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Modify FBX2glTF to allow that several nodes share the same mesh. #46

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merged 1 commit into from
Nov 28, 2017

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davilovick
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I've changed the code to allow several node shares the same mesh.

  • Use the FbxMesh::GetUniqueID() as surface identificator, instead of associating to a node name.
  • Each RawNode instance has an Id of the associated surface.
  • Modify the gltf genereation to assign surfaces to nodes.

Here you can find a test to test that feature:
https://drive.google.com/open?id=1CKbDGCX2wSo8VpP07vwLsEjuEZxftc3K

It produces only 1 mesh, and 5 nodes that uses the same mesh.

Best regards,
David Ávila

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@zellski zellski left a comment

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Overall this looks great. I added a few nitpick comments. Your teapot example loads perfectly and I verified that three.js does the right thing: there's just one single geometry, referenced by five nodes.

I was hoping this would also fix a model I have, that uses instancing... but no such luck. Not sure what's going on there. I'll write more about it in the issue.

T &result = *iter->second;
return result;
}

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Maybe we should make this available in a common header file...

@@ -284,7 +293,7 @@ ModelData *Raw2Gltf(

std::map<std::string, std::shared_ptr<NodeData>> nodesByName;
std::map<std::string, std::shared_ptr<MaterialData>> materialsByName;
std::map<std::string, std::shared_ptr<MeshData>> meshByNodeName;
std::map<long, std::shared_ptr<MeshData>> meshBySurfaceId;
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Can you fix up the indentation here (and anywhere else)?

std::string nodeName = rawSurface.nodeName;
NodeData &meshNode = require(nodesByName, nodeName);
int surfaceId = rawSurface.id;
//NodeData &meshNode = require(nodesByName, nodeName);
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Let's not leave commented-out code -- just nuke the line.

auto meshIter = meshByNodeName.find(nodeName);
if (meshIter != meshByNodeName.end()) {
MeshData *mesh = nullptr;
auto meshIter = meshBySurfaceId.find(surfaceId);
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indentation

@zellski zellski merged commit fada9e4 into facebookincubator:master Nov 28, 2017
@davilovick
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Great! Thanks

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3 participants