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@@ -454,7 +454,6 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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meshOffsets.clear();
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- const unsigned int unusedIndex = ~0;
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std::vector<unsigned int> usedVertexIndices;
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std::vector<unsigned int> reverseMappingIndices;
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std::vector<unsigned int> indexBuffer;
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@@ -470,14 +469,14 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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// extract used vertices:
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bool useIndexBuffer = prim.indices;
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- std::vector<unsigned int>* usedVertexIndicesPtr = nullptr;
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+ std::vector<unsigned int>* vertexRemappingTable = nullptr;
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if (useIndexBuffer) {
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size_t count = prim.indices->count;
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indexBuffer.resize(count);
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usedVertexIndices.clear();
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reverseMappingIndices.clear();
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usedVertexIndices.reserve(count / 3); // this is a very rough heuristic to reduce re-allocations
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- usedVertexIndicesPtr = &usedVertexIndices;
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+ vertexRemappingTable = &usedVertexIndices;
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Accessor::Indexer data = prim.indices->GetIndexer();
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if (!data.IsValid()) {
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throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
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@@ -485,6 +484,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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// Build the vertex remapping table and the modified index buffer (used later instead of the original one)
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// In case no index buffer is used, the original vertex arrays are being used so no remapping is required in the first place.
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+ const unsigned int unusedIndex = ~0u;
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for (unsigned int i = 0; i < count; ++i) {
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unsigned int index = data.GetUInt(i);
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if (index >= reverseMappingIndices.size()) {
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@@ -532,14 +532,14 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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size_t numAllVertices = 0;
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if (!attr.position.empty() && attr.position[0]) {
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numAllVertices = attr.position[0]->count;
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- aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->ExtractData(aim->mVertices, usedVertexIndicesPtr));
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+ aim->mNumVertices = static_cast<unsigned int>(attr.position[0]->ExtractData(aim->mVertices, vertexRemappingTable));
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}
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if (!attr.normal.empty() && attr.normal[0]) {
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if (attr.normal[0]->count != numAllVertices) {
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DefaultLogger::get()->warn("Normal count in mesh \"", mesh.name, "\" does not match the vertex count, normals ignored.");
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} else {
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- attr.normal[0]->ExtractData(aim->mNormals, usedVertexIndicesPtr);
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+ attr.normal[0]->ExtractData(aim->mNormals, vertexRemappingTable);
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// only extract tangents if normals are present
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if (!attr.tangent.empty() && attr.tangent[0]) {
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@@ -549,7 +549,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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// generate bitangents from normals and tangents according to spec
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Tangent *tangents = nullptr;
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- attr.tangent[0]->ExtractData(tangents, usedVertexIndicesPtr);
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+ attr.tangent[0]->ExtractData(tangents, vertexRemappingTable);
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aim->mTangents = new aiVector3D[aim->mNumVertices];
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aim->mBitangents = new aiVector3D[aim->mNumVertices];
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@@ -574,7 +574,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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auto componentType = attr.color[c]->componentType;
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if (componentType == glTF2::ComponentType_FLOAT) {
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- attr.color[c]->ExtractData(aim->mColors[c], usedVertexIndicesPtr);
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+ attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable);
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} else {
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if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
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aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]);
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@@ -595,7 +595,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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continue;
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}
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- attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc], usedVertexIndicesPtr);
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+ attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc], vertexRemappingTable);
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aiVector3D *values = aim->mTextureCoords[tc];
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@@ -624,7 +624,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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ASSIMP_LOG_WARN("Positions of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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aiVector3D *positionDiff = nullptr;
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- target.position[0]->ExtractData(positionDiff, usedVertexIndicesPtr);
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+ target.position[0]->ExtractData(positionDiff, vertexRemappingTable);
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
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}
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@@ -636,7 +636,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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ASSIMP_LOG_WARN("Normals of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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aiVector3D *normalDiff = nullptr;
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- target.normal[0]->ExtractData(normalDiff, usedVertexIndicesPtr);
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+ target.normal[0]->ExtractData(normalDiff, vertexRemappingTable);
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
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}
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@@ -651,10 +651,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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ASSIMP_LOG_WARN("Tangents of target ", i, " in mesh \"", mesh.name, "\" does not match the vertex count");
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} else {
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Tangent *tangent = nullptr;
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- attr.tangent[0]->ExtractData(tangent, usedVertexIndicesPtr);
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+ attr.tangent[0]->ExtractData(tangent, vertexRemappingTable);
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aiVector3D *tangentDiff = nullptr;
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- target.tangent[0]->ExtractData(tangentDiff, usedVertexIndicesPtr);
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+ target.tangent[0]->ExtractData(tangentDiff, vertexRemappingTable);
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
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tangent[vertexId].xyz += tangentDiff[vertexId];
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