| 453 | } |
| 454 | |
| 455 | void XmlSerializer::ImportTriangles(XmlNode &node, aiMesh *mesh) { |
| 456 | std::vector<aiFace> faces; |
| 457 | for (XmlNode ¤tNode : node.children()) { |
| 458 | const std::string currentName = currentNode.name(); |
| 459 | if (currentName == XmlTag::triangle) { |
| 460 | int pid = IdNotSet; |
| 461 | bool hasPid = getNodeAttribute(currentNode, D3MF::XmlTag::pid, pid); |
| 462 | |
| 463 | int pindex[3]; |
| 464 | aiFace face = ReadTriangle(currentNode, pindex[0], pindex[1], pindex[2]); |
| 465 | if (hasPid && (pindex[0] != IdNotSet || pindex[1] != IdNotSet || pindex[2] != IdNotSet)) { |
| 466 | auto it = mResourcesDictionnary.find(pid); |
| 467 | if (it != mResourcesDictionnary.end()) { |
| 468 | if (it->second->getType() == ResourceType::RT_BaseMaterials) { |
| 469 | BaseMaterials *baseMaterials = static_cast<BaseMaterials *>(it->second); |
| 470 | |
| 471 | auto update_material = [&](int idx) { |
| 472 | if (pindex[idx] != IdNotSet) { |
| 473 | mesh->mMaterialIndex = baseMaterials->mMaterialIndex[pindex[idx]]; |
| 474 | } |
| 475 | }; |
| 476 | |
| 477 | update_material(0); |
| 478 | update_material(1); |
| 479 | update_material(2); |
| 480 | |
| 481 | } else if (it->second->getType() == ResourceType::RT_Texture2DGroup) { |
| 482 | // Load texture coordinates into mesh, when any |
| 483 | Texture2DGroup *group = static_cast<Texture2DGroup *>(it->second); // fix bug |
| 484 | if (mesh->mTextureCoords[0] == nullptr) { |
| 485 | mesh->mNumUVComponents[0] = 2; |
| 486 | for (unsigned int i = 1; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { |
| 487 | mesh->mNumUVComponents[i] = 0; |
| 488 | } |
| 489 | |
| 490 | const std::string name = ai_to_string(group->mTexId); |
| 491 | for (size_t i = 0; i < mMaterials.size(); ++i) { |
| 492 | if (name == mMaterials[i]->GetName().C_Str()) { |
| 493 | mesh->mMaterialIndex = static_cast<unsigned int>(i); |
| 494 | } |
| 495 | } |
| 496 | mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; |
| 497 | for (unsigned int vertex_index = 0; vertex_index < mesh->mNumVertices; vertex_index++) { |
| 498 | mesh->mTextureCoords[0][vertex_index].z = IdNotSet;//mark not set |
| 499 | } |
| 500 | } |
| 501 | |
| 502 | auto update_texture = [&](int idx) { |
| 503 | if (pindex[idx] != IdNotSet) { |
| 504 | size_t vertex_index = face.mIndices[idx]; |
| 505 | mesh->mTextureCoords[0][vertex_index] = |
| 506 | aiVector3D(group->mTex2dCoords[pindex[idx]].x, group->mTex2dCoords[pindex[idx]].y, 0.0f); |
| 507 | } |
| 508 | }; |
| 509 | |
| 510 | update_texture(0); |
| 511 | update_texture(1); |
| 512 | update_texture(2); |
nothing calls this directly
no test coverage detected