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@@ -497,10 +497,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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}
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}
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- if (prim.indices) {
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- aiFace* faces = 0;
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- unsigned int nFaces = 0;
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+ aiFace* faces = 0;
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+ unsigned int nFaces = 0;
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+ if (prim.indices) {
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unsigned int count = prim.indices->count;
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unsigned int count = prim.indices->count;
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Accessor::Indexer data = prim.indices->GetIndexer();
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Accessor::Indexer data = prim.indices->GetIndexer();
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@@ -565,14 +565,78 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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}
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}
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break;
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break;
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}
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}
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+ }
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+ else { // no indices provided so directly generate from counts
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+
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+ // use the already determined count as it includes checks
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+ unsigned int count = aim->mNumVertices;
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- if (faces) {
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- aim->mFaces = faces;
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- aim->mNumFaces = nFaces;
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- ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
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+ switch (prim.mode) {
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+ case PrimitiveMode_POINTS: {
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+ nFaces = count;
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+ faces = new aiFace[nFaces];
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+ for (unsigned int i = 0; i < count; ++i) {
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+ SetFace(faces[i], i);
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+ }
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+ break;
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+ }
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+
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+ case PrimitiveMode_LINES: {
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+ nFaces = count / 2;
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+ faces = new aiFace[nFaces];
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+ for (unsigned int i = 0; i < count; i += 2) {
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+ SetFace(faces[i / 2], i, i + 1);
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+ }
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+ break;
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+ }
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+
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+ case PrimitiveMode_LINE_LOOP:
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+ case PrimitiveMode_LINE_STRIP: {
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+ nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
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+ faces = new aiFace[nFaces];
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+ SetFace(faces[0], 0, 1);
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+ for (unsigned int i = 2; i < count; ++i) {
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+ SetFace(faces[i - 1], faces[i - 2].mIndices[1], i);
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+ }
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+ if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
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+ SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
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+ }
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+ break;
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+ }
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+
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+ case PrimitiveMode_TRIANGLES: {
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+ nFaces = count / 3;
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+ faces = new aiFace[nFaces];
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+ for (unsigned int i = 0; i < count; i += 3) {
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+ SetFace(faces[i / 3], i, i + 1, i + 2);
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+ }
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+ break;
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+ }
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+ case PrimitiveMode_TRIANGLE_STRIP: {
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+ nFaces = count - 2;
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+ faces = new aiFace[nFaces];
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+ SetFace(faces[0], 0, 1, 2);
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+ for (unsigned int i = 3; i < count; ++i) {
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+ SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
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+ }
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+ break;
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+ }
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+ case PrimitiveMode_TRIANGLE_FAN:
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+ nFaces = count - 2;
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+ faces = new aiFace[nFaces];
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+ SetFace(faces[0], 0, 1, 2);
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+ for (unsigned int i = 3; i < count; ++i) {
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+ SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
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+ }
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+ break;
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}
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}
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}
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}
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+ if (faces) {
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+ aim->mFaces = faces;
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+ aim->mNumFaces = nFaces;
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+ ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
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+ }
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if (prim.material) {
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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aim->mMaterialIndex = prim.material.GetIndex();
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