3ds loader now sets aiMesh::mName according to the original mesh groups found in the file.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@727 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2010-05-20 12:07:04 +00:00
parent 6e133a6cd9
commit f9b06f8d89
2 changed files with 56 additions and 53 deletions

View File

@ -348,14 +348,14 @@ void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
std::vector<aiMesh*> avOutMeshes;
avOutMeshes.reserve(mScene->mMeshes.size() * 2);
unsigned int iFaceCnt = 0;
unsigned int iFaceCnt = 0,num = 0;
aiString name;
// we need to split all meshes by their materials
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin();
i != mScene->mMeshes.end();++i)
{
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
mScene->mMaterials.size()];
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) {
boost::scoped_array< std::vector<unsigned int> > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
name.length = ASSIMP_itoa10(name.data,num++);
unsigned int iNum = 0;
for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
@ -366,66 +366,68 @@ void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
// now generate submeshes
for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
{
if (aiSplit[p].size())
if (aiSplit[p].empty()) {
continue;
}
aiMesh* meshOut = new aiMesh();
meshOut->mName = name;
meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// be sure to setup the correct material index
meshOut->mMaterialIndex = p;
// use the color data as temporary storage
meshOut->mColors[0] = (aiColor4D*)(&*i);
avOutMeshes.push_back(meshOut);
// convert vertices
meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
meshOut->mNumVertices = meshOut->mNumFaces*3;
// allocate enough storage for faces
meshOut->mFaces = new aiFace[meshOut->mNumFaces];
iFaceCnt += meshOut->mNumFaces;
meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
if ((*i).mTexCoords.size())
{
aiMesh* meshOut = new aiMesh();
meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
}
for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
{
register unsigned int index = aiSplit[p][q];
aiFace& face = meshOut->mFaces[q];
// be sure to setup the correct material index
meshOut->mMaterialIndex = p;
face.mIndices = new unsigned int[3];
face.mNumIndices = 3;
// use the color data as temporary storage
meshOut->mColors[0] = (aiColor4D*)(&*i);
avOutMeshes.push_back(meshOut);
// convert vertices
meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
meshOut->mNumVertices = meshOut->mNumFaces*3;
// allocate enough storage for faces
meshOut->mFaces = new aiFace[meshOut->mNumFaces];
iFaceCnt += meshOut->mNumFaces;
meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
if ((*i).mTexCoords.size())
for (unsigned int a = 0; a < 3;++a,++base)
{
meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
}
for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
{
register unsigned int index = aiSplit[p][q];
aiFace& face = meshOut->mFaces[q];
unsigned int idx = (*i).mFaces[index].mIndices[a];
meshOut->mVertices[base] = (*i).mPositions[idx];
meshOut->mNormals [base] = (*i).mNormals[idx];
face.mIndices = new unsigned int[3];
face.mNumIndices = 3;
if ((*i).mTexCoords.size())
meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
for (unsigned int a = 0; a < 3;++a,++base)
{
unsigned int idx = (*i).mFaces[index].mIndices[a];
meshOut->mVertices[base] = (*i).mPositions[idx];
meshOut->mNormals [base] = (*i).mNormals[idx];
if ((*i).mTexCoords.size())
meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
face.mIndices[a] = base;
}
face.mIndices[a] = base;
}
}
}
delete[] aiSplit;
}
// Copy them to the output array
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
pcOut->mMeshes[a] = avOutMeshes[a];
}
// We should have at least one face here
if (!iFaceCnt)
if (!iFaceCnt) {
throw DeadlyImportError("No faces loaded. The mesh is empty");
}
}
// ------------------------------------------------------------------------------------------------

View File

@ -58,9 +58,10 @@ namespace Assimp {
* to have a small replacement function here. No need to use a full sprintf()
* if we just want to print a number ...
* @param out Output buffer
* @param max Maximum number of characters to be written, including '\0'
* @param max Maximum number of characters to be written, including '\0'.
* This parameter may not be 0.
* @param number Number to be written
* @return Number of bytes written.
* @return Length of the output string, excluding the '\0'
*/
inline unsigned int ASSIMP_itoa10( char* out, unsigned int max, int32_t number)
{
@ -97,15 +98,15 @@ inline unsigned int ASSIMP_itoa10( char* out, unsigned int max, int32_t number)
// append a terminal zero
*out++ = '\0';
return written;
return written-1;
}
// -------------------------------------------------------------------------------
/** @brief itoa with a fixed base 10 (Secure template overload)
* The compiler should choose this function if he is able to determine the
* The compiler should choose this function if he or she is able to determine the
* size of the array automatically.
*/
template <unsigned int length>
template <size_t length>
inline unsigned int ASSIMP_itoa10( char(& out)[length], int32_t number)
{
return ASSIMP_itoa10(out,length,number);