update ConvertToMeshFile chunk object data population to use the UniqueVertexCollection object's data instead

This commit is contained in:
Gered 2012-12-18 12:34:01 -05:00
parent cc6fb19f4c
commit 70365b0775

View file

@ -76,54 +76,39 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, floa
// now we start writing out the file
WriteFileHeader(fp);
uint32_t numVertices = uniqueVertices.GetCount();
VerticesChunk *vertices = new VerticesChunk();
for (uint32_t i = 0; i < source->GetNumVertices(); ++i)
vertices->vertices.reserve(numVertices);
for (uint32_t i = 0; i < numVertices; ++i)
{
const Ms3dVertex *vertex = &source->GetVertices()[i];
Vector3 v = vertex->vertex;
Vector3 v = uniqueVertices.GetVertex(i)->vertex;
v *= scaleFactor;
vertices->vertices.push_back(v);
}
WriteChunk(vertices, fp);
NormalsChunk *normals = new NormalsChunk();
normals->normals.resize(source->GetNumVertices());
// MS3D normals are stored per-triangle, but we want them to be stored
// per vertex instead (so if there are 'n' unique vertices in this model
// then we also want 'n' unique normals).
// This takes the normals from the MS3D triangles, gets the corresponding
// vertex index, and then stores the normal in our normals array at the
// same index location (thereby mapping normals to vertices).
for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
normals->normals.reserve(numVertices);
for (uint32_t i = 0; i < numVertices; ++i)
{
const Ms3dTriangle *triangle = &source->GetTriangles()[i];
for (int j = 0; j < 3; ++j)
{
uint16_t index = triangle->vertices[j];
Vector3 n = triangle->normals[j];
normals->normals[index] = n;
}
Vector3 n = uniqueVertices.GetVertex(i)->normal;
normals->normals.push_back(n);
}
WriteChunk(normals, fp);
TexCoordsChunk *texCoords = new TexCoordsChunk();
texCoords->texCoords.resize(source->GetNumVertices());
// this works the same as the normals above
for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
texCoords->texCoords.reserve(numVertices);
for (uint32_t i = 0; i < numVertices; ++i)
{
const Ms3dTriangle *triangle = &source->GetTriangles()[i];
for (int j = 0; j < 3; ++j)
{
uint16_t index = triangle->vertices[j];
Vector2 t = triangle->texCoords[j];
texCoords->texCoords[index] = t;
}
Vector2 t = uniqueVertices.GetVertex(i)->texCoord;
texCoords->texCoords.push_back(t);
}
WriteChunk(texCoords, fp);
TrianglesChunk *triangles = new TrianglesChunk();
for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
@ -131,16 +116,26 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, floa
const Ms3dTriangle *triangle = &source->GetTriangles()[i];
Triangle t;
t.vertices[0] = triangle->vertices[0];
t.vertices[1] = triangle->vertices[1];
t.vertices[2] = triangle->vertices[2];
for (int v = 0; v < 3; ++v)
{
// gather up existing MS3D triangle data for this point of the triangle
uint32_t index = triangle->vertices[v];
Vector3 vertex = source->GetVertices()[index].vertex;
Vector3 normal = triangle->normals[v];
Vector2 texCoord = triangle->texCoords[v];
// find matching vertex index for these in our new collection of
// unique vertex data
int32_t newIndex = uniqueVertices.Find(vertex, normal, texCoord);
assert(newIndex != -1);
assert(newIndex < numVertices);
// set the new unique vertex index in the output triangle data
t.vertices[v] = newIndex;
}
t.groupIndex = triangle->meshIndex;
t.normals[0] = triangle->normals[0];
t.normals[1] = triangle->normals[1];
t.normals[2] = triangle->normals[2];
t.texCoords[0] = triangle->texCoords[0];
t.texCoords[1] = triangle->texCoords[1];
t.texCoords[2] = triangle->texCoords[2];
triangles->triangles.push_back(t);
}
@ -175,12 +170,12 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, floa
WriteChunk(joints, fp);
JointToVerticesChunk *jointToVertices = new JointToVerticesChunk();
for (uint32_t i = 0; i < source->GetNumVertices(); ++i)
for (uint32_t i = 0; i < uniqueVertices.GetCount(); ++i)
{
const Ms3dVertex *vertex = &source->GetVertices()[i];
const UniqueVertex *vertex = uniqueVertices.GetVertex(i);
JointVertexInfo jvi;
jvi.jointIndex = vertex->jointIndex;
jvi.jointIndex = vertex->joint;
jvi.weight = 1.0f;
jointToVertices->jointVertexInfo.push_back(jvi);