SubMesh* ColladaSubMeshReader::Load( void ) { COLLADAFW::MeshPrimitiveArray& primitives = m_pMesh->getMeshPrimitives(); //若没有几何图元信息 if( 0 == primitives.getCount() ) { return NULL; } COLLADAFW::MeshPrimitive* pPrimitive = primitives[0]; if( COLLADAFW::MeshPrimitive::TRIANGLES != pPrimitive->getPrimitiveType() ) { return NULL; } COLLADAFW::UIntValuesArray& positionIndices = pPrimitive->getPositionIndices(); //若没有位置索引 则直接退出 if( 0 == positionIndices.getCount() ) { return NULL; } COLLADAFW::UIntValuesArray& normalIndices = pPrimitive->getNormalIndices(); m_bHasNormals = ( normalIndices.getCount() != 0 ); COLLADAFW::UIntValuesArray& tangentIndices = pPrimitive->getTangentIndices(); m_bHasTangents = ( tangentIndices.getCount() != 0 ); COLLADAFW::UIntValuesArray& binormalIndices = pPrimitive->getBinormalIndices(); m_bHasBinormals = ( binormalIndices.getCount() != 0 ); COLLADAFW::IndexList* pUVs = NULL; if( pPrimitive->getUVCoordIndicesArray().getCount() ) { pUVs = pPrimitive->getUVCoordIndicesArray()[0]; m_bHasUVs = ( pUVs->getIndices().getCount() != 0 ); } SubMesh* pSubMesh = new SubMesh; pSubMesh->SetName( m_pMesh->getName() ); Resource::Material* pMaterial = Resource::MaterialManager::GetInstance()->CreateOrRetrieveMaterial( m_pMesh->getName() ); pSubMesh->SetMaterial( pMaterial ); Render::VertexBuffer& vertexBuf = pSubMesh->RenderData().VertexBuf(); pSubMesh->RenderData().PrimitiveType( Render::TYPE_TRIANGLES ); vertexBuf.ChannelFlag() = Render::POSITION_CH; if( m_bHasNormals ) { vertexBuf.ChannelFlag() |= Render::NORMAL_CH; } if( m_bHasUVs ) { vertexBuf.ChannelFlag() |= Render::TEXCOORD_CH; } if( m_bHasTangents ) { vertexBuf.ChannelFlag() |= Render::TANGENT_CH; } if( m_bHasBinormals ) { vertexBuf.ChannelFlag() |= Render::BINORMAL_CH; } unsigned int uiCurrIndex = 0; unsigned int uiIndicesCount = positionIndices.getCount(); for( unsigned int uiIndex = 0 ; uiIndex < uiIndicesCount ; uiIndex++ ) { Tuple tuple; tuple.m_posIndex = positionIndices[uiIndex]; if( m_bHasNormals ) { tuple.m_normIndex = normalIndices[uiIndex]; } if( m_bHasUVs ) { tuple.m_uvIndex = pUVs->getIndices()[uiIndex]; } if( m_bHasTangents ) { tuple.m_tangentIndex = tangentIndices[uiIndex]; } if( m_bHasBinormals ) { tuple.m_binormalIndex = binormalIndices[uiIndex]; } indicesTable_t::iterator itIndex = m_indicesMap.find(tuple); if( itIndex == m_indicesMap.end() ) { Render::Vertex newVert; LoadVertexByTuple( tuple , newVert ); vertexBuf.AppendVertex( newVert ); m_indicesMap.insert( std::make_pair( tuple , uiCurrIndex ) ); pSubMesh->RenderData().AppendIndex( uiCurrIndex ); uiCurrIndex++; }else{ pSubMesh->RenderData().AppendIndex( itIndex->second ); } }//for( unsigned int uiIndex = 0 ; uiIndex < uiIndicesCount ; uiIndex++ ) return pSubMesh; }
// ======================================================================= // Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON // Important: This function MUST be called before read_lines() // Otherwise we will loose all edges from faces (see read_lines() above) // // TODO: import uv set names // ======================================================================== void MeshImporter::read_polys(COLLADAFW::Mesh *collada_mesh, Mesh *me) { unsigned int i; allocate_poly_data(collada_mesh, me); UVDataWrapper uvs(collada_mesh->getUVCoords()); VCOLDataWrapper vcol(collada_mesh->getColors()); MPoly *mpoly = me->mpoly; MLoop *mloop = me->mloop; int loop_index = 0; MaterialIdPrimitiveArrayMap mat_prim_map; COLLADAFW::MeshPrimitiveArray& prim_arr = collada_mesh->getMeshPrimitives(); COLLADAFW::MeshVertexData& nor = collada_mesh->getNormals(); for (i = 0; i < prim_arr.getCount(); i++) { COLLADAFW::MeshPrimitive *mp = prim_arr[i]; // faces size_t prim_totpoly = mp->getFaceCount(); unsigned int *position_indices = mp->getPositionIndices().getData(); unsigned int *normal_indices = mp->getNormalIndices().getData(); bool mp_has_normals = primitive_has_useable_normals(mp); bool mp_has_faces = primitive_has_faces(mp); int collada_meshtype = mp->getPrimitiveType(); // since we cannot set mpoly->mat_nr here, we store a portion of me->mpoly in Primitive Primitive prim = {mpoly, 0}; // If MeshPrimitive is TRIANGLE_FANS we split it into triangles // The first trifan vertex will be the first vertex in every triangle // XXX The proper function of TRIANGLE_FANS is not tested!!! // XXX In particular the handling of the normal_indices looks very wrong to me if (collada_meshtype == COLLADAFW::MeshPrimitive::TRIANGLE_FANS) { unsigned grouped_vertex_count = mp->getGroupedVertexElementsCount(); for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++) { unsigned int first_vertex = position_indices[0]; // Store first trifan vertex unsigned int first_normal = normal_indices[0]; // Store first trifan vertex normal unsigned int vertex_count = mp->getGroupedVerticesVertexCount(group_index); for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++) { // For each triangle store indeces of its 3 vertices unsigned int triangle_vertex_indices[3] = {first_vertex, position_indices[1], position_indices[2]}; set_poly_indices(mpoly, mloop, loop_index, triangle_vertex_indices, 3); if (mp_has_normals) { // vertex normals, same inplementation as for the triangles // the same for vertces normals unsigned int vertex_normal_indices[3] = {first_normal, normal_indices[1], normal_indices[2]}; if (!is_flat_face(vertex_normal_indices, nor, 3)) mpoly->flag |= ME_SMOOTH; normal_indices++; } mpoly++; mloop += 3; loop_index += 3; prim.totpoly++; } // Moving cursor to the next triangle fan. if (mp_has_normals) normal_indices += 2; position_indices += 2; } } if (collada_meshtype == COLLADAFW::MeshPrimitive::POLYLIST || collada_meshtype == COLLADAFW::MeshPrimitive::POLYGONS || collada_meshtype == COLLADAFW::MeshPrimitive::TRIANGLES) { COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons *)mp; unsigned int start_index = 0; COLLADAFW::IndexListArray& index_list_array_uvcoord = mp->getUVCoordIndicesArray(); COLLADAFW::IndexListArray& index_list_array_vcolor = mp->getColorIndicesArray(); for (unsigned int j = 0; j < prim_totpoly; j++) { // Vertices in polygon: int vcount = get_vertex_count(mpvc, j); set_poly_indices(mpoly, mloop, loop_index, position_indices, vcount); for (unsigned int uvset_index = 0; uvset_index < index_list_array_uvcoord.getCount(); uvset_index++) { // get mtface by face index and uv set index COLLADAFW::IndexList& index_list = *index_list_array_uvcoord[uvset_index]; MLoopUV *mloopuv = (MLoopUV *)CustomData_get_layer_named(&me->ldata, CD_MLOOPUV, index_list.getName().c_str()); if (mloopuv == NULL) { fprintf(stderr, "Collada import: Mesh [%s] : Unknown reference to TEXCOORD [#%s].\n", me->id.name, index_list.getName().c_str() ); } else { set_face_uv(mloopuv+loop_index, uvs, start_index, *index_list_array_uvcoord[uvset_index], vcount); } } if (mp_has_normals) { if (!is_flat_face(normal_indices, nor, vcount)) mpoly->flag |= ME_SMOOTH; } if (mp->hasColorIndices()) { int vcolor_count = index_list_array_vcolor.getCount(); for (unsigned int vcolor_index = 0; vcolor_index < vcolor_count; vcolor_index++) { COLLADAFW::IndexList& color_index_list = *mp->getColorIndices(vcolor_index); COLLADAFW::String colname = extract_vcolname(color_index_list.getName()); MLoopCol *mloopcol = (MLoopCol *)CustomData_get_layer_named(&me->ldata, CD_MLOOPCOL, colname.c_str()); if (mloopcol == NULL) { fprintf(stderr, "Collada import: Mesh [%s] : Unknown reference to VCOLOR [#%s].\n", me->id.name, color_index_list.getName().c_str()); } else { set_vcol(mloopcol + loop_index, vcol, start_index, color_index_list, vcount); } } } mpoly++; mloop += vcount; loop_index += vcount; start_index += vcount; prim.totpoly++; if (mp_has_normals) normal_indices += vcount; position_indices += vcount; } } else if (collada_meshtype == COLLADAFW::MeshPrimitive::LINES) { continue; // read the lines later after all the rest is done } if (mp_has_faces) mat_prim_map[mp->getMaterialId()].push_back(prim); } geom_uid_mat_mapping_map[collada_mesh->getUniqueId()] = mat_prim_map; }