Assimp复制顶点

时间:2016-06-30 17:15:32

标签: c# opengl assimp

我正在使用Assimp .NET库从我的C#应用​​程序中的Blender导入collada文件(.dae)。问题是多次导入了一些顶点。

以下是使用文件路径到我的collada文件并导入Assimp网格的代码:

public List<Mesh> GenerateMeshes(String path)
 {
        AssimpImporter importer = new AssimpImporter();
        importer.SetConfig(new RemoveComponentConfig(ExcludeComponent.Animations | ExcludeComponent.Boneweights | ExcludeComponent.Cameras | ExcludeComponent.Colors 
            | ExcludeComponent.Lights | ExcludeComponent.Materials | ExcludeComponent.Normals | 
            ExcludeComponent.TangentBasis | ExcludeComponent.TexCoords | ExcludeComponent.Textures));

        var scene = importer.ImportFile(path, PostProcessSteps.RemoveComponent | PostProcessSteps.JoinIdenticalVertices);
        ProcessNode(scene.RootNode, scene);
        return meshes;
  }

您可以排除除位置坐标以外的大部分组件。然后我分别使用“PostProcessSteps.RemoveComponent”和“PostProcessSteps.JoinIdenticalVertices”来连接相同的顶点。

ProcessNode() - 递归加载每个网格:

private void ProcessNode(Node node, Assimp.Scene scene)
    {
        for (int i = 0; i < node.MeshCount; i++)
        {
            // The node object only contains indices to index the actual objects in the scene. 
            // The scene contains all the data, node is just to keep stuff organized (like relations between nodes).
            Assimp.Mesh m = scene.Meshes[node.MeshIndices[i]];
            meshes.Add(ProcessMesh(m, node));
        }

        // After we've processed all of the meshes (if any) we then recursively process each of the children nodes
        if (node.HasChildren)
        {
            for (int i = 0; i < node.Children.Length; i++)
            {
                ProcessNode(node.Children[i], scene);
            }
        }
    }

ProcessMesh()只是将所有顶点和索引放在一个单独的列表中:

 private Mesh ProcessMesh(Assimp.Mesh mesh, Node node)
    {
        // Data to fill
        List<Vector3d> vertices = new List<Vector3d>();
        List<int> indices = new List<int>();

        for (var i = 0; i < mesh.VertexCount; i++)
        {
            Vector3d vertex = new Vector3d(mesh.Vertices[i].X, mesh.Vertices[i].Y, mesh.Vertices[i].Z); // Positions
            vertices.Add(vertex);
        }

        // Now walk through each of the mesh's faces and retrieve the corresponding vertex indices.
        for (int i = 0; i < mesh.FaceCount; i++)
        {
            Face face = mesh.Faces[i];
            // Retrieve all indices of the face and store them in the indices vector
            for (int j = 0; j < face.IndexCount; j++)
                indices.Add((int)face.Indices[j]);
        }

        //node.Transform
        Mesh geoObject = new Mesh(vertices.ToArray(), indices.ToArray(), null, null);
        geoObject.ModelMatrix = Convert(node.Transform);
        return geoObject;
    }

然而,这适用于大多数网格,但并非适用于所有网格。例如,我有以下锥体:

enter image description here

并且所选顶点(即X:0.84,Y:-0.55557,Z:-1.0)在顶点列表中存储三次。我检查了collada文件,这个顶点肯定只存在一次。

2 个答案:

答案 0 :(得分:1)

如果你有一些具有不同纹理坐标的顶点(如果你有纹理图册等),那些顶点是重复的。也许你正面临这种特殊情况?

答案 1 :(得分:-1)

我进一步研究了这个问题并找到了以下解决方案:在Visual Studio 2015中,我将“Windows Application”而不是“Class Library”设置为输出类型。突然,重复的顶点消失了。不幸的是,我无法分辨出应用程序类型会影响Assimp的行为的原因。