shorten code,
tested multipoly, there are some problems, look at the README.md,
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@ -388,33 +388,10 @@ void OpenGLController::loadMsh(const char * path)
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{
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for (auto& mshIt : segIt->meshIndices) // for every polygon
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{
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if (mshIt->size() == 3) // already triangulated
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{
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for (int i = 0; i < 3; i++) // for every edge of the polygon
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{
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Vertex tempVertex;
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// every edge has 3 coordinates
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for (int j = 0; j < 3; j++)
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tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[i] * 3 + j];
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// and 2 UV
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if (segIt->uv == NULL)
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{
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tempVertex.uv[0] = 1.0;
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tempVertex.uv[1] = 1.0;
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}
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else
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{
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for (int j = 0; j < 2; j++)
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tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[i] * 2 + j];
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}
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tempBufferData.push_back(tempVertex);
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}
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}
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else if (mshIt->size() > 3) // needs to be triangulated
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if (mshIt->size() >= 3) // multipoly
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{
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// for every triangle of the multi polygon
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for (int tri = 0; tri < mshIt->size() - 2; tri++)
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for (unsigned int tri = 0; tri < mshIt->size() - 2; tri++)
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{
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// for every edge of the triangle
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for (int triEdge = 0; triEdge < 3; triEdge++)
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@ -438,9 +415,6 @@ void OpenGLController::loadMsh(const char * path)
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tempBufferData.push_back(tempVertex);
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}
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}
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//TODO: test triangulation
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//MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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}
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else // this shouldn't happen (polygon with less then 3 vertex)
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{
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@ -13,8 +13,9 @@ Feel free to use my code the way you like. But remember i used some public libra
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licence, too.
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### To Do
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- cluster seam to use wrong textures
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- multipoly testing
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- cluster use wrong textures
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- use normals or fix ccw and cw
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- multipoly triangulation not 100% good
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- cloth testing
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- optional display bones, shadow, collision,...
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- integrate into a software:
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