Apply uv channel and transform

--HG--
branch : feature-export-assimp
hg/feature/material-editor
kaetemi 9 years ago
parent 7f31e640da
commit 6edff36476

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

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