Add point cloud support for OBJ importer
parent
58bbb6a3e1
commit
d25083dba9
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@ -210,22 +210,60 @@ void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene
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ai_assert(false);
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}
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// Create nodes for the whole scene
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std::vector<aiMesh*> MeshArray;
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for (size_t index = 0; index < pModel->m_Objects.size(); ++index ) {
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createNodes(pModel, pModel->m_Objects[ index ], pScene->mRootNode, pScene, MeshArray);
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}
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0) {
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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for (size_t index =0; index < MeshArray.size(); ++index ) {
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pScene->mMeshes[ index ] = MeshArray[ index ];
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if (pModel->m_Objects.size() > 0) {
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// Create nodes for the whole scene
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std::vector<aiMesh*> MeshArray;
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for (size_t index = 0; index < pModel->m_Objects.size(); ++index) {
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createNodes(pModel, pModel->m_Objects[index], pScene->mRootNode, pScene, MeshArray);
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}
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}
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// Create all materials
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createMaterials( pModel, pScene );
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0) {
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pScene->mMeshes = new aiMesh*[MeshArray.size()];
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for (size_t index = 0; index < MeshArray.size(); ++index) {
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pScene->mMeshes[index] = MeshArray[index];
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}
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}
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// Create all materials
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createMaterials(pModel, pScene);
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}else {
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if (pModel->m_Vertices.empty())
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return;
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aiMesh* mesh = new aiMesh();
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mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMeshes = new aiMesh*[1];
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pScene->mNumMeshes = 1;
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pScene->mMeshes[0] = mesh;
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unsigned int n = pModel->m_Vertices.size();
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mesh->mNumVertices = n;
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mesh->mVertices = new aiVector3D[n];
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memcpy_s(mesh->mVertices, n*sizeof(aiVector3D), pModel->m_Vertices.data(), pModel->m_Vertices.size()*sizeof(aiVector3D) );
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// Allocate memory for attributes
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if ( !pModel->m_Normals.empty() ) {
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mesh->mNormals = new aiVector3D[n];
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memcpy_s(mesh->mNormals, n*sizeof(aiVector3D), pModel->m_Normals.data(), pModel->m_Normals.size()*sizeof(aiVector3D));
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}
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if ( !pModel->m_VertexColors.empty() ){
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mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
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for (unsigned int i = 0; i < n; ++i) {
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if (i < pModel->m_VertexColors.size() ) {
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const aiVector3D& color = pModel->m_VertexColors[i];
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mesh->mColors[0][i] = aiColor4D(color.x, color.y, color.z, 1.0);
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}else {
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mesh->mColors[0][i] = aiColor4D( 1.0, 1.0, 1.0, 1.0 ); // Any other ideas what to use as default color?
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -452,7 +490,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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// Copy all vertex colors
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if ( !pModel->m_VertexColors.empty())
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{
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const aiVector3D color = pModel->m_VertexColors[ vertex ];
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const aiVector3D& color = pModel->m_VertexColors[ vertex ];
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pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0);
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}
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