[我的问题是,我试图使用Assimp从Direct X c ++中的fbx文件中加载关节/骨骼数据,但是我想将8和索引存储在与存储位置,uv等相同的顶点结构中。
我可以为每个顶点制作一个循环,但我也想在每个骨骼上制作一个循环。这意味着我不能在同一循环中同时拥有联合数据和其他数据。
我应该创建多顶点vertec对象,然后再将它们组合吗?
我也不知道如何找到每个顶点的骨骼ID和重量,我指望每个骨骼4个,但是也许我根本就不需要最后一个循环?我不确定如何设置。
非常感谢您的帮助,非常感谢。
for (UINT k = 0; k < currentMesh->mNumBones; k++)
{
aiBone* bone = currentMesh->mBones[k];
for (UINT m = 0; m < bone->mNumWeights; m++)
{
aiVertexWeight weight = bone->mWeights[m];
for (UINT n = 0; n < 4; n++)
{
//if
}
}
}
//////////////////////////////////////////////
for (UINT k = 0; k < currentMesh->mNumVertices; k++)
{
Vertex vert;
vert.position.x = currentMesh->mVertices[k].x;
vert.position.y = currentMesh->mVertices[k].y;
vert.position.z = currentMesh->mVertices[k].z;
vert.TexCoord.x = currentMesh->mTextureCoords[0][k].x;
vert.TexCoord.y = currentMesh->mTextureCoords[0][k].y;
vert.normal.x = currentMesh->mNormals[k].x;
vert.normal.y = currentMesh->mNormals[k].y;
vert.normal.z = currentMesh->mNormals[k].z;
vertexVector.push_back(vert);
}
for (UINT k = 0; k < currentMesh->mNumBones; k++)
{
aiBone* bone = currentMesh->mBones[k];
for (UINT m = 0; m < bone->mNumWeights; m++)
{
aiVertexWeight weight = bone->mWeights[m];
if (vertexVector[weight.mVertexId].joints.x == 0)
{
vertexVector[weight.mVertexId].joints.x = k;
vertexVector[weight.mVertexId].weights.x = weight.mWeight;
}
else if (vertexVector[weight.mVertexId].joints.y == 0)
{
vertexVector[weight.mVertexId].joints.y = k;
vertexVector[weight.mVertexId].weights.y = weight.mWeight;
}
else if (vertexVector[weight.mVertexId].joints.z == 0)
{
vertexVector[weight.mVertexId].joints.z = k;
vertexVector[weight.mVertexId].weights.z = weight.mWeight;
}
else if (vertexVector[weight.mVertexId].joints.w == 0)
{
vertexVector[weight.mVertexId].joints.w = k;
vertexVector[weight.mVertexId].weights.w = weight.mWeight;
}
}
}