mlU3D::ColorMap U3DSave::_writeVertexColors(WEMPatch* patch, U3DDataBlockWriter& continuationBlock) const { MLuint thisColorIndex = 0; mlU3D::ColorMap colorsMap; // <Color,ColorIndex> const int numNodesInPatch = patch->getNumNodes(); for (int n = 0; n < numNodesInPatch; n++) { WEMNode* thisNode = patch->getNodeAt(n); const Vector4 thisNodeColor = thisNode->getColor(); mlU3D::ColorMap::iterator findIt = colorsMap.find(thisNodeColor); if (findIt == colorsMap.end()) { // Color has not yet been added to map, so add it now colorsMap[thisNodeColor] = thisColorIndex; continuationBlock.writeF32Color(thisNodeColor); thisColorIndex++; } else { // Do nothing } } return colorsMap; }
U3DDataBlockWriter U3DSave::_createCLODBaseMeshContinuationBlock(WEMTrianglePatch* meshPatch, mlU3D::CLODMeshGenerator& meshGenerator) const { mlU3D::ColorMap baseDiffuseColorsMap; float progressStart = 0.2f; float progressEnd = 0.9f; float progressRangeforAllMeshes = progressEnd - progressStart; // 0.7 float progressIntervalForOneWEMPatch = progressRangeforAllMeshes / _inU3DObject->meshes.size(); float progressStartForThisMesh = progressStart + progressIntervalForOneWEMPatch * meshGenerator.meshNumber; _progressFld->setFloatValue(progressStartForThisMesh); _statusFld->setStringValue("Assembling data for Mesh: " + meshGenerator.resourceName + "."); U3DDataBlockWriter thisCLODBaseMeshContinuationBlock; thisCLODBaseMeshContinuationBlock.blockType = mlU3D::BLOCKTYPE_CLODBASEMESHCONTINUATION; thisCLODBaseMeshContinuationBlock.writeString(meshGenerator.resourceName); // Write Mesh Name (9.6.1.2.1) thisCLODBaseMeshContinuationBlock.writeU32(mlU3D::ReservedZero); // Write Chain Index (9.6.1.2.2) (shall be zero) thisCLODBaseMeshContinuationBlock.writeU32(meshGenerator.faceCount); // Write Base Mesh Description - Face Count (9.6.1.2.3.1) (# of faces) thisCLODBaseMeshContinuationBlock.writeU32(meshGenerator.vertexCount); // Write Base Mesh Description - Position Count (9.6.1.2.3.2) (# of vertices) thisCLODBaseMeshContinuationBlock.writeU32(meshGenerator.normalCount); // Write Base Mesh Description - Normal Count (9.6.1.2.3.3) (# of normals) thisCLODBaseMeshContinuationBlock.writeU32(meshGenerator.diffuseColorCount); // Write Base Mesh Description - Diffuse Color Count (9.6.1.2.3.4) thisCLODBaseMeshContinuationBlock.writeU32(meshGenerator.specularColorCount); // Write Base Mesh Description - Specular Color Count (9.6.1.2.3.5) thisCLODBaseMeshContinuationBlock.writeU32(0x00000001); // Write Base Mesh Description - Texture Coord Count (9.6.1.2.3.6) // Write all vertex positions (in U3D, vertices are called "positions") for (MLuint32 thisVertex = 0; thisVertex < meshGenerator.vertexCount; thisVertex++) { Vector3 wemPosition = meshPatch->getNodeAt(thisVertex)->getPosition(); thisCLODBaseMeshContinuationBlock.writeF32(wemPosition[0]); // Write Base Position - X (9.6.1.2.4.1.1) thisCLODBaseMeshContinuationBlock.writeF32(wemPosition[1]); // Write Base Position - Y (9.6.1.2.4.1.2) thisCLODBaseMeshContinuationBlock.writeF32(wemPosition[2]); // Write Base Position - Z (9.6.1.2.4.1.3) } for (MLuint32 thisNormal = 0; thisNormal < meshGenerator.normalCount; thisNormal++) { Vector3 nodeNormal = meshPatch->getNodeAt(thisNormal)->getNormal(); thisCLODBaseMeshContinuationBlock.writeF32(nodeNormal[0]); // Write Base Normal - X (9.6.1.2.4.2.1) thisCLODBaseMeshContinuationBlock.writeF32(nodeNormal[1]); // Write Base Normal - Y (9.6.1.2.4.2.2) thisCLODBaseMeshContinuationBlock.writeF32(nodeNormal[2]); // Write Base Normal - Z (9.6.1.2.4.2.3) } if (meshGenerator.diffuseColorCount > 0) { baseDiffuseColorsMap = _writeVertexColors(meshPatch, thisCLODBaseMeshContinuationBlock); // Write all Base Diffuse Colors (9.6.1.2.4.3) } for (MLuint32 thisSpecularColor = 0; thisSpecularColor < meshGenerator.specularColorCount; thisSpecularColor++) { thisCLODBaseMeshContinuationBlock.writeF32Color(_inU3DObject->defaultValues.defaultMaterialSpecularColor, 1.0f); // Write Base Specular Color (9.6.1.2.4.4) } // Write Write Base Texture Coord (9.6.1.2.4.5) thisCLODBaseMeshContinuationBlock.writeF32(0.0f); // Write Base Texture Coord U (9.6.1.2.4.5.1) thisCLODBaseMeshContinuationBlock.writeF32(0.0f); // Write Base Texture Coord V (9.6.1.2.4.5.2) thisCLODBaseMeshContinuationBlock.writeF32(0.0f); // Write Base Texture Coord S (9.6.1.2.4.5.3) thisCLODBaseMeshContinuationBlock.writeF32(0.0f); // Write Base Texture Coord T (9.6.1.2.4.5.4) for (MLuint32 thisFace = 0; thisFace < meshGenerator.faceCount; thisFace++) { thisCLODBaseMeshContinuationBlock.writeCompressedU32(mlU3D::Context_cShading, 0); // Write Shading ID (9.6.1.2.4.6.1) WEMFace* wemFace = meshPatch->getFaceAt(thisFace); for (MLuint thisNode = 0; thisNode < 3; thisNode++) { WEMNode* thisWEMNode = wemFace->getNodeAt(static_cast<unsigned int>(thisNode)); const MLuint32 VertexIndex = thisWEMNode->getEntryNumber(); const Vector4 thisWEMNodeColor = thisWEMNode->getColor(); MLuint32 NormalIndex = VertexIndex; // Write Base Corner Info - Base Position Index (9.6.1.2.4.6.2.1) thisCLODBaseMeshContinuationBlock.writeCompressedU32(mlU3D::Context_StaticFull + meshGenerator.vertexCount, VertexIndex); // Write Base Corner Info - Base Normal Index (9.6.1.2.4.6.2.2) if (meshGenerator.normalCount > 0) { thisCLODBaseMeshContinuationBlock.writeCompressedU32(mlU3D::Context_StaticFull + meshGenerator.normalCount, NormalIndex); } // Write Base Corner Info - Base Diffuse Color Index (9.6.1.2.4.6.2.3) if (meshGenerator.diffuseColorCount > 0) { MLuint32 diffuseColorIndex = baseDiffuseColorsMap[thisWEMNodeColor]; thisCLODBaseMeshContinuationBlock.writeCompressedU32(mlU3D::Context_StaticFull + meshGenerator.diffuseColorCount, diffuseColorIndex); } // Write Base Corner Info - Base Specular Color Index (9.6.1.2.4.6.2.4) if (meshGenerator.specularColorCount > 0) { thisCLODBaseMeshContinuationBlock.writeCompressedU32(mlU3D::Context_StaticFull + meshGenerator.specularColorCount, 0); } // Write Base Corner Info - Base Texture Coord Index (9.6.1.2.4.6.2.5) //thisCLODBaseMeshContinuationBlock.writeCompressedU32(U3D_StaticFull+1, 0); // No texture layers } if (0 == (thisFace % 100)) // Set progress field every 100 faces to save GUI update cost { float progressFldThisFaceValue = (progressIntervalForOneWEMPatch / meshGenerator.faceCount) * (thisFace + 1); float progressFldValue = progressStartForThisMesh + progressFldThisFaceValue; _progressFld->setFloatValue(progressFldValue); } } return thisCLODBaseMeshContinuationBlock; }