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Rewrote the OBJ reader (again) to use FBXMeshPart instead of separate meshes. Works now! Multi-material support win.
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e9035a1efb
commit
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1 changed files with 41 additions and 40 deletions
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@ -440,7 +440,9 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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// add a new meshPart to the geometry's single mesh.
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while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {}
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// FBXMesh& mesh = geometry.meshes[0];
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FBXMesh& mesh = geometry.meshes[0];
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mesh.meshIndex = 0;
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geometry.joints.resize(1);
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geometry.joints[0].isFree = false;
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geometry.joints[0].parentIndex = -1;
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@ -459,11 +461,14 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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mesh.clusters.append(cluster);
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QMap<QString, int> materialMeshIdMap;
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QVector<FBXMesh> fbxMeshes;
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for (int i = 0, meshPartCount = 0; i < geometry.meshes[0].parts.count(); i++, meshPartCount++) {
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FaceGroup faceGroup = faceGroups[meshPartCount];
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QVector<FBXMeshPart> fbxMeshParts;
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int meshPartCount = 0;
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for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
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FBXMeshPart& meshPart = mesh.parts[i];
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FaceGroup faceGroup = faceGroups[meshPartCount];
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bool specifiesUV = false;
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foreach(OBJFace face, faceGroup) {
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// Go through all of the OBJ faces and determine the number of different materials necessary (each different material will be a unique mesh).
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@ -472,11 +477,11 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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// Create a new FBXMesh for this material mapping.
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materialMeshIdMap.insert(face.materialName, materialMeshIdMap.count());
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FBXMesh meshNew;
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meshNew.modelTransform = geometry.meshes[0].modelTransform;
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meshNew.meshExtents = geometry.meshes[0].meshExtents;
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meshNew.meshIndex = 0;// fbxMeshes.count();
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meshNew.clusters.append(cluster);
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fbxMeshParts.append(FBXMeshPart());
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FBXMeshPart& meshPartNew = fbxMeshParts.last();
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meshPartNew.quadIndices = QVector<int>(meshPart.quadIndices); // Copy over quad indices [NOTE (trent/mittens, 4/3/17): Likely unnecessary since they go unused anyway].
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meshPartNew.quadTrianglesIndices = QVector<int>(meshPart.quadTrianglesIndices); // Copy over quad triangulated indices [NOTE (trent/mittens, 4/3/17): Likely unnecessary since they go unused anyway].
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meshPartNew.triangleIndices = QVector<int>(meshPart.triangleIndices); // Copy over triangle indices.
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// Do some of the material logic (which previously lived below) now.
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// All the faces in the same group will have the same name and material.
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@ -499,21 +504,23 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
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}
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materials[groupMaterialName] = material;
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geometry.meshes[0].parts[i].materialID = groupMaterialName;
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meshPartNew.materialID = groupMaterialName;
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}
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// Add this mesh part.
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meshNew.parts.append(FBXMeshPart(geometry.meshes[0].parts[i]));
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// Add it to the mesh vector.
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fbxMeshes.append(meshNew);
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}
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}
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}
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// clean up old mesh parts.
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int unmodifiedMeshPartCount = mesh.parts.count();
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mesh.parts.clear();
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mesh.parts = QVector<FBXMeshPart>(fbxMeshParts);
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for (int i = 0, meshPartCount = 0; i < unmodifiedMeshPartCount; i++, meshPartCount++) {
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FaceGroup faceGroup = faceGroups[meshPartCount];
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// Now that each mesh has been created with its own unique material mappings, fill them with data (vertex data is duplicated, face data is not).
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foreach(OBJFace face, faceGroup) {
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FBXMesh& mesh = fbxMeshes[materialMeshIdMap[face.materialName]];
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FBXMeshPart& meshPart = mesh.parts.last();
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FBXMeshPart& meshPart = mesh.parts[materialMeshIdMap[face.materialName]];
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glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
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glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
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@ -528,11 +535,11 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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// Add the vertices.
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meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
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mesh.vertices.append(v0);
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mesh.vertices << v0;
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices.append(v1);
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mesh.vertices << v1;
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices.append(v2);
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mesh.vertices << v2;
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glm::vec3 n0, n1, n2;
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if (face.normalIndices.count()) {
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@ -548,39 +555,33 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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mesh.normals.append(n1);
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mesh.normals.append(n2);
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if (face.textureUVIndices.count()) {
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specifiesUV = true;
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mesh.texCoords.append(checked_at(textureUVs, face.textureUVIndices[0]));
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mesh.texCoords.append(checked_at(textureUVs, face.textureUVIndices[1]));
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mesh.texCoords.append(checked_at(textureUVs, face.textureUVIndices[2]));
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mesh.texCoords <<
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checked_at(textureUVs, face.textureUVIndices[0]) <<
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checked_at(textureUVs, face.textureUVIndices[1]) <<
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checked_at(textureUVs, face.textureUVIndices[2]);
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}
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else {
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glm::vec2 corner(0.0f, 1.0f);
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mesh.texCoords.append(corner);
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mesh.texCoords.append(corner);
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mesh.texCoords.append(corner);
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mesh.texCoords << corner << corner << corner;
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}
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}
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}
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geometry.meshes.clear();
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foreach(FBXMesh mesh, fbxMeshes) {
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geometry.meshes.append(mesh);
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mesh.meshExtents.reset();
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foreach(const glm::vec3& vertex, mesh.vertices) {
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mesh.meshExtents.addPoint(vertex);
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geometry.meshExtents.addPoint(vertex);
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}
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FBXReader::buildModelMesh(mesh, url.toString());
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mesh.meshExtents.reset();
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foreach(const glm::vec3& vertex, mesh.vertices) {
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mesh.meshExtents.addPoint(vertex);
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geometry.meshExtents.addPoint(vertex);
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}
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// Build the single mesh.
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FBXReader::buildModelMesh(mesh, url.toString());
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// fbxDebugDump(geometry);
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} catch(const std::exception& e) {
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qCDebug(modelformat) << "OBJ reader fail: " << e.what();
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}
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QString queryPart = _url.query();
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QString queryPart = _url.query();
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bool suppressMaterialsHack = queryPart.contains("hifiusemat"); // If this appears in query string, don't fetch mtl even if used.
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OBJMaterial& preDefinedMaterial = materials[SMART_DEFAULT_MATERIAL_NAME];
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preDefinedMaterial.used = true;
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