Corrected bug in exporting mesh with deleted vertices

This commit is contained in:
Paolo Cignoni 2006-11-30 22:48:06 +00:00
parent 638be12fdc
commit 4a37245478
1 changed files with 17 additions and 23 deletions

View File

@ -25,6 +25,9 @@
History History
$Log: not supported by cvs2svn $ $Log: not supported by cvs2svn $
Revision 1.5 2006/11/08 15:48:50 cignoni
Corrected management of capabilities and masks
Revision 1.4 2006/03/29 09:25:49 zifnab1974 Revision 1.4 2006/03/29 09:25:49 zifnab1974
extra includes necessary for compilation of meshlab on AMD 64 with gcc 3.4.5 extra includes necessary for compilation of meshlab on AMD 64 with gcc 3.4.5
@ -250,25 +253,17 @@ namespace io {
return capability; return capability;
} }
/*
function which saves in 3DS file format
*/
static int SaveASCII(SaveMeshType &m, const char * filename)
{
return E_NOTDEFINITION;
}
/* /*
function which saves in 3DS file format function which saves in 3DS file format
*/ */
static int SaveBinary(SaveMeshType &m, const char * filename, const int &mask, CallBackPos *cb=0) static int SaveBinary(SaveMeshType &m, const char * filename, const int &mask, CallBackPos *cb=0)
{ {
if(m.vert.size() > MAX_POLYGONS)//check max polygons if(m.vn > MAX_POLYGONS)//check max polygons
return E_NOTNUMBERVERTVALID; return E_NOTNUMBERVERTVALID;
if(m.vert.size() == 0) if(m.vn == 0)
return E_NOTVEXTEXVALID; return E_NOTVEXTEXVALID;
if(m.face.size() == 0) if(m.fn == 0)
return E_NOTFACESVALID; return E_NOTFACESVALID;
/* /*
@ -329,7 +324,7 @@ namespace io {
*/ */
std::map<Key,int> ListOfDuplexVert; std::map<Key,int> ListOfDuplexVert;
std::vector<VertexType> VectorOfVertexType; std::vector<VertexType> VectorOfVertexType;
std::vector<int> VertRemap; // VertRemap[i] keep the final position of m.vert[i] inside the 3ds vertex list. used for remapping the pointers to vertex in the faces
int count = 1; int count = 1;
int nface = 0; int nface = 0;
if(HasPerWedgeTexture(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD) ) if(HasPerWedgeTexture(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD) )
@ -362,7 +357,7 @@ namespace io {
int number_vertex_to_duplicate = 0; int number_vertex_to_duplicate = 0;
if(HasPerWedgeTexture(m) && (mask & MeshModel::IOM_WEDGTEXCOORD )) if(HasPerWedgeTexture(m) && (mask & MeshModel::IOM_WEDGTEXCOORD ))
number_vertex_to_duplicate = (count-1) - m.vert.size(); number_vertex_to_duplicate = (count-1) - m.vn;
Lib3dsFile *file = lib3ds_file_new();//creates new file Lib3dsFile *file = lib3ds_file_new();//creates new file
Lib3dsMesh *mesh = lib3ds_mesh_new("mesh");//creates a new mesh with mesh's name "mesh" Lib3dsMesh *mesh = lib3ds_mesh_new("mesh");//creates a new mesh with mesh's name "mesh"
@ -371,12 +366,12 @@ namespace io {
std::vector<Material> materials; std::vector<Material> materials;
int current = 0; int current = 0;
int max = m.vert.size()+m.face.size()+ number_vertex_to_duplicate; int max = m.vn+m.fn+number_vertex_to_duplicate;
lib3ds_mesh_new_point_list(mesh, m.vert.size() + number_vertex_to_duplicate);// set number of vertexs lib3ds_mesh_new_point_list(mesh, m.vn + number_vertex_to_duplicate);// set number of vertexs
if(HasPerWedgeTexture(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )) if(HasPerWedgeTexture(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD ))
lib3ds_mesh_new_texel_list(mesh,m.vert.size() + number_vertex_to_duplicate); //set number of textures lib3ds_mesh_new_texel_list(mesh,m.vn + number_vertex_to_duplicate); //set number of textures
int v_index = 0; int v_index = 0;
VertexIterator vi; VertexIterator vi;
@ -400,6 +395,7 @@ namespace io {
} }
else else
{ {
VertRemap.resize(m.vert.size(),-1);
for(vi=m.vert.begin(); vi!=m.vert.end(); ++vi) if( !(*vi).IsD() ) for(vi=m.vert.begin(); vi!=m.vert.end(); ++vi) if( !(*vi).IsD() )
{ {
Lib3dsPoint point; Lib3dsPoint point;
@ -408,7 +404,7 @@ namespace io {
point.pos[2] = (*vi).P()[2]; point.pos[2] = (*vi).P()[2];
mesh->pointL[v_index] = point; mesh->pointL[v_index] = point;
VertRemap[vi-m.vert.begin()]=v_index;
if (cb !=NULL) if (cb !=NULL)
(*cb)(100.0 * (float)++current/(float)max, "writing vertices "); (*cb)(100.0 * (float)++current/(float)max, "writing vertices ");
else else
@ -423,12 +419,10 @@ namespace io {
FaceIterator fi; FaceIterator fi;
for(fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() ) for(fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() )
{ {
vcg::TCoord2<float> t0,t1,t2;
int i0 = GetIndexVertex(m, (*fi).V(0)); int i0 = GetIndexVertex(m, (*fi).V(0));
vcg::TCoord2<float> t0;
int i1 = GetIndexVertex(m, (*fi).V(1)); int i1 = GetIndexVertex(m, (*fi).V(1));
vcg::TCoord2<float> t1;
int i2 = GetIndexVertex(m, (*fi).V(2)); int i2 = GetIndexVertex(m, (*fi).V(2));
vcg::TCoord2<float> t2;
if(HasPerWedgeTexture(m) && (mask & MeshModel::IOM_WEDGTEXCOORD ) ) if(HasPerWedgeTexture(m) && (mask & MeshModel::IOM_WEDGTEXCOORD ) )
{ {
t0 = (*fi).WT(0); t0 = (*fi).WT(0);
@ -445,9 +439,9 @@ namespace io {
} }
else else
{ {
face.points[0] = i0; face.points[0] = VertRemap[i0];
face.points[1] = i1; face.points[1] = VertRemap[i1];
face.points[2] = i2; face.points[2] = VertRemap[i2];
} }
//saves coord textures //saves coord textures