use different variables to store the data. The aim is to handle even not triangulated mesh files.

At the moment there is a problem with the UV using the new method
This commit is contained in:
Anakin
2016-11-20 12:26:23 +01:00
parent 927ce1cd0a
commit 57df0a2e15
4 changed files with 80 additions and 29 deletions

View File

@@ -373,23 +373,6 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
{
/*if (!strcmp("SHDW", (*it)->name))
{
fsMesh.seekg((*it)->position);
/* shadow mesh geometry
long int - 4 - number of vertex positions
float[3][] - 12 each - vertex positions (XYZ)
long int - 4 - number of edges
short int[4][] - 8 each - edge the following 4 entries from one edge
> short int - 2 - vertex index of this edge, referes to the vertex list
> short int - 2 - Reference into an edge. Defines the target vertex (the local edge vertex of the referenced edge) to which the edge should be dran from the local vertex
> short int - 2 - Second reference into an edge. In all example .msh files I've seen this always refers to the same vertex as the first edge reference
> short int - 2 - MAX_VALUE of short integers (65535). Indicates the end of this edge
* /
continue;
}*/
if (!strcmp("MATI", (*it)->name))
{
fsMesh.seekg((*it)->position);
@@ -418,7 +401,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
continue;
}
if (!strcmp("STRP", (*it)->name))
/*if (!strcmp("STRP", (*it)->name))
{
// jump to the data section and read the size;
fsMesh.seekg((*it)->position);
@@ -452,15 +435,19 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
}
continue;
}
}*/
/////////////////////////////////////////////////////////////////////////////////////////
/////DEV ZONE
if (!strcmp("STRP", (*it)->name))
{
// this needs to be a member
std::vector<std::vector<std::uint32_t>*> tempVector;
// don't get null, bone, shadowMesh and hidden mesh indices
if (dataDestination->type == null ||
dataDestination->type == bone ||
dataDestination->type == shadowMesh ||
dataDestination->renderFlags == 1)
continue;
// jump to the data section and read the size;
fsMesh.seekg((*it)->position);
@@ -484,6 +471,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
tempPoly->push_back((std::uint32_t)tempValue);
// new Polygon found
if (highBitCount == 2)
{
// reset highBitCount
@@ -493,7 +481,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
std::uint32_t saveData[2];
for (int i = 0; i < 2; i++)
{
saveData[0] = tempPoly->back();
saveData[i] = tempPoly->back();
tempPoly->pop_back();
}
@@ -503,13 +491,17 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
newPointer->push_back(saveData[i]);
// save the old vector and set the pointer to the new one
tempVector.push_back(tempPoly);
tempData->meshIndices.push_back(tempPoly);
tempPoly = newPointer;
} // if high bit set
} // for all values
// save the last values (where no 2 high bits follow);
tempVector.push_back(tempPoly);
tempData->meshIndices.push_back(tempPoly);
// kick the first element, it's empty as a reason of the algo above;
tempData->meshIndices.erase(tempData->meshIndices.begin());
continue;
}