Содержание
DirectXMesh |
---|
Merges two or more meshes together through simple concatenation. Each call to the function adds another mesh, returning a set of remap arrays.
HRESULT ConcatenateMesh(
size_t nFaces,
size_t nVerts,
uint32_t* faceDestMap,
uint32_t* vertexDestMap,
size_t& totalFaces,
size_t& totalVerts) noexcept;
Parameters
faceDestMap is an array describing the merged faces and must be nFaces in size: newLoc = faceDestMap[oldLoc]
.
vertexDestMap is an array describing the merged vertices and must be nVerts in size: newLoc = vertexDestMap[oldLoc]
.
totalFaces is the number of faces already in the merged mesh before the call, and is updated to the total number of faces in the merged mesh after the call. Number of indices is equal to 3 * totalfaces
.
totalVerts is the number of vertices already in the merged mesh before the call, and is updated to the total number of vertices in the merged mesh after the call.
Remarks
Note that faceDestMap and vertexDestMap are the inverses of the faceRemap
and vertexRemap
parameters used elsewhere in the library. This style of mapping is more natural when merging 'as you go' and the final face and vertex count isn't available until the process is complete. Therefore, to apply this map you cannot use the remap functions (FinalizeIB
, FinalizeVB
, ReorderIB
, etc.)
vertexDestMap
is same kind of map as theVertexRemapArray
used in UVAtlas, and is therefore compatible withUVAtlasApplyRemap
.
Example
// Read first mesh
auto mesh = std::make_unique<WaveFrontReader<uint16_t>>();
if ( FAILED( mesh->Load( L"test.obj" ) ) )
// Error
size_t nFaces = mesh->indices.size() / 3;
size_t nVerts = mesh->vertices.size();
auto faceDestMap = std::make_unique<uint32_t[]>(nFaces);
auto verteDestMap = std::make_unique<uint32_t[]>(nVerts);
size_t nNewFaces = 0;
size_t nNewVerts = 0;
hr = ConcatenateMesh(nFaces, nVerts, faceDestMap.get(), vertDestMap.get(), nNewFaces, nNewVerts);
if (FAILED (hr) )
// Error
std::vector<uint32_t> mergedIndices;
mergedIndices.resize(nNewFaces * 3);
std::vector<WaveFrontReader::Vertex> mergedVerts;
mergedVerts.resize(nNewVerts);
for (size_t j = 0; j < nFaces; ++j)
{
size_t face = faceDestMap[j];
mergedIndices[face * 3] = vertDestMap[g_cubeIndices16[j * 3]];
mergedIndices[face * 3 + 1] = vertDestMap[g_cubeIndices16[j * 3 + 1]];
mergedIndices[face * 3 + 2] = vertDestMap[g_cubeIndices16[j * 3 + 2]];
}
for (size_t j = 0; j < nVerts; ++j)
{
mergedVerts[vertDestMap[j]] = mesh->vertices[j];
}
// Read second mesh
mesh = std::make_unique<WaveFrontReader<uint16_t>>();
if ( FAILED( mesh->Load( L"test2.obj" ) ) )
// Error
nFaces = mesh->indices.size() / 3;
nVerts = mesh->vertices.size();
faceDestMap = std::make_unique<uint32_t[]>(nFaces);
verteDestMap = std::make_unique<uint32_t[]>(nVerts);
hr = ConcatenateMesh(nFaces, nVerts, faceDestMap.get(), vertDestMap.get(), nNewFaces, nNewVerts);
if (FAILED (hr) )
// Error
mergedIndices.resize(nNewFaces * 3);
mergedVerts.resize(nNewVerts);
for (size_t j = 0; j < nFaces; ++j)
{
size_t face = faceDestMap[j];
mergedIndices[face * 3] = vertDestMap[g_cubeIndices16[j * 3]];
mergedIndices[face * 3 + 1] = vertDestMap[g_cubeIndices16[j * 3 + 1]];
mergedIndices[face * 3 + 2] = vertDestMap[g_cubeIndices16[j * 3 + 2]];
}
for (size_t j = 0; j < nVerts; ++j)
{
mergedVerts[vertDestMap[j]] = mesh->vertices[j];
}
I've omitted attributes and materials merging here for simplicity. You can use the
faceDestMap
to map attributes.
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 11
DirectX Tool Kit for DirectX 12
Tools
See also
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.