Ogre: Shared BoneWeights get loaded
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1200 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -55,10 +55,8 @@ namespace Ogre
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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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theSubMesh.SharedData=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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@@ -119,28 +117,10 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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}//end of "geometry
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else if(string(Reader->getNodeName())=="boneassignments")
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else if(Reader->getNodeName()==string("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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//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
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theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
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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.
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//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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ReadBoneWeights(theSubMesh, Reader);
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}
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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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@@ -149,115 +129,6 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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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(bSharedData)//copy vertexinformations to our mesh:
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{
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theSubMesh.HasPositions=m_SharedGeometry.HasPositions;
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theSubMesh.HasNormals=m_SharedGeometry.HasNormals;
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theSubMesh.HasTangents=m_SharedGeometry.HasTangents;
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theSubMesh.NumUvs=m_SharedGeometry.NumUvs;
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}
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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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@@ -382,6 +253,138 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
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}
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void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
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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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//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
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theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
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theSubMesh.Weights[VertexId].push_back(NewWeight);
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}
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}
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void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
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{
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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(UniqueVertexCount);
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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= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
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if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
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{
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theSubMesh.HasPositions=theSharedGeometry.HasPositions;
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theSubMesh.HasNormals=theSharedGeometry.HasNormals;
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theSubMesh.HasTangents=theSharedGeometry.HasTangents;
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theSubMesh.NumUvs=theSharedGeometry.NumUvs;
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theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
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}
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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() > 0)
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{
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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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aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
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{
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