Merge branch 'master' into fbximport-fix-uniquename
commit
bf1683ab7e
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@ -766,10 +766,17 @@ namespace glTF2
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Ref<Accessor> indices;
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Ref<Material> material;
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struct Target {
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AccessorList position, normal, tangent;
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};
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std::vector<Target> targets;
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};
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std::vector<Primitive> primitives;
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std::vector<float> weights;
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Mesh() {}
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/// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root)
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@ -931,6 +931,21 @@ namespace {
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else return false;
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return true;
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}
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inline bool GetAttribTargetVector(Mesh::Primitive& p, const int targetIndex, const char* attr, Mesh::AccessorList*& v, int& pos)
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{
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if ((pos = Compare(attr, "POSITION"))) {
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v = &(p.targets[targetIndex].position);
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}
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else if ((pos = Compare(attr, "NORMAL"))) {
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v = &(p.targets[targetIndex].normal);
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}
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else if ((pos = Compare(attr, "TANGENT"))) {
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v = &(p.targets[targetIndex].tangent);
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}
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else return false;
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return true;
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}
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}
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inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root)
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@ -965,6 +980,26 @@ inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root)
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}
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}
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if (Value* targetsArray = FindArray(primitive, "targets")) {
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prim.targets.resize(targetsArray->Size());
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for (unsigned int i = 0; i < targetsArray->Size(); ++i) {
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Value& target = (*targetsArray)[i];
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if (!target.IsObject()) continue;
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for (Value::MemberIterator it = target.MemberBegin(); it != target.MemberEnd(); ++it) {
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if (!it->value.IsUint()) continue;
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const char* attr = it->name.GetString();
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// Valid attribute semantics include POSITION, NORMAL, TANGENT
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int undPos = 0;
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Mesh::AccessorList* vec = 0;
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if (GetAttribTargetVector(prim, i, attr, vec, undPos)) {
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size_t idx = (attr[undPos] == '_') ? atoi(attr + undPos + 1) : 0;
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if ((*vec).size() <= idx) (*vec).resize(idx + 1);
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(*vec)[idx] = pAsset_Root.accessors.Retrieve(it->value.GetUint());
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}
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}
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}
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}
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if (Value* indices = FindUInt(primitive, "indices")) {
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prim.indices = pAsset_Root.accessors.Retrieve(indices->GetUint());
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}
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@ -974,6 +1009,16 @@ inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root)
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}
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}
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}
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if (Value* weights = FindArray(pJSON_Object, "weights")) {
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this->weights.resize(weights->Size());
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for (unsigned int i = 0; i < weights->Size(); ++i) {
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Value& weightValue = (*weights)[i];
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if (weightValue.IsNumber()) {
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this->weights[i] = weightValue.GetFloat();
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}
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}
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}
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}
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inline void Camera::Read(Value& obj, Asset& /*r*/)
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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/CreateAnimMesh.h>
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#include <memory>
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@ -65,6 +66,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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using namespace glTF2;
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namespace {
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// generate bitangents from normals and tangents according to spec
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struct Tangent {
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aiVector3D xyz;
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ai_real w;
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};
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} // namespace
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//
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// glTF2Importer
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@ -416,10 +424,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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// only extract tangents if normals are present
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if (attr.tangent.size() > 0 && attr.tangent[0]) {
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// generate bitangents from normals and tangents according to spec
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struct Tangent {
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aiVector3D xyz;
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ai_real w;
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} *tangents = nullptr;
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Tangent *tangents = nullptr;
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attr.tangent[0]->ExtractData(tangents);
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@ -445,11 +450,57 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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}
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}
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std::vector<Mesh::Primitive::Target>& targets = prim.targets;
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if (targets.size() > 0) {
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aim->mNumAnimMeshes = targets.size();
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aim->mAnimMeshes = new aiAnimMesh*[aim->mNumAnimMeshes];
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for (size_t i = 0; i < targets.size(); i++) {
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aim->mAnimMeshes[i] = aiCreateAnimMesh(aim);
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aiAnimMesh& aiAnimMesh = *(aim->mAnimMeshes[i]);
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Mesh::Primitive::Target& target = targets[i];
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if (target.position.size() > 0) {
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aiVector3D *positionDiff = nullptr;
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target.position[0]->ExtractData(positionDiff);
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for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
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}
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delete [] positionDiff;
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}
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if (target.normal.size() > 0) {
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aiVector3D *normalDiff = nullptr;
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target.normal[0]->ExtractData(normalDiff);
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for(unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
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}
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delete [] normalDiff;
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}
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if (target.tangent.size() > 0) {
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Tangent *tangent = nullptr;
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attr.tangent[0]->ExtractData(tangent);
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aiVector3D *tangentDiff = nullptr;
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target.tangent[0]->ExtractData(tangentDiff);
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
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tangent[vertexId].xyz += tangentDiff[vertexId];
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aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
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aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
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}
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delete [] tangent;
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delete [] tangentDiff;
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}
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if (mesh.weights.size() > i) {
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aiAnimMesh.mWeight = mesh.weights[i];
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}
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}
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}
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aiFace* faces = 0;
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unsigned int nFaces = 0;
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if (prim.indices) {
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aiFace* faces = 0;
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unsigned int nFaces = 0;
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unsigned int count = prim.indices->count;
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Accessor::Indexer data = prim.indices->GetIndexer();
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@ -514,14 +565,78 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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}
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break;
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}
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}
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else { // no indices provided so directly generate from counts
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if (faces) {
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aim->mFaces = faces;
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aim->mNumFaces = nFaces;
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ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
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// use the already determined count as it includes checks
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unsigned int count = aim->mNumVertices;
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], i);
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}
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break;
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], i, i + 1);
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1);
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFace(faces[i / 3], i, i + 1, i + 2);
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
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}
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break;
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}
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}
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if (faces) {
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aim->mFaces = faces;
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aim->mNumFaces = nFaces;
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ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
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}
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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@ -351,10 +351,10 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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}
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if (prim.indices) {
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aiFace* faces = 0;
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unsigned int nFaces = 0;
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aiFace* faces = 0;
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unsigned int nFaces = 0;
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if (prim.indices) {
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unsigned int count = prim.indices->count;
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Accessor::Indexer data = prim.indices->GetIndexer();
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@ -419,14 +419,78 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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}
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break;
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}
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}
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else { // no indices provided so directly generate from counts
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if (faces) {
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aim->mFaces = faces;
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aim->mNumFaces = nFaces;
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ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
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// use the already determined count as it includes checks
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unsigned int count = aim->mNumVertices;
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switch (prim.mode) {
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case PrimitiveMode_POINTS: {
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nFaces = count;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; ++i) {
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SetFace(faces[i], i);
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}
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break;
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}
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case PrimitiveMode_LINES: {
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nFaces = count / 2;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 2) {
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SetFace(faces[i / 2], i, i + 1);
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}
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break;
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}
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case PrimitiveMode_LINE_LOOP:
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case PrimitiveMode_LINE_STRIP: {
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nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1);
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for (unsigned int i = 2; i < count; ++i) {
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SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
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}
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if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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}
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break;
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}
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case PrimitiveMode_TRIANGLES: {
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nFaces = count / 3;
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faces = new aiFace[nFaces];
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for (unsigned int i = 0; i < count; i += 3) {
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SetFace(faces[i / 3], i, i + 1, i + 2);
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
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}
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break;
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}
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case PrimitiveMode_TRIANGLE_FAN:
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
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}
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break;
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}
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}
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if (faces) {
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aim->mFaces = faces;
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aim->mNumFaces = nFaces;
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ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
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}
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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