Ogre Importer: Support for Shared Geometry, as exported by Blender2Ogre for Blender 2.6 (still experimental)
CleanUp for OgreImporter (splitted the big file in smaller ones) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1190 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
485
code/OgreMesh.cpp
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485
code/OgreMesh.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
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#include "OgreImporter.hpp"
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#include "TinyFormatter.h"
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using namespace std;
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namespace Assimp
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{
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namespace Ogre
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{
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void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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{
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//see, if we use shared vertices
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bool bSharedData=false;
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if(Reader->getAttributeValue("usesharedvertices"))
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bSharedData=GetAttribute<bool>(Reader, "usesharedvertices");
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XmlRead(Reader);
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//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
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//of faces and geometry changed, and not if we have more than one of one
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while( Reader->getNodeName()==string("faces")
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|| Reader->getNodeName()==string("geometry")
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|| Reader->getNodeName()==string("boneassignments"))
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{
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if(string(Reader->getNodeName())=="faces")//Read the face list
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{
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//some info logging:
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unsigned int NumFaces=GetAttribute<int>(Reader, "count");
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ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
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DefaultLogger::get()->debug(ss.str());
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while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
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{
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Face NewFace;
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NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
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NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
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NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
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if(Reader->getAttributeValue("v4"))//this should be supported in the future
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{
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DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
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//throw DeadlyImportError("Submesh has quads, only traingles are supported!");
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}
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theSubMesh.FaceList.push_back(NewFace);
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}
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}//end of faces
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else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
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{
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//some info logging:
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unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
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ostringstream ss; ss<<"VertexCount: " << NumVertices;
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DefaultLogger::get()->debug(ss.str());
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//General Informations about vertices
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XmlRead(Reader);
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while(Reader->getNodeName()==string("vertexbuffer"))
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{
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ReadVertexBuffer(theSubMesh, Reader, NumVertices);
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}
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//some error checking on the loaded data
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if(!theSubMesh.HasPositions)
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throw DeadlyImportError("No positions could be loaded!");
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if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Normals loaded!");
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if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Tangents loaded!");
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if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Uvs loaded!");
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}//end of "geometry
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else if(string(Reader->getNodeName())=="boneassignments")
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{
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theSubMesh.Weights.resize(theSubMesh.Positions.size());
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while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
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{
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Weight NewWeight;
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unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
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NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
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NewWeight.Value=GetAttribute<float>(Reader, "weight");
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theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
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theSubMesh.Weights[VertexId].push_back(NewWeight);
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//Once i had this line, and than i got only every second boneassignment,
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//but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!!
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//XmlRead(Reader);
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}
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}//end of boneassignments
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}
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DefaultLogger::get()->debug((Formatter::format(),
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"Positionen: ",theSubMesh.Positions.size(),
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" Normale: ",theSubMesh.Normals.size(),
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" TexCoords: ",theSubMesh.Uvs.size(),
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" Tantents: ",theSubMesh.Tangents.size()
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));
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DefaultLogger::get()->warn(Reader->getNodeName());
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//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
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unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniquePositions(UniqueVertexCount);
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vector<aiVector3D> UniqueNormals(UniqueVertexCount);
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vector<aiVector3D> UniqueTangents(UniqueVertexCount);
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vector<aiVector3D> UniqueUvs(UniqueVertexCount);
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vector< vector<Weight> > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0));
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//Support for shared data:
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/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
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we just use a reference to a submodel instead of our submodel itself*/
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SubMesh& VertexSource= bSharedData ? m_SharedGeometry : theSubMesh;
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if(VertexSource.NumUvs > 0)
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{
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DefaultLogger::get()->error("Not all Uvs will be made unique!");
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}
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for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
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{
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//We precalculate the index vlaues her, because we need them in all vertex attributes
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unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
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unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
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unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
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UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
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UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
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UniquePositions[3*i+2]=VertexSource.Positions[Vertex3];
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if(VertexSource.HasNormals)
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{
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UniqueNormals[3*i+0]=VertexSource.Normals[Vertex1];
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UniqueNormals[3*i+1]=VertexSource.Normals[Vertex2];
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UniqueNormals[3*i+2]=VertexSource.Normals[Vertex3];
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}
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if(VertexSource.HasTangents)
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{
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UniqueTangents[3*i+0]=VertexSource.Tangents[Vertex1];
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UniqueTangents[3*i+1]=VertexSource.Tangents[Vertex2];
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UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
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}
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if(VertexSource.NumUvs > 0)
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{
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UniqueUvs[3*i+0]=VertexSource.Uvs[Vertex1];
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UniqueUvs[3*i+1]=VertexSource.Uvs[Vertex2];
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UniqueUvs[3*i+2]=VertexSource.Uvs[Vertex3];
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}
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if(VertexSource.Weights.size())
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{
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//I don't think, that bone assinements can be shared, but who knows?
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UniqueWeights[3*i+0]=VertexSource.Weights[Vertex1];
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UniqueWeights[3*i+1]=VertexSource.Weights[Vertex2];
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UniqueWeights[3*i+2]=VertexSource.Weights[Vertex3];
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}
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//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
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UniqueFaceList[i].VertexIndices[0]=3*i+0;
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UniqueFaceList[i].VertexIndices[1]=3*i+1;
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UniqueFaceList[i].VertexIndices[2]=3*i+2;
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}
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//_________________________________________________________________________________________
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//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
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//if we don't have one of them, we just swap empty containers, so everything is ok
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theSubMesh.FaceList.swap(UniqueFaceList);
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theSubMesh.Positions.swap(UniquePositions);
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theSubMesh.Normals.swap(UniqueNormals);
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theSubMesh.Tangents.swap(UniqueTangents);
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theSubMesh.Uvs.swap(UniqueUvs);
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theSubMesh.Weights.swap(UniqueWeights);
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//------------- normalize weights -----------------------------
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//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
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//so we have to make this sure:
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for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
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{
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float WeightSum=0.0f;
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for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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{
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WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
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}
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//check if the sum is too far away from 1
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if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
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{
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//normalize all weights:
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for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
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{
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theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
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}
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}
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}
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//_________________________________________________________
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}
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void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
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{
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DefaultLogger::get()->debug("new Vertex Buffer");
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bool ReadPositions=false;
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bool ReadNormals=false;
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bool ReadTangents=false;
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bool ReadUvs=false;
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//-------------------- check, what we need to read: --------------------------------
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if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
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{
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ReadPositions=theSubMesh.HasPositions=true;
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theSubMesh.Positions.reserve(NumVertices);
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DefaultLogger::get()->debug("reading positions");
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}
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if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
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{
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ReadNormals=theSubMesh.HasNormals=true;
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theSubMesh.Normals.reserve(NumVertices);
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DefaultLogger::get()->debug("reading normals");
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}
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if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
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{
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ReadTangents=theSubMesh.HasTangents=true;
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theSubMesh.Tangents.reserve(NumVertices);
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DefaultLogger::get()->debug("reading tangents");
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}
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//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
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if(!Reader->getAttributeValue("texture_coords"))
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theSubMesh.NumUvs=0;
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else
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{
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ReadUvs=!!(theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords"));
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theSubMesh.Uvs.reserve(NumVertices);
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DefaultLogger::get()->debug("reading texture coords");
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}
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if(theSubMesh.NumUvs>1)
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{
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DefaultLogger::get()->warn("too many texcoords (just 1 supported!), just the first texcoords will be loaded!");
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theSubMesh.NumUvs=1;
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}
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//___________________________________________________________________
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//check if we will load anything
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if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
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DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
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//read all the vertices:
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XmlRead(Reader);
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/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
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so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
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while(Reader->getNodeName()==string("vertex")
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||Reader->getNodeName()==string("position")
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||Reader->getNodeName()==string("normal")
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||Reader->getNodeName()==string("tangent")
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||Reader->getNodeName()==string("texcoord"))
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{
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if(Reader->getNodeName()==string("vertex"))
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XmlRead(Reader);//Read an attribute tag
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//Position
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if(ReadPositions && Reader->getNodeName()==string("position"))
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{
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aiVector3D NewPos;
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NewPos.x=GetAttribute<float>(Reader, "x");
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NewPos.y=GetAttribute<float>(Reader, "y");
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NewPos.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Positions.push_back(NewPos);
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}
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//Normal
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else if(ReadNormals && Reader->getNodeName()==string("normal"))
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{
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aiVector3D NewNormal;
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NewNormal.x=GetAttribute<float>(Reader, "x");
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NewNormal.y=GetAttribute<float>(Reader, "y");
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NewNormal.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Normals.push_back(NewNormal);
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}
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//Tangent
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else if(ReadTangents && Reader->getNodeName()==string("tangent"))
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{
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aiVector3D NewTangent;
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NewTangent.x=GetAttribute<float>(Reader, "x");
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NewTangent.y=GetAttribute<float>(Reader, "y");
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NewTangent.z=GetAttribute<float>(Reader, "z");
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theSubMesh.Tangents.push_back(NewTangent);
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}
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//Uv:
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else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
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{
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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theSubMesh.Uvs.push_back(NewUv);
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//skip all the following texcoords:
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while(Reader->getNodeName()==string("texcoord"))
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XmlRead(Reader);
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continue;//don't read another line at the end of the loop
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}
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//Attribute could not be read
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else
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{
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DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
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}
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XmlRead(Reader);//Read the Vertex tag
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}
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}
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aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
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{
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const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
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(void)m_CurrentScene;
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aiMesh* NewAiMesh=new aiMesh();
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//Positions
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NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
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memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
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NewAiMesh->mNumVertices=theSubMesh.Positions.size();
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//Normals
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if(theSubMesh.HasNormals)
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{
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NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
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memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
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}
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||||
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//until we have support for bitangents, no tangents will be written
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/*
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//Tangents
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||||
if(theSubMesh.HasTangents)
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{
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NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
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memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
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||||
}
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||||
*/
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||||
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||||
//Uvs
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||||
if(0!=theSubMesh.NumUvs)
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||||
{
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||||
NewAiMesh->mNumUVComponents[0]=2;
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||||
NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
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||||
memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
|
||||
}
|
||||
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||||
|
||||
//---------------------------------------- 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
|
||||
Reference in New Issue
Block a user