- fbx: set mesh names, drop prefix from root node, simplify mesh splitting logic.

pull/14/head
Alexander Gessler 2012-07-06 19:32:41 +02:00
parent 6441f9d984
commit e4aee83c5b
1 changed files with 30 additions and 18 deletions

View File

@ -109,7 +109,7 @@ private:
void ConvertRootNode()
{
out->mRootNode = new aiNode();
out->mRootNode->mName.Set("Model::RootNode");
out->mRootNode->mName.Set("RootNode");
// root has ID 0
ConvertNodes(0L, *out->mRootNode);
@ -223,11 +223,7 @@ private:
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
if(mesh) {
std::vector<unsigned int>& indices = ConvertMesh(*mesh, model);
// mesh indices are shifted by 1 and 0 entries are failed conversions -
// XXX maybe log how many conversions went wrong?
std::remove(indices.begin(),indices.end(),0);
std::transform(indices.begin(),indices.end(),std::back_inserter(meshes), std::bind2nd(std::minus<unsigned int>(),1) );
std::copy(indices.begin(),indices.end(),std::back_inserter(meshes) );
}
else {
FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
@ -251,7 +247,7 @@ private:
MeshMap::const_iterator it = meshes_converted.find(&mesh);
if (it != meshes_converted.end()) {
temp.push_back((*it).second + 1);
std::copy((*it).second.begin(),(*it).second.end(),std::back_inserter(temp));
return temp;
}
@ -281,11 +277,31 @@ private:
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model)
aiMesh* SetupEmptyMesh(const MeshGeometry& mesh, unsigned int material_index)
{
aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh);
meshes_converted[&mesh] = static_cast<unsigned int>(meshes.size()-1);
meshes_converted[&mesh].push_back(static_cast<unsigned int>(meshes.size()-1));
// set name
std::string name = mesh.Name();
if (name.substr(0,10) == "Geometry::") {
name = name.substr(10);
}
if(name.length()) {
out_mesh->mName.Set(name);
}
return out_mesh;
}
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model)
{
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
aiMesh* const out_mesh = SetupEmptyMesh(mesh,mindices.size() ? mindices[0] : static_cast<unsigned int>(-1));
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
@ -392,7 +408,6 @@ private:
std::copy(colors.begin(),colors.end(),out_mesh->mColors[i]);
}
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
if(mindices.empty()) {
FBXImporter::LogError("no material assigned to mesh, setting default material");
out_mesh->mMaterialIndex = GetDefaultMaterial();
@ -401,7 +416,7 @@ private:
ConvertMaterialForMesh(out_mesh,model,mesh,mindices[0]);
}
return static_cast<unsigned int>(meshes.size());
return static_cast<unsigned int>(meshes.size() - 1);
}
@ -429,13 +444,9 @@ private:
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, unsigned int index)
{
aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh);
meshes_converted[&mesh] = static_cast<unsigned int>(meshes.size()-1);
aiMesh* const out_mesh = SetupEmptyMesh(mesh, index);
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
ai_assert(mindices.size());
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
@ -581,7 +592,7 @@ private:
}
ConvertMaterialForMesh(out_mesh,model,mesh,index);
return static_cast<unsigned int>(meshes.size());
return static_cast<unsigned int>(meshes.size() - 1);
}
@ -889,7 +900,8 @@ private:
typedef std::map<const Material*, unsigned int> MaterialMap;
MaterialMap materials_converted;
typedef std::map<const Geometry*, unsigned int> MeshMap;
typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
MeshMap meshes_converted;
aiScene* const out;