More fixes for the OBJ reader. The data seems to be fine. The rendering seems not so fine.

This commit is contained in:
trent 2017-03-30 19:10:15 -04:00
parent c5bb419bd1
commit e9035a1efb

View file

@ -463,7 +463,6 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
QMap<QString, int> materialMeshIdMap;
QVector<FBXMesh> fbxMeshes;
for (int i = 0, meshPartCount = 0; i < geometry.meshes[0].parts.count(); i++, meshPartCount++) {
FBXMeshPart& meshPart = geometry.meshes[0].parts[i];
FaceGroup faceGroup = faceGroups[meshPartCount];
bool specifiesUV = false;
foreach(OBJFace face, faceGroup) {
@ -473,20 +472,15 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
// Create a new FBXMesh for this material mapping.
materialMeshIdMap.insert(face.materialName, materialMeshIdMap.count());
FBXMesh meshNew = geometry.meshes[0];
meshNew.meshIndex = fbxMeshes.count();
FBXMesh meshNew;
meshNew.modelTransform = geometry.meshes[0].modelTransform;
meshNew.meshExtents = geometry.meshes[0].meshExtents;
meshNew.meshIndex = 0;// fbxMeshes.count();
meshNew.clusters.append(cluster);
// Add this mesh part to the mesh.
meshNew.parts.append(meshPart);
// Add it to the mesh vector.
fbxMeshes.append(meshNew);
// Do some of the material logic (which previously lived below) now.
// All the faces in the same group will have the same name and material.
OBJFace leadFace = faceGroup[0];
QString groupMaterialName = leadFace.materialName;
QString groupMaterialName = face.materialName;
if (groupMaterialName.isEmpty() && specifiesUV) {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
@ -505,14 +499,21 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
}
materials[groupMaterialName] = material;
meshPart.materialID = groupMaterialName;
geometry.meshes[0].parts[i].materialID = groupMaterialName;
}
// Add this mesh part.
meshNew.parts.append(FBXMeshPart(geometry.meshes[0].parts[i]));
// Add it to the mesh vector.
fbxMeshes.append(meshNew);
}
}
// 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).
foreach(OBJFace face, faceGroup) {
FBXMesh& mesh = fbxMeshes[materialMeshIdMap[face.materialName]];
FBXMeshPart& meshPart = mesh.parts.last();
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
@ -527,11 +528,11 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
// Add the vertices.
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
mesh.vertices << v0;
mesh.vertices.append(v0);
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v1;
mesh.vertices.append(v1);
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v2;
mesh.vertices.append(v2);
glm::vec3 n0, n1, n2;
if (face.normalIndices.count()) {
@ -543,17 +544,20 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
// generate normals from triangle plane if not provided
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
}
mesh.normals << n0 << n1 << n2;
mesh.normals.append(n0);
mesh.normals.append(n1);
mesh.normals.append(n2);
if (face.textureUVIndices.count()) {
specifiesUV = true;
mesh.texCoords <<
checked_at(textureUVs, face.textureUVIndices[0]) <<
checked_at(textureUVs, face.textureUVIndices[1]) <<
checked_at(textureUVs, face.textureUVIndices[2]);
mesh.texCoords.append(checked_at(textureUVs, face.textureUVIndices[0]));
mesh.texCoords.append(checked_at(textureUVs, face.textureUVIndices[1]));
mesh.texCoords.append(checked_at(textureUVs, face.textureUVIndices[2]));
}
else {
glm::vec2 corner(0.0f, 1.0f);
mesh.texCoords << corner << corner << corner;
mesh.texCoords.append(corner);
mesh.texCoords.append(corner);
mesh.texCoords.append(corner);
}
}
}