issue_1973
added support for CustomData(Layer) to support multiple (texture) UV mappings added unittest with sample model
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@@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "BlenderIntermediate.h"
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#include "BlenderModifier.h"
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#include "BlenderBMesh.h"
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#include "BlenderCustomData.h"
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#include <assimp/StringUtils.h>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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@@ -1021,6 +1022,36 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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}
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}
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// TODO should we create the TextureUVMapping map in Convert<Material> to prevent redundant processing?
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// create texture <-> uvname mapping for all materials
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// key is texture number, value is data *
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typedef std::map<uint32_t, const MLoopUV *> TextureUVMapping;
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// key is material number, value is the TextureUVMapping for the material
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typedef std::map<uint32_t, TextureUVMapping> MaterialTextureUVMappings;
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MaterialTextureUVMappings matTexUvMappings;
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const uint32_t maxMat = static_cast<const uint32_t>(mesh->mat.size());
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for (uint32_t m = 0; m < maxMat; ++m)
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{
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// get material by index
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const std::shared_ptr<Material> pMat = mesh->mat[m];
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TextureUVMapping texuv;
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const uint32_t maxTex = sizeof(pMat->mtex) / sizeof(pMat->mtex[0]);
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for (uint32_t t = 0; t < maxTex; ++t)
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{
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if (pMat->mtex[t] && pMat->mtex[t]->uvname[0])
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{
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// get the CustomData layer for given uvname and correct type
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const MLoopUV *pLoop = static_cast<const MLoopUV*>(getCustomDataLayerData(mesh->ldata, CD_MLOOPUV, pMat->mtex[t]->uvname));
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if (pLoop)
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{
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texuv.insert(std::make_pair(t, pLoop));
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}
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}
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}
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matTexUvMappings.insert(std::make_pair(m, texuv));
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}
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// collect texture coordinates, they're stored in a separate per-face buffer
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if (mesh->mtface || mesh->mloopuv) {
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if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
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@@ -1028,8 +1059,17 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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}
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for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
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ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
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(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
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const auto itMatTexUvMapping = matTexUvMappings.find((*it)->mMaterialIndex);
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if (itMatTexUvMapping == matTexUvMappings.end()) {
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// default behaviour like before
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(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
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}
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else {
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// create texture coords for every mapped tex
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for (uint32_t i = 0; i < itMatTexUvMapping->second.size(); ++i) {
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(*it)->mTextureCoords[i] = new aiVector3D[(*it)->mNumVertices];
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}
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}
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(*it)->mNumFaces = (*it)->mNumVertices = 0;
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}
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@@ -1051,13 +1091,35 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
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const aiFace& f = out->mFaces[out->mNumFaces++];
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aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
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for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
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const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
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vo->x = uv.uv[0];
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vo->y = uv.uv[1];
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const auto itMatTexUvMapping = matTexUvMappings.find(v.mat_nr);
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if (itMatTexUvMapping == matTexUvMappings.end()) {
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// old behavior
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aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
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for (unsigned int j = 0; j < f.mNumIndices; ++j, ++vo, ++out->mNumVertices) {
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const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
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vo->x = uv.uv[0];
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vo->y = uv.uv[1];
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}
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}
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else {
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// create textureCoords for every mapped tex
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for (uint32_t m = 0; m < itMatTexUvMapping->second.size(); ++m) {
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const MLoopUV *tm = itMatTexUvMapping->second[m];
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aiVector3D* vo = &out->mTextureCoords[m][out->mNumVertices];
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uint32_t j = 0;
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for (; j < f.mNumIndices; ++j, ++vo) {
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const MLoopUV& uv = tm[v.loopstart + j];
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vo->x = uv.uv[0];
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vo->y = uv.uv[1];
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}
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// only update written mNumVertices in last loop
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// TODO why must the numVertices be incremented here?
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if (m == itMatTexUvMapping->second.size() - 1)
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{
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out->mNumVertices += j;
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}
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}
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}
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}
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}
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