Ogre: Support for multiple texcoords

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1248 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
jonathanklein
2012-05-23 09:23:34 +00:00
parent 1ac5a47c5d
commit d9d57804fa
4 changed files with 88 additions and 44 deletions

View File

@@ -111,8 +111,11 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Tangents loaded!");
if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
throw DeadlyImportError("Wrong Number of Uvs 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
@@ -139,7 +142,7 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
bool ReadPositions=false;
bool ReadNormals=false;
bool ReadTangents=false;
bool ReadUvs=false;
unsigned int NumUvs=0;
//-------------------- check, what we need to read: --------------------------------
if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
@@ -161,26 +164,18 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
DefaultLogger::get()->debug("reading tangents");
}
//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
if(!Reader->getAttributeValue("texture_coords"))
theSubMesh.NumUvs=0;
else
if(Reader->getAttributeValue("texture_coords"))
{
ReadUvs=!!(theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords"));
theSubMesh.Uvs.reserve(NumVertices);
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");
}
if(theSubMesh.NumUvs>1)
{
DefaultLogger::get()->warn("too many texcoords (just 1 supported!), just the first texcoords will be loaded!");
theSubMesh.NumUvs=1;
}
//___________________________________________________________________
//check if we will load anything
if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
@@ -230,17 +225,21 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
}
//Uv:
else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
{
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.push_back(NewUv);
//skip all the following texcoords:
while(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;//don't read another line at the end of the loop
}
continue;//because we already read the next node...
}
//Color:
@@ -284,12 +283,20 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
//---------------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<aiVector3D> UniqueUvs(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*/
@@ -300,14 +307,11 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
theSubMesh.HasPositions=theSharedGeometry.HasPositions;
theSubMesh.HasNormals=theSharedGeometry.HasNormals;
theSubMesh.HasTangents=theSharedGeometry.HasTangents;
theSubMesh.NumUvs=theSharedGeometry.NumUvs;
theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
}
if(VertexSource.NumUvs > 0)
{
DefaultLogger::get()->error("Not all Uvs will be made unique!");
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)
@@ -335,11 +339,14 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
}
if(VertexSource.NumUvs > 0)
if(UniqueUvs.size()>0)
{
UniqueUvs[3*i+0]=VertexSource.Uvs[Vertex1];
UniqueUvs[3*i+1]=VertexSource.Uvs[Vertex2];
UniqueUvs[3*i+2]=VertexSource.Uvs[Vertex3];
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)
@@ -425,11 +432,14 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
*/
//Uvs
if(0!=theSubMesh.NumUvs)
if(theSubMesh.Uvs.size()>0)
{
NewAiMesh->mNumUVComponents[0]=2;
NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
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));
}
}