518 lines
18 KiB
C++
518 lines
18 KiB
C++
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2012, assimp team
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
|
|
|
|
#include "OgreImporter.hpp"
|
|
#include "TinyFormatter.h"
|
|
|
|
using namespace std;
|
|
|
|
namespace Assimp
|
|
{
|
|
namespace Ogre
|
|
{
|
|
|
|
|
|
void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
|
|
{
|
|
if(Reader->getAttributeValue("usesharedvertices"))
|
|
theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");
|
|
|
|
XmlRead(Reader);
|
|
//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
|
|
//of faces and geometry changed, and not if we have more than one of one
|
|
while( Reader->getNodeName()==string("faces")
|
|
|| Reader->getNodeName()==string("geometry")
|
|
|| Reader->getNodeName()==string("boneassignments"))
|
|
{
|
|
if(string(Reader->getNodeName())=="faces")//Read the face list
|
|
{
|
|
//some info logging:
|
|
unsigned int NumFaces=GetAttribute<int>(Reader, "count");
|
|
ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
|
|
DefaultLogger::get()->debug(ss.str());
|
|
|
|
while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
|
|
{
|
|
Face NewFace;
|
|
NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
|
|
NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
|
|
NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
|
|
if(Reader->getAttributeValue("v4"))//this should be supported in the future
|
|
{
|
|
DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
|
|
//throw DeadlyImportError("Submesh has quads, only traingles are supported!");
|
|
}
|
|
theSubMesh.FaceList.push_back(NewFace);
|
|
}
|
|
|
|
}//end of faces
|
|
else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
|
|
{
|
|
//some info logging:
|
|
unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
|
|
ostringstream ss; ss<<"VertexCount: " << NumVertices;
|
|
DefaultLogger::get()->debug(ss.str());
|
|
|
|
//General Informations about vertices
|
|
XmlRead(Reader);
|
|
while(Reader->getNodeName()==string("vertexbuffer"))
|
|
{
|
|
ReadVertexBuffer(theSubMesh, Reader, NumVertices);
|
|
}
|
|
|
|
//some error checking on the loaded data
|
|
if(!theSubMesh.HasPositions)
|
|
throw DeadlyImportError("No positions could be loaded!");
|
|
|
|
if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
|
|
throw DeadlyImportError("Wrong Number of Normals loaded!");
|
|
|
|
if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
|
|
throw DeadlyImportError("Wrong Number of Tangents loaded!");
|
|
|
|
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
|
|
{
|
|
if(theSubMesh.Uvs[i].size() != NumVertices)
|
|
throw DeadlyImportError("Wrong Number of Uvs loaded!");
|
|
}
|
|
|
|
}//end of "geometry
|
|
|
|
|
|
else if(Reader->getNodeName()==string("boneassignments"))
|
|
{
|
|
ReadBoneWeights(theSubMesh, Reader);
|
|
}
|
|
}
|
|
DefaultLogger::get()->debug((Formatter::format(),
|
|
"Positionen: ",theSubMesh.Positions.size(),
|
|
" Normale: ",theSubMesh.Normals.size(),
|
|
" TexCoords: ",theSubMesh.Uvs.size(),
|
|
" Tantents: ",theSubMesh.Tangents.size()
|
|
));
|
|
DefaultLogger::get()->warn(Reader->getNodeName());
|
|
}
|
|
|
|
|
|
void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
|
|
{
|
|
DefaultLogger::get()->debug("new Vertex Buffer");
|
|
|
|
bool ReadPositions=false;
|
|
bool ReadNormals=false;
|
|
bool ReadTangents=false;
|
|
unsigned int NumUvs=0;
|
|
|
|
//-------------------- check, what we need to read: --------------------------------
|
|
if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
|
|
{
|
|
ReadPositions=theSubMesh.HasPositions=true;
|
|
theSubMesh.Positions.reserve(NumVertices);
|
|
DefaultLogger::get()->debug("reading positions");
|
|
}
|
|
if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
|
|
{
|
|
ReadNormals=theSubMesh.HasNormals=true;
|
|
theSubMesh.Normals.reserve(NumVertices);
|
|
DefaultLogger::get()->debug("reading normals");
|
|
}
|
|
if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
|
|
{
|
|
ReadTangents=theSubMesh.HasTangents=true;
|
|
theSubMesh.Tangents.reserve(NumVertices);
|
|
DefaultLogger::get()->debug("reading tangents");
|
|
}
|
|
|
|
if(Reader->getAttributeValue("texture_coords"))
|
|
{
|
|
NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
|
|
theSubMesh.Uvs.resize(NumUvs);
|
|
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
|
|
DefaultLogger::get()->debug("reading texture coords");
|
|
}
|
|
//___________________________________________________________________
|
|
|
|
|
|
//check if we will load anything
|
|
if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
|
|
DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
|
|
|
|
|
|
//read all the vertices:
|
|
XmlRead(Reader);
|
|
|
|
/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
|
|
so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
|
|
while(Reader->getNodeName()==string("vertex")
|
|
||Reader->getNodeName()==string("position")
|
|
||Reader->getNodeName()==string("normal")
|
|
||Reader->getNodeName()==string("tangent")
|
|
||Reader->getNodeName()==string("texcoord")
|
|
||Reader->getNodeName()==string("colour_diffuse"))
|
|
{
|
|
if(Reader->getNodeName()==string("vertex"))
|
|
XmlRead(Reader);//Read an attribute tag
|
|
|
|
//Position
|
|
if(ReadPositions && Reader->getNodeName()==string("position"))
|
|
{
|
|
aiVector3D NewPos;
|
|
NewPos.x=GetAttribute<float>(Reader, "x");
|
|
NewPos.y=GetAttribute<float>(Reader, "y");
|
|
NewPos.z=GetAttribute<float>(Reader, "z");
|
|
theSubMesh.Positions.push_back(NewPos);
|
|
}
|
|
|
|
//Normal
|
|
else if(ReadNormals && Reader->getNodeName()==string("normal"))
|
|
{
|
|
aiVector3D NewNormal;
|
|
NewNormal.x=GetAttribute<float>(Reader, "x");
|
|
NewNormal.y=GetAttribute<float>(Reader, "y");
|
|
NewNormal.z=GetAttribute<float>(Reader, "z");
|
|
theSubMesh.Normals.push_back(NewNormal);
|
|
}
|
|
|
|
//Tangent
|
|
else if(ReadTangents && Reader->getNodeName()==string("tangent"))
|
|
{
|
|
aiVector3D NewTangent;
|
|
NewTangent.x=GetAttribute<float>(Reader, "x");
|
|
NewTangent.y=GetAttribute<float>(Reader, "y");
|
|
NewTangent.z=GetAttribute<float>(Reader, "z");
|
|
theSubMesh.Tangents.push_back(NewTangent);
|
|
}
|
|
|
|
//Uv:
|
|
else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
|
|
{
|
|
for(unsigned int i=0; i<NumUvs; ++i)
|
|
{
|
|
if(Reader->getNodeName()!=string("texcoord"))
|
|
{
|
|
DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
|
|
}
|
|
aiVector3D NewUv;
|
|
NewUv.x=GetAttribute<float>(Reader, "u");
|
|
NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
|
|
theSubMesh.Uvs[i].push_back(NewUv);
|
|
XmlRead(Reader);
|
|
}
|
|
continue;//because we already read the next node...
|
|
}
|
|
|
|
//Color:
|
|
//TODO: actually save this data!
|
|
else if(Reader->getNodeName()==string("colour_diffuse"))
|
|
{
|
|
//do nothing, because we not yet support them
|
|
}
|
|
|
|
//Attribute could not be read
|
|
else
|
|
{
|
|
DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
|
|
}
|
|
|
|
XmlRead(Reader);//Read the Vertex tag
|
|
}
|
|
}
|
|
|
|
|
|
void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
|
|
{
|
|
theSubMesh.Weights.resize(theSubMesh.Positions.size());
|
|
while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
|
|
{
|
|
Weight NewWeight;
|
|
unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
|
|
NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
|
|
NewWeight.Value=GetAttribute<float>(Reader, "weight");
|
|
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
|
|
theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
|
|
|
|
theSubMesh.Weights[VertexId].push_back(NewWeight);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
|
|
{
|
|
//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
|
|
vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
|
|
unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
|
|
|
|
vector<aiVector3D> UniquePositions(UniqueVertexCount);
|
|
|
|
vector<aiVector3D> UniqueNormals(UniqueVertexCount);
|
|
|
|
vector<aiVector3D> UniqueTangents(UniqueVertexCount);
|
|
|
|
vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
|
|
|
|
vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
|
|
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
|
|
|
|
|
|
|
|
//Support for shared data:
|
|
/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
|
|
we just use a reference to a submodel instead of our submodel itself*/
|
|
|
|
SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
|
|
if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
|
|
{
|
|
theSubMesh.HasPositions=theSharedGeometry.HasPositions;
|
|
theSubMesh.HasNormals=theSharedGeometry.HasNormals;
|
|
theSubMesh.HasTangents=theSharedGeometry.HasTangents;
|
|
|
|
theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
|
|
|
|
UniqueUvs.resize(theSharedGeometry.Uvs.size());
|
|
for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
|
|
}
|
|
|
|
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
|
|
{
|
|
//We precalculate the index vlaues her, because we need them in all vertex attributes
|
|
unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
|
|
unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
|
|
unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
|
|
|
|
UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
|
|
UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
|
|
UniquePositions[3*i+2]=VertexSource.Positions[Vertex3];
|
|
|
|
if(VertexSource.HasNormals)
|
|
{
|
|
UniqueNormals[3*i+0]=VertexSource.Normals[Vertex1];
|
|
UniqueNormals[3*i+1]=VertexSource.Normals[Vertex2];
|
|
UniqueNormals[3*i+2]=VertexSource.Normals[Vertex3];
|
|
}
|
|
|
|
if(VertexSource.HasTangents)
|
|
{
|
|
UniqueTangents[3*i+0]=VertexSource.Tangents[Vertex1];
|
|
UniqueTangents[3*i+1]=VertexSource.Tangents[Vertex2];
|
|
UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
|
|
}
|
|
|
|
if(UniqueUvs.size()>0)
|
|
{
|
|
for(unsigned int j=0; j<UniqueUvs.size(); ++j)
|
|
{
|
|
UniqueUvs[j][3*i+0]=VertexSource.Uvs[j][Vertex1];
|
|
UniqueUvs[j][3*i+1]=VertexSource.Uvs[j][Vertex2];
|
|
UniqueUvs[j][3*i+2]=VertexSource.Uvs[j][Vertex3];
|
|
}
|
|
}
|
|
|
|
if(VertexSource.Weights.size() > 0)
|
|
{
|
|
UniqueWeights[3*i+0]=VertexSource.Weights[Vertex1];
|
|
UniqueWeights[3*i+1]=VertexSource.Weights[Vertex2];
|
|
UniqueWeights[3*i+2]=VertexSource.Weights[Vertex3];
|
|
}
|
|
|
|
//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
|
|
UniqueFaceList[i].VertexIndices[0]=3*i+0;
|
|
UniqueFaceList[i].VertexIndices[1]=3*i+1;
|
|
UniqueFaceList[i].VertexIndices[2]=3*i+2;
|
|
}
|
|
//_________________________________________________________________________________________
|
|
|
|
//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
|
|
//if we don't have one of them, we just swap empty containers, so everything is ok
|
|
theSubMesh.FaceList.swap(UniqueFaceList);
|
|
theSubMesh.Positions.swap(UniquePositions);
|
|
theSubMesh.Normals.swap(UniqueNormals);
|
|
theSubMesh.Tangents.swap(UniqueTangents);
|
|
theSubMesh.Uvs.swap(UniqueUvs);
|
|
theSubMesh.Weights.swap(UniqueWeights);
|
|
|
|
|
|
|
|
//------------- normalize weights -----------------------------
|
|
//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
|
|
//so we have to make this sure:
|
|
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
{
|
|
float WeightSum=0.0f;
|
|
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
{
|
|
WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
|
|
}
|
|
|
|
//check if the sum is too far away from 1
|
|
if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
|
|
{
|
|
//normalize all weights:
|
|
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
{
|
|
theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
|
|
}
|
|
}
|
|
}
|
|
//_________________________________________________________
|
|
}
|
|
|
|
|
|
|
|
|
|
aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
|
|
{
|
|
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
|
(void)m_CurrentScene;
|
|
|
|
aiMesh* NewAiMesh=new aiMesh();
|
|
|
|
//Positions
|
|
NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
|
|
memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
|
|
NewAiMesh->mNumVertices=theSubMesh.Positions.size();
|
|
|
|
//Normals
|
|
if(theSubMesh.HasNormals)
|
|
{
|
|
NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
|
|
memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
|
|
}
|
|
|
|
|
|
//until we have support for bitangents, no tangents will be written
|
|
/*
|
|
//Tangents
|
|
if(theSubMesh.HasTangents)
|
|
{
|
|
NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
|
|
memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
|
|
}
|
|
*/
|
|
|
|
//Uvs
|
|
if(theSubMesh.Uvs.size()>0)
|
|
{
|
|
for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
|
|
{
|
|
NewAiMesh->mNumUVComponents[i]=2;
|
|
NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
|
|
memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------- Bones --------------------------------------------
|
|
|
|
//Copy the weights in in Bone-Vertices Struktur
|
|
//(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
|
|
vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
|
|
for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
|
|
{
|
|
for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
|
|
{
|
|
aiVertexWeight NewWeight;
|
|
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
|
|
NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
|
|
aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
vector<aiBone*> aiBones;
|
|
aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
|
|
|
|
//create all the bones and fill them with informations
|
|
for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
|
|
{
|
|
if(aiWeights[i].size()>0)
|
|
{
|
|
aiBone* NewBone=new aiBone();
|
|
NewBone->mNumWeights=aiWeights[i].size();
|
|
NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
|
|
memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
|
|
NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
|
|
NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
|
|
|
|
aiBones.push_back(NewBone);
|
|
}
|
|
}
|
|
NewAiMesh->mNumBones=aiBones.size();
|
|
|
|
// mBones must be NULL if mNumBones is non 0 or the validation fails.
|
|
if (aiBones.size()) {
|
|
NewAiMesh->mBones=new aiBone* [aiBones.size()];
|
|
memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
|
|
}
|
|
|
|
//______________________________________________________________________________________________________
|
|
|
|
|
|
|
|
//Faces
|
|
NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
|
|
for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
|
|
{
|
|
NewAiMesh->mFaces[i].mNumIndices=3;
|
|
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
|
|
|
|
NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
|
|
NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
|
|
NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
|
|
}
|
|
NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
|
|
|
|
//Link the material:
|
|
NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
|
|
|
|
return NewAiMesh;
|
|
}
|
|
|
|
|
|
}//namespace Ogre
|
|
}//namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
|