size()); }
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@ -193,6 +193,50 @@ inline void LazyDict<T>::DetachFromDocument()
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mDict = 0;
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}
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template<class T>
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unsigned int LazyDict<T>::Remove(const char* id)
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{
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id = T::TranslateId(mAsset, id);
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typename IdDict::iterator it = mObjsById.find(id);
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if (it == mObjsById.end()) {
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throw DeadlyExportError("GLTF: Object with id \"" + std::string(id) + "\" is not found");
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}
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const int index = it->second;
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mAsset.mUsedIds[id] = false;
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mObjsById.erase(id);
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mObjsByOIndex.erase(index);
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mObjs.erase(mObjs.begin() + index);
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//update index of object in mObjs;
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for (size_t i = index; i < mObjs.size(); ++i) {
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T *obj = mObjs[i];
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obj->index = i;
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}
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for (IdDict::iterator it = mObjsById.begin(); it != mObjsById.end(); ++it) {
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if (it->second <= index) {
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continue;
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}
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mObjsById[it->first] = it->second - 1;
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}
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for (Dict::iterator it = mObjsByOIndex.begin(); it != mObjsByOIndex.end(); ++it) {
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if (it->second <= index) {
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continue;
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}
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mObjsByOIndex[it->first] = it->second - 1;
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}
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return index;
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}
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template<class T>
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Ref<T> LazyDict<T>::Retrieve(unsigned int i)
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{
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@ -800,9 +800,33 @@ void glTF2Exporter::MergeMeshes()
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for (unsigned int m = nMeshes - 1; m >= 1; --m) {
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Ref<Mesh> mesh = node->meshes.at(m);
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firstMesh->primitives.insert(firstMesh->primitives.end(), mesh->primitives.begin(), mesh->primitives.end());
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//append this mesh's primitives to the first mesh's primitives
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firstMesh->primitives.insert(
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firstMesh->primitives.end(),
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mesh->primitives.begin(),
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mesh->primitives.end()
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);
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node->meshes.erase(node->meshes.begin() + m);
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//remove the mesh from the list of meshes
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unsigned int removedIndex = mAsset->meshes.Remove(mesh->id.c_str());
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//find the presence of the removed mesh in other nodes
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for (unsigned int nn = 0; nn < mAsset->nodes.Size(); ++nn) {
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Ref<Node> node = mAsset->nodes.Get(nn);
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for (unsigned int mm = 0; mm < node->meshes.size(); ++mm) {
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Ref<Mesh>& meshRef = node->meshes.at(mm);
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unsigned int meshIndex = meshRef.GetIndex();
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if (meshIndex == removedIndex) {
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node->meshes.erase(node->meshes.begin() + mm);
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} else if (meshIndex > removedIndex) {
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Ref<Mesh> newMeshRef = mAsset->meshes.Get(meshIndex - 1);
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meshRef = newMeshRef;
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}
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}
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}
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}
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//since we were looping backwards, reverse the order of merged primitives to their original order
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