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https://github.com/Relintai/mesh_utils.git
synced 2024-11-14 10:27:45 +01:00
Create a new Array in remove_doubles and remove_doubles to return so unsupported arrays get removed. Also fixed check for bones.
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e0ee26fc61
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@ -213,17 +213,25 @@ Array MeshUtils::remove_doubles(Array arr) const {
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}
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if (bones.size() != 0) {
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bool bequals = true;
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int indx = i * 4;
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for (int l = 0; l < 4; ++l) {
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if (bones[indx + l] != bone[l]) {
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continue;
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bequals = false;
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break;
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}
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if (!Math::is_equal_approx(weights[indx + l], weight[l])) {
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continue;
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bequals = false;
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break;
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}
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}
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if (!bequals) {
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continue;
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}
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}
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if (vc.is_equal_approx(v)) {
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@ -270,22 +278,26 @@ Array MeshUtils::remove_doubles(Array arr) const {
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++i;
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}
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arr[VisualServer::ARRAY_VERTEX] = verts;
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Array retarr;
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retarr.resize(VisualServer::ARRAY_MAX);
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retarr[VisualServer::ARRAY_VERTEX] = verts;
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if (normals.size() > 0)
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arr[VisualServer::ARRAY_NORMAL] = normals;
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retarr[VisualServer::ARRAY_NORMAL] = normals;
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if (uvs.size() > 0)
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arr[VisualServer::ARRAY_TEX_UV] = uvs;
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retarr[VisualServer::ARRAY_TEX_UV] = uvs;
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if (colors.size() > 0)
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arr[VisualServer::ARRAY_COLOR] = colors;
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retarr[VisualServer::ARRAY_COLOR] = colors;
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if (indices.size() > 0)
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arr[VisualServer::ARRAY_INDEX] = indices;
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retarr[VisualServer::ARRAY_INDEX] = indices;
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if (bones.size() > 0)
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arr[VisualServer::ARRAY_BONES] = bones;
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retarr[VisualServer::ARRAY_BONES] = bones;
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if (weights.size() > 0)
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arr[VisualServer::ARRAY_WEIGHTS] = weights;
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retarr[VisualServer::ARRAY_WEIGHTS] = weights;
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return arr;
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return retarr;
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}
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//Normals are always interpolated, merged
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@ -353,17 +365,25 @@ Array MeshUtils::remove_doubles_interpolate_normals(Array arr) const {
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}
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if (bones.size() != 0) {
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bool bequals = true;
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int indx = i * 4;
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for (int l = 0; l < 4; ++l) {
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if (bones[indx + l] != bone[l]) {
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continue;
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bequals = false;
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break;
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}
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if (!Math::is_equal_approx(weights[indx + l], weight[l])) {
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continue;
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bequals = false;
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break;
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}
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}
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if (!bequals) {
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continue;
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}
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}
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if (vc.is_equal_approx(v)) {
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@ -418,22 +438,25 @@ Array MeshUtils::remove_doubles_interpolate_normals(Array arr) const {
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++i;
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}
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arr[VisualServer::ARRAY_VERTEX] = verts;
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Array retarr;
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retarr.resize(VisualServer::ARRAY_MAX);
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retarr[VisualServer::ARRAY_VERTEX] = verts;
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if (normals.size() > 0)
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arr[VisualServer::ARRAY_NORMAL] = normals;
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retarr[VisualServer::ARRAY_NORMAL] = normals;
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if (uvs.size() > 0)
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arr[VisualServer::ARRAY_TEX_UV] = uvs;
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retarr[VisualServer::ARRAY_TEX_UV] = uvs;
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if (colors.size() > 0)
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arr[VisualServer::ARRAY_COLOR] = colors;
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retarr[VisualServer::ARRAY_COLOR] = colors;
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if (indices.size() > 0)
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arr[VisualServer::ARRAY_INDEX] = indices;
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retarr[VisualServer::ARRAY_INDEX] = indices;
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if (bones.size() > 0)
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arr[VisualServer::ARRAY_BONES] = bones;
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retarr[VisualServer::ARRAY_BONES] = bones;
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if (weights.size() > 0)
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arr[VisualServer::ARRAY_WEIGHTS] = weights;
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retarr[VisualServer::ARRAY_WEIGHTS] = weights;
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return arr;
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return retarr;
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}
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MeshUtils::MeshUtils() {
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