store node mesh vs. meshes
glTF nodes can only hold one mesh. this simply assigns to and check’s a Node’s Meshpull/1423/head
parent
ab08a7c3cb
commit
a0d97505e5
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@ -767,7 +767,7 @@ namespace glTF2
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struct Node : public Object
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{
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std::vector< Ref<Node> > children;
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std::vector< Ref<Mesh> > meshes;
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Ref<Mesh> mesh;
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Nullable<mat4> matrix;
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Nullable<vec3> translation;
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@ -954,16 +954,9 @@ inline void Node::Read(Value& obj, Asset& r)
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}
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if (Value* mesh = FindUInt(obj, "mesh")) {
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//unsigned numMeshes = (unsigned)meshes->Size();
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unsigned numMeshes = 1;
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//std::vector<unsigned int> meshList;
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this->meshes.reserve(numMeshes);
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Ref<Mesh> meshRef = r.meshes.Retrieve((*mesh).GetUint());
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if (meshRef) this->meshes.push_back(meshRef);
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if (meshRef) this->mesh = meshRef;
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}
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if (Value* camera = FindUInt(obj, "camera")) {
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@ -441,7 +441,9 @@ namespace glTF2 {
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AddRefsVector(obj, "children", n.children, w.mAl);
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AddRefsVector(obj, "meshes", n.meshes, w.mAl);
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if (n.mesh) {
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obj.AddMember("mesh", n.mesh->index, w.mAl);
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}
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AddRefsVector(obj, "skeletons", n.skeletons, w.mAl);
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@ -442,16 +442,15 @@ void glTF2Exporter::ExportMaterials()
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*/
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bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
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{
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for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
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if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
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meshNode = nodeIn;
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return true;
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}
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if (nodeIn->mesh && meshID.compare(nodeIn->mesh->id) == 0) {
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meshNode = nodeIn;
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return true;
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}
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for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
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if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
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return true;
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return true;
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}
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}
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@ -722,8 +721,8 @@ unsigned int glTF2Exporter::ExportNodeHierarchy(const aiNode* n)
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CopyValue(n->mTransformation, node->matrix.value);
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}
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for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
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node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
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if (n->mNumMeshes > 0) {
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node->mesh = mAsset->meshes.Get(n->mMeshes[0]);
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}
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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@ -751,8 +750,8 @@ unsigned int glTF2Exporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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CopyValue(n->mTransformation, node->matrix.value);
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}
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for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
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node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
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if (n->mNumMeshes > 0) {
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node->mesh = mAsset->meshes.Get(n->mMeshes[0]);
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}
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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@ -502,22 +502,15 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
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}
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}
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if (!node.meshes.empty()) {
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int count = 0;
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for (size_t i = 0; i < node.meshes.size(); ++i) {
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int idx = node.meshes[i].GetIndex();
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count += meshOffsets[idx + 1] - meshOffsets[idx];
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}
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ainode->mNumMeshes = count;
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ainode->mMeshes = new unsigned int[count];
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if (node.mesh) {
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ainode->mNumMeshes = 1;
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ainode->mMeshes = new unsigned int[1];
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int k = 0;
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for (size_t i = 0; i < node.meshes.size(); ++i) {
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int idx = node.meshes[i].GetIndex();
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for (unsigned int j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
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ainode->mMeshes[k] = j;
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}
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int idx = node.mesh.GetIndex();
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for (unsigned int j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
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ainode->mMeshes[k] = j;
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}
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}
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