我正在努力通过具有多个网格的assimp加载模型,这是加载模型的代码:
A class: C'tor called...!
B class: C'tor called...!
我要加载的模型有两个网格,头部和躯干
如果我这样开始循环:bool loadAssImp(
const char * path,
std::vector<unsigned short> & indices,
std::vector<glm::vec3> & vertices,
std::vector<glm::vec2> & uvs,
std::vector<glm::vec3> & normals
) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate);
if (!scene) {
cout << importer.GetErrorString() << endl;
return false;
}
aiMesh* mesh;
for (unsigned int l = 0; l < scene->mNumMeshes; l++)
{
mesh = scene->mMeshes[l];
cout << l << endl;
// Fill vertices positions
vertices.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
aiVector3D pos = mesh->mVertices[i];
vertices.push_back(glm::vec3(pos.x, pos.y, pos.z));
}
// Fill vertices texture coordinates
uvs.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
aiVector3D UVW = mesh->mTextureCoords[0][i]; // Assume only 1 set of UV coords; AssImp supports 8 UV sets.
uvs.push_back(glm::vec2(UVW.x, UVW.y));
}
// Fill vertices normals
normals.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
aiVector3D n = mesh->mNormals[i];
normals.push_back(glm::vec3(n.x, n.y, n.z));
}
// Fill face indices
indices.reserve(3 * mesh->mNumFaces);
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
// Assume the model has only triangles.
indices.push_back(mesh->mFaces[i].mIndices[0]);
indices.push_back(mesh->mFaces[i].mIndices[1]);
indices.push_back(mesh->mFaces[i].mIndices[2]);
}
}
// The "scene" pointer will be deleted automatically by "importer"
return true;
}
,则它几乎正确地加载了模型,某些模型的顶点无法正确绘制,但是头部和几乎所有躯干都被绘制了。
如果我这样开始循环:for (int l = scene->mNumMeshes - 1; l >= 0 ; l--)
仅画出躯干(但完全画出而没有任何缺失的部分)
奇怪的是,顶点和索引数都相同。
答案 0 :(得分:0)
您还需要设置aiNode-instances描述的转换。因此,当在节点上加载场景循环时,请设置本地节点转换,然后将分配的网格绘制到当前节点。 Whithout应用这些转换信息将破坏模型的呈现。