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Make MDL import more reliable
Now it shouldn't trip up on itself when importing a GLB we just exported
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73cc2a0753
1 changed files with 9 additions and 8 deletions
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@ -33,8 +33,9 @@ void importModel(physis_MDL &existingModel, const QString &filename)
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const QString &name = parts[0];
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const QStringList lodPartNumber = parts[2].split(QLatin1Char('.'));
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const int lodNumber = lodPartNumber[0].toInt();
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const int partNumber = lodPartNumber[1].toInt();
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// const int lodNumber = lodPartNumber[0].toInt();
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const int lodNumber = 0;
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const int partNumber = lodPartNumber[0].toInt();
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qInfo() << "- LOD:" << lodNumber;
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qInfo() << "- Part:" << partNumber;
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@ -53,20 +54,20 @@ void importModel(physis_MDL &existingModel, const QString &filename)
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qInfo() << "- Importing mesh of" << vertexAccessor.count << "vertices and" << indexAccessor.count << "indices.";
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auto vertexData = (glm::vec3 *)(&vertexBuffer.data.at(0) + vertexView.byteOffset);
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std::vector<Vertex> newVertices;
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for (int i = 0; i < vertexAccessor.count; i++) {
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auto vertexData = (glm::vec3 *)(vertexBuffer.data.data() + (vertexView.byteStride * i) + vertexView.byteOffset + vertexAccessor.byteOffset);
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// Replace position data
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auto vertex = existingModel.lods[lodNumber].parts[partNumber].vertices[i];
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vertex.position[0] = vertexData[i].x;
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vertex.position[1] = vertexData[i].y;
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vertex.position[2] = vertexData[i].z;
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vertex.position[0] = vertexData->x;
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vertex.position[1] = vertexData->y;
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vertex.position[2] = vertexData->z;
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newVertices.push_back(vertex);
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}
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auto indexData = (const uint16_t *)(&indexBuffer.data.at(0) + indexView.byteOffset);
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auto indexData = (const uint16_t *)(&indexBuffer.data.at(0) + indexView.byteOffset + indexAccessor.byteOffset);
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physis_mdl_replace_vertices(&existingModel, lodNumber, partNumber, vertexAccessor.count, newVertices.data(), indexAccessor.count, indexData);
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}
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