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Apply uv channel and transform
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1 changed files with 58 additions and 15 deletions
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@ -52,6 +52,34 @@ using namespace NL3D;
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// TODO: Skinned - reverse transform by skeleton root bone to align?
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// TODO: Skinned - reverse transform by skeleton root bone to align?
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/*inline CMatrix convMatrix(const aiMatrix4x4 &tf)
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{
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CMatrix m;
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for (int i = 0; i < 16; ++i)
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m.set(&tf.a1);
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return m;
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}*/
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inline CVector convVector(const aiVector3D &av)
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{
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return CVector(av.x, av.y, av.z); // COORDINATE CONVERSION
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}
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inline CRGBA convColor(const aiColor4D &ac)
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{
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
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}
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inline CUVW convUvw(const aiVector3D &av)
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{
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return CUVW(av.x, -av.y, av.z); // UH OH COORDINATE CONVERSION ?! ONLY FOR TEXTURES !!
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}
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inline CQuat convQuat(const aiQuaternion &aq)
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{
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return CQuat(aq.x, aq.y, aq.z, aq.w);
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}
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void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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{
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const aiNode *node = nodeContext.InternalNode;
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const aiNode *node = nodeContext.InternalNode;
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@ -77,21 +105,24 @@ void assimpBuildBaseMesh(CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsCon
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buildBaseMesh.Materials[mi] = *context.SceneMeta.Materials[amname.C_Str()];
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buildBaseMesh.Materials[mi] = *context.SceneMeta.Materials[amname.C_Str()];
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}
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}
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}
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}
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}
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inline CVector convVector(const aiVector3D &av)
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// Positioning
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{
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const aiMatrix4x4 &root = context.InternalScene->mRootNode->mTransformation;
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return CVector(-av.x, av.z, av.y); // COORDINATE CONVERSION
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const aiMatrix4x4 &tf = nodeContext.InternalNode->mTransformation; // COORDINATE CONVERSION HERE INSTEAD OF PER VERTEX ??
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}
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aiVector3D scaling;
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aiQuaternion rotation;
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aiVector3D position;
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tf.Decompose(scaling, rotation, position);
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buildBaseMesh.DefaultScale = convVector(scaling);
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buildBaseMesh.DefaultRotQuat = convQuat(rotation);
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buildBaseMesh.DefaultRotEuler = CVector(0, 0, 0);
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buildBaseMesh.DefaultPivot = CVector(0, 0, 0);
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buildBaseMesh.DefaultPos = convVector(position);
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inline CRGBA convColor(const aiColor4D &ac)
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// Meta
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{
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// dst.CollisionMeshGeneration = src.CollisionMeshGeneration;
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
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}
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inline CUVW convUvw(const aiVector3D &av)
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// TODO: Morph
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{
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return CUVW(av.x, av.y, av.z); // UH OH COORDINATE CONVERSION ?!
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}
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}
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bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
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@ -139,7 +170,7 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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// Meshes in assimp are separated per material, so we need to re-merge them for the mesh build process
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// Meshes in assimp are separated per material, so we need to re-merge them for the mesh build process
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// This process also deduplicates vertices
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// This process also deduplicates vertices
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bool cleanupMesh = false;
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bool cleanupMesh = true;
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sint32 numVertices = 0;
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sint32 numVertices = 0;
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
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numVertices += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumVertices;
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numVertices += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumVertices;
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@ -208,7 +239,7 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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numUVChannels = CVertexBuffer::MaxStage;
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numUVChannels = CVertexBuffer::MaxStage;
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}
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}
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for (unsigned int ui = 0; ui < numUVChannels; ++ui)
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for (unsigned int ui = 0; ui < numUVChannels; ++ui)
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buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0 << ui); // TODO: Coord UV tex stage rerouting
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buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0Flag << ui); // TODO: Coord UV tex stage rerouting
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// TODO: Channels do in fact differ between submeshes, so we need to correctly recount and reroute the materials properly
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// TODO: Channels do in fact differ between submeshes, so we need to correctly recount and reroute the materials properly
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if (numColorChannels != refNumColorChannels)
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if (numColorChannels != refNumColorChannels)
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@ -227,6 +258,13 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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"(%s) Face %i on mesh %i has %i faces", node->mName.C_Str(), fi, mi, af.mNumIndices);
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"(%s) Face %i on mesh %i has %i faces", node->mName.C_Str(), fi, mi, af.mNumIndices);
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continue; // return false; Keep going, just drop the face for better user experience
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continue; // return false; Keep going, just drop the face for better user experience
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}
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}
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if (cleanupMesh)
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{
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if (vertexRemapping[mi][af.mIndices[0]] == vertexRemapping[mi][af.mIndices[1]]
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|| vertexRemapping[mi][af.mIndices[1]] == vertexRemapping[mi][af.mIndices[2]]
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|| vertexRemapping[mi][af.mIndices[2]] == vertexRemapping[mi][af.mIndices[0]])
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continue; // Not a triangle
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}
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CMesh::CFace &face = buildMesh.Faces[numFaces];
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CMesh::CFace &face = buildMesh.Faces[numFaces];
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face.MaterialId = mi;
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face.MaterialId = mi;
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face.SmoothGroup = 0; // No smoothing groups (bitfield)
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face.SmoothGroup = 0; // No smoothing groups (bitfield)
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@ -279,7 +317,12 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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++numFaces;
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++numFaces;
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}
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}
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}
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}
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buildMesh.Faces.resize(numFaces);
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if (numFaces != buildMesh.Faces.size())
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{
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tlmessage(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Removed %u degenerate faces in shape '%s'", (uint32)(buildMesh.Faces.size() - numFaces), node->mName.C_Str());
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buildMesh.Faces.resize(numFaces);
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}
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// clear for MRM info
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// clear for MRM info
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buildMesh.Interfaces.clear();
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buildMesh.Interfaces.clear();
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