Add a per-mesh attribute in OBJ importer to hold a
std::vector<Material>, and a per-face attribute to hold an index into that vector.
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1abba4a694
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dc3f714b34
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@ -28,7 +28,6 @@
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#include <wrap/callback.h>
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#include <wrap/io_trimesh/io_mask.h>
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#include "io_material.h"
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#include <iostream>
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#include <fstream>
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#include <map>
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@ -129,7 +128,8 @@ public:
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int current = 0;
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int totalPrimitives = m.vn+m.fn;
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std::vector<Material> materialVec;
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typename SaveMeshType::template PerMeshAttributeHandle<std::vector<Material>> materialsHandle =
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vcg::tri::Allocator<SaveMeshType>::template FindPerMeshAttribute<std::vector<Material>>(m, "materials");
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std::string fn(filename);
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int LastSlash=fn.size()-1;
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@ -197,29 +197,19 @@ public:
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fprintf(fp,"# %d vertices, %d vertices normals\n\n",m.vn,int(NormalVertex.size()));
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//faces + texture coords
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typename SaveMeshType::template PerFaceAttributeHandle<int> mIndHandle =
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vcg::tri::Allocator<SaveMeshType>::template FindPerFaceAttribute<int>(m, "mInd");
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std::map<TexCoordType,int> CoordIndexTexture;
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unsigned int material_num = 0;
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int mem_index = 0; //var temporany
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int curTexCoordIndex = 1;
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int curMatIndex = -1;
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for(FaceIterator fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() )
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{
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if((mask & Mask::IOM_FACECOLOR) || (mask & Mask::IOM_WEDGTEXCOORD) || (mask & Mask::IOM_VERTTEXCOORD))
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{
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int index = (*fi).mInd;
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if(index == (int)materialVec.size())//inserts a new element material
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{
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material_num++;
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fprintf(fp,"\nusemtl material_%d\n",materialVec[index-1].index);
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mem_index = index-1;
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}
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else
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{
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if(index != mem_index)//inserts old name elemente material
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{
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fprintf(fp,"\nusemtl material_%d\n",materialVec[index].index);
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mem_index=index;
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}
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int index = mIndHandle[fi];
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if(index != curMatIndex) {
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fprintf(fp,"\nusemtl material_%d\n", index);
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curMatIndex = index;
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}
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}
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@ -281,7 +271,7 @@ public:
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int errCode = E_NOERROR;
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if((mask & Mask::IOM_WEDGTEXCOORD) || (mask & Mask::IOM_FACECOLOR) || (mask & Mask::IOM_VERTTEXCOORD) )
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errCode = WriteMaterials(materialVec, filename,cb);//write material
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errCode = WriteMaterials(materialsHandle(), filename,cb);//write material
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if(errCode!= E_NOERROR)
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return errCode;
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@ -382,7 +372,7 @@ public:
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else
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{ /* fclose(fp); return E_ABORTED; */ }
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fprintf(fp,"newmtl material_%d\n",materialVec[i].index);
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fprintf(fp,"newmtl material_%d\n",i);
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fprintf(fp,"Ka %f %f %f\n",materialVec[i].Ka[0],materialVec[i].Ka[1],materialVec[i].Ka[2]);
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fprintf(fp,"Kd %f %f %f\n",materialVec[i].Kd[0],materialVec[i].Kd[1],materialVec[i].Kd[2]);
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fprintf(fp,"Ks %f %f %f\n",materialVec[i].Ks[0],materialVec[i].Ks[1],materialVec[i].Ks[2]);
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@ -51,8 +51,6 @@ namespace vcg {
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template <class OpenMeshType>
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class ImporterOBJ
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{
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private:
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std::vector<Material> materials;
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public:
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static int &MRGBLineCount(){static int _MRGBLineCount=0; return _MRGBLineCount;}
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@ -257,9 +255,12 @@ namespace vcg {
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stream.close();
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return E_CANTOPEN;
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}
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typename OpenMeshType::template PerMeshAttributeHandle<std::vector<Material>> hMaterial =
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typename OpenMeshType::template PerMeshAttributeHandle<std::vector<Material>> materialsHandle =
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vcg::tri::Allocator<OpenMeshType>:: template GetPerMeshAttribute<std::vector<Material>>(m, std::string("materials"));
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std::vector<Material> materials = hMaterial(); // materials vector
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typename OpenMeshType::template PerFaceAttributeHandle<int> mIndHandle =
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vcg::tri::Allocator<OpenMeshType>:: template GetPerFaceAttribute<int>(m, std::string("mInd"));
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std::vector<Material>& materials = materialsHandle(); // materials vector
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std::vector<ObjTexCoord> texCoords; // texture coordinates
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std::vector<CoordType> normals; // vertex normals
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std::vector<ObjIndexedFace> indexedFaces;
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@ -707,6 +708,7 @@ namespace vcg {
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if (((oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) != 0) && (HasPerFaceColor(m)))
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{
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m.face[i].C() = indexedFaces[i].c;
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mIndHandle[i] = indexedFaces[i].mInd;
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}
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if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL) != 0) && (HasPerWedgeNormal(m)))
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@ -953,7 +955,15 @@ namespace vcg {
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materials.clear();
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Material currentMaterial;
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// Fill in some default values for the material
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currentMaterial.index = (unsigned int)(-1);
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currentMaterial.Ka = Point3f(0.2, 0.2, 0.2);
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currentMaterial.Kd = Point3f(1, 1, 1);
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currentMaterial.Ks = Point3f(1, 1, 1);
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currentMaterial.Tr = 1;
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currentMaterial.Ns = 0;
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currentMaterial.illum = 2;
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bool first = true;
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while (!stream.eof())
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