Importing custom mesh without material.

This commit is contained in:
antc13
2016-01-18 19:37:55 +01:00
parent 16c39df439
commit 2a3009212a
21 changed files with 402 additions and 248 deletions
+140 -66
View File
@@ -76,8 +76,8 @@ std::map<int, MeshClass::WeightInfo> MeshClass::GetWeightData()
Mesh MeshClass::GetMeshData(MObject object)
{
Mesh newMesh;
std::vector<VertexLayout>& vertexList = newMesh.Vertices;
std::vector<int>& indexList = newMesh.Indices;
vector<VertexLayout>& vertexList = newMesh.Vertices;
map<string, vector<int>>& indexLists = newMesh.Indices;
// In here, we retrieve triangulated polygons from the mesh
MFnMesh mesh(object);
@@ -91,11 +91,28 @@ Mesh MeshClass::GetMeshData(MObject object)
float2 UV;
double biTangent[3];
double biNormal[3];
VertexLayout thisVertex;
MFloatVectorArray Tangents;
MFloatVectorArray biNormals;
std::map<int, WeightInfo> vertexWeights = GetWeightData();
MObjectArray shaderList;
MIntArray shaderIndexList;
mesh.getConnectedShaders(0, shaderList, shaderIndexList);
map<string, vector<int>> materialFaceIDs;
MGlobal::displayInfo(MString() + "shaderIndexList: " + shaderIndexList.length());
MGlobal::displayInfo(MString() + "shaderList: " + shaderList.length());
MPlugArray plugArray;
for (int i = 0; i < shaderIndexList.length(); i++)
{
MFnDependencyNode shader(shaderList[shaderIndexList[i]]);
MPlug p_Plug = shader.findPlug("surfaceShader");
if (p_Plug.connectedTo(plugArray, true, false)) {
MFnDependencyNode node = plugArray[0].node();
materialFaceIDs[node.name().asChar()].push_back(i);
}
}
map<int, WeightInfo> vertexWeights = GetWeightData();
mesh.getTangents(Tangents, MSpace::kObject, NULL);
mesh.getBinormals(biNormals, MSpace::kObject, NULL);
@@ -103,82 +120,139 @@ Mesh MeshClass::GetMeshData(MObject object)
MItMeshFaceVertex faceVert(object);
int intDummy = 0;
MItMeshPolygon meshPolyIter(object);
for (MItMeshPolygon meshPolyIter(object); !meshPolyIter.isDone(); meshPolyIter.next()) {
for (auto aMaterial : materialFaceIDs) {
for (auto faceID : aMaterial.second) {
vector<unsigned int> localVertexToGlobalIndex;
unsigned int indexOffset = vertexList.size();
vector<array<unsigned int, 2>> localVertexToGlobalIndex;
meshPolyIter.setIndex(faceID, intDummy);
meshPolyIter.getVertices(vertices);
meshPolyIter.getTriangles(dummy, triangleList);
meshPolyIter.getVertices(vertices);
meshPolyIter.getTriangles(dummy, triangleList);
//MGlobal::displayInfo("Befor Second Loop");
for (unsigned int i = 0; i < vertices.length(); i++) {
VertexLayout thisVertex;
vertexIndex = meshPolyIter.vertexIndex(i);
faceVert.setIndex(meshPolyIter.index(), i, intDummy, intDummy);
//MGlobal::displayInfo("In Second Loop");
pos = faceVert.position();
if (abs(pos.x) > 0.0001)
thisVertex.Pos[0] = pos.x;
if (abs(pos.y) > 0.0001)
thisVertex.Pos[1] = pos.y;
if (abs(pos.z) > 0.0001)
thisVertex.Pos[2] = pos.z;
//MGlobal::displayInfo("Befor Second Loop");
for (unsigned int i = 0; i < vertices.length(); i++) {
vertexIndex = meshPolyIter.vertexIndex(i);
faceVert.setIndex(meshPolyIter.index(), i, intDummy, intDummy);
//MGlobal::displayInfo("In Second Loop");
faceVert.position().get(thisVertex.Pos);
faceVert.getNormal(normal);
thisVertex.Normal[0] = normal[0];
thisVertex.Normal[1] = normal[1];
thisVertex.Normal[2] = normal[2];
faceVert.getNormal(normal);
if (abs(normal[0]) > 0.0001)
thisVertex.Normal[0] = normal[0];
if (abs(normal[1]) > 0.0001)
thisVertex.Normal[1] = normal[1];
if (abs(normal[2]) > 0.0001)
thisVertex.Normal[2] = normal[2];
MFloatVector Tangent = Tangents[faceVert.tangentId()];
//MVector tmp = faceVert.getTangent(MSpace::kObject, NULL);
//tmp.get(biTangent);
thisVertex.Tangent[0] = Tangent[0];
thisVertex.Tangent[1] = Tangent[1];
thisVertex.Tangent[2] = Tangent[2];
MFloatVector Tangent = Tangents[faceVert.tangentId()];
//MVector tmp = faceVert.getTangent(MSpace::kObject, NULL);
//tmp.get(biTangent);
if (abs(Tangent[0]) > 0.0001)
thisVertex.Tangent[0] = Tangent[0];
if (abs(Tangent[1]) > 0.0001)
thisVertex.Tangent[1] = Tangent[1];
if (abs(Tangent[2]) > 0.0001)
thisVertex.Tangent[2] = Tangent[2];
MFloatVector biNormal = biNormals[faceVert.tangentId()];
//faceVert.getBinormal().get(biNormal);
thisVertex.BiNormal[0] = biNormal[0];
thisVertex.BiNormal[1] = biNormal[1];
thisVertex.BiNormal[2] = biNormal[2];
MFloatVector biNormal = biNormals[faceVert.tangentId()];
//faceVert.getBinormal().get(biNormal);
if (abs(biNormal[0]) > 0.0001)
thisVertex.BiNormal[0] = biNormal[0];
if (abs(biNormal[1]) > 0.0001)
thisVertex.BiNormal[1] = biNormal[1];
if (abs(biNormal[2]) > 0.0001)
thisVertex.BiNormal[2] = biNormal[2];
faceVert.getUV(UV);
thisVertex.Uv[0] = UV[0];
thisVertex.Uv[1] = UV[1];
faceVert.getUV(UV);
thisVertex.Uv[0] = UV[0];
thisVertex.Uv[1] = UV[1];
thisVertex.BoneIndices[0] = vertexWeights[faceVert.vertId()].BoneIndices[0];
thisVertex.BoneIndices[1] = vertexWeights[faceVert.vertId()].BoneIndices[1];
thisVertex.BoneIndices[2] = vertexWeights[faceVert.vertId()].BoneIndices[2];
thisVertex.BoneIndices[3] = vertexWeights[faceVert.vertId()].BoneIndices[3];
thisVertex.BoneIndices[0] = vertexWeights[faceVert.vertId()].BoneIndices[0];
thisVertex.BoneIndices[1] = vertexWeights[faceVert.vertId()].BoneIndices[1];
thisVertex.BoneIndices[2] = vertexWeights[faceVert.vertId()].BoneIndices[2];
thisVertex.BoneIndices[3] = vertexWeights[faceVert.vertId()].BoneIndices[3];
thisVertex.BoneWeights[0] = vertexWeights[faceVert.vertId()].BoneWeights[0];
thisVertex.BoneWeights[1] = vertexWeights[faceVert.vertId()].BoneWeights[1];
thisVertex.BoneWeights[2] = vertexWeights[faceVert.vertId()].BoneWeights[2];
thisVertex.BoneWeights[3] = vertexWeights[faceVert.vertId()].BoneWeights[3];
if (abs(vertexWeights[faceVert.vertId()].BoneWeights[0]) > 0.0001)
thisVertex.BoneWeights[0] = vertexWeights[faceVert.vertId()].BoneWeights[0];
if (abs(vertexWeights[faceVert.vertId()].BoneWeights[1]) > 0.0001)
thisVertex.BoneWeights[1] = vertexWeights[faceVert.vertId()].BoneWeights[1];
if (abs(vertexWeights[faceVert.vertId()].BoneWeights[2]) > 0.0001)
thisVertex.BoneWeights[2] = vertexWeights[faceVert.vertId()].BoneWeights[2];
if (abs(vertexWeights[faceVert.vertId()].BoneWeights[3]) > 0.0001)
thisVertex.BoneWeights[3] = vertexWeights[faceVert.vertId()].BoneWeights[3];
std::vector<VertexLayout>::iterator it = std::find(vertexList.begin(), vertexList.end(), thisVertex);
if (it != vertexList.end()) {
localVertexToGlobalIndex.push_back(vertexIndex);
} else {
localVertexToGlobalIndex.push_back(vertexIndex);
vertexList.push_back(thisVertex);
}
//cout << "Pos: " << thisVertex.Pos[0] << "/" << thisVertex.Pos[1] << "/" << thisVertex.Pos[2] << endl;
//cout << "Normals: " << thisVertex.Normal[0] << "/" << thisVertex.Normal[1] << "/" << thisVertex.Normal[2] << endl;
//cout << "Bi-Normals: " << thisVertex.BiNormal[0] << "/" << thisVertex.BiNormal[1] << "/" << thisVertex.BiNormal[2] << endl;
//cout << "Bi-Tangents: " << thisVertex.BiTangent[0] << "/" << thisVertex.BiTangent[1] << "/" << thisVertex.BiTangent[2] << endl;
//cout << "UV: " << thisVertex.Uv[0] << "/" << thisVertex.Uv[1] << endl;
}
for (unsigned int i = 0; i < triangleList.length(); i++) {
unsigned int k = 0;
if (localVertexToGlobalIndex.size() > 0) {
while (localVertexToGlobalIndex[k] != triangleList[i] && k < localVertexToGlobalIndex.size()) {
k++;
float totalWeight = thisVertex.BoneWeights[0] + thisVertex.BoneWeights[1] + thisVertex.BoneWeights[2] + thisVertex.BoneWeights[3];
if (totalWeight < 1.00f && totalWeight > 0.01f) {
thisVertex.BoneWeights[0] /= totalWeight;
thisVertex.BoneWeights[1] /= totalWeight;
thisVertex.BoneWeights[2] /= totalWeight;
thisVertex.BoneWeights[3] /= totalWeight;
}
indexList.push_back(indexOffset + k);
}
std::vector<VertexLayout>::iterator it = std::find(vertexList.begin(), vertexList.end(), thisVertex);
array<unsigned int, 2> tmp;
if (it != vertexList.end()) {
tmp[0] = vertexIndex;
tmp[1] = it - vertexList.begin();
localVertexToGlobalIndex.push_back(tmp);
} else {
tmp[0] = vertexIndex;
tmp[1] = vertexList.size();
localVertexToGlobalIndex.push_back(tmp);
vertexList.push_back(thisVertex);
}
//MGlobal::displayInfo(MString() + "localVertexToGlobalIndex[localVertexToGlobalIndex.size()-1]: " + localVertexToGlobalIndex[localVertexToGlobalIndex.size()-1][0] + " " + localVertexToGlobalIndex[localVertexToGlobalIndex.size()-1][1]);
//cout << "Pos: " << thisVertex.Pos[0] << "/" << thisVertex.Pos[1] << "/" << thisVertex.Pos[2] << endl;
//cout << "Normals: " << thisVertex.Normal[0] << "/" << thisVertex.Normal[1] << "/" << thisVertex.Normal[2] << endl;
//cout << "Bi-Normals: " << thisVertex.BiNormal[0] << "/" << thisVertex.BiNormal[1] << "/" << thisVertex.BiNormal[2] << endl;
//cout << "Bi-Tangents: " << thisVertex.BiTangent[0] << "/" << thisVertex.BiTangent[1] << "/" << thisVertex.BiTangent[2] << endl;
//cout << "UV: " << thisVertex.Uv[0] << "/" << thisVertex.Uv[1] << endl;
}
for (unsigned int i = 0; i < triangleList.length(); i++) {
unsigned int k = 0;
if (localVertexToGlobalIndex.size() > 0) {
//MGlobal::displayInfo(MString() + "triangleList[i] : " + triangleList[i]);
while (localVertexToGlobalIndex[k][0] != triangleList[i] && k < localVertexToGlobalIndex.size()) {
k++;
}
//MGlobal::displayInfo(MString() + "localVertexToGlobalIndex[k] : " + localVertexToGlobalIndex[k][0] + " " + localVertexToGlobalIndex[k][1]);
indexLists[aMaterial.first.c_str()].push_back(localVertexToGlobalIndex[k][1]);
}
}
}
// MGlobal::displayInfo( MString() + "localVertexToGlobalIndex.size(): " + localVertexToGlobalIndex.size());
// if (localVertexToGlobalIndex.size() > 0) {
// MGlobal::displayInfo(MString() + "triangleList.length(): " + triangleList.length());
// for (unsigned int i = triangleList.length() - 1; i >= 0; i--) {
// MGlobal::displayInfo(MString() + "i: " + i);
// unsigned int k = localVertexToGlobalIndex.size() - 1;
// MGlobal::displayInfo(MString() + "triangleList[i] : " + triangleList[i]);
// while (localVertexToGlobalIndex[k] != triangleList[i] && k >= 0) {
// MGlobal::displayInfo(MString() + "k: " + k);
// k--;
// }
// MGlobal::displayInfo(MString() + "localVertexToGlobalIndex[k] : " + localVertexToGlobalIndex[k]);
// indexList.push_back(indexOffset + k);
// }
// }
}
newMesh.NumIndices = newMesh.Indices.size();
int totalIndecies = 0;
for (auto aList : newMesh.Indices) {
totalIndecies += aList.second.size();
}
newMesh.NumIndices = totalIndecies;
newMesh.NumVertices = newMesh.Vertices.size();
return newMesh;