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128 lines
3.2 KiB
128 lines
3.2 KiB
#include <cassert> |
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#include <cstdlib> // calloc |
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#include <assimp/cimport.h> |
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#include <assimp/scene.h> |
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#include <assimp/postprocess.h> |
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#include <glm/glm.hpp> |
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#include <glm/geometric.hpp> |
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#include <glm/gtc/matrix_transform.hpp> |
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#include "aixlog.hpp" |
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#include "mesh.h" |
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inline glm::vec3 copyVector(aiVector3D v_in, glm::vec3& v_out); |
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meMeshInfo* copyMeshInfo(const aiScene* scene, aiMesh* mesh); |
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void freeMesh(meMeshInfo* mesh); |
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bool |
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meInitAssimp() |
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{ |
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LOG(INFO) << "Initializing Assimp\n"; |
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/* get a handle to the predefined STDOUT log stream and attach |
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* it to the logging system. It remains active for all further |
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* calls to aiImportFile(Ex) and aiApplyPostProcessing. */ |
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aiLogStream stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); |
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aiAttachLogStream(&stream); |
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return true; |
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} |
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bool |
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meLoadFromFile(const char* filename, meMeshGroup& mesh_group) |
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{ |
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LOG(INFO) << "Loading file: " << filename << "\n"; |
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const aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality); |
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if (scene->mNumMeshes < 1) { |
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LOG(ERROR) << "Scene contains no meshes\n"; |
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return false; |
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} |
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mesh_group.num_meshes = scene->mNumMeshes; |
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mesh_group.meshes = (meMeshInfo**) std::calloc(mesh_group.num_meshes, sizeof(meMeshInfo*)); |
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mesh_group.use_normals = scene->mMeshes[0]->HasNormals(); |
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for (uint i = 0; i < scene->mNumMeshes; i++) { |
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mesh_group.meshes[i] = copyMeshInfo(scene, scene->mMeshes[i]); |
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} |
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// free memeory from assimp |
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aiReleaseImport(scene); |
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return true; |
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} |
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void |
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meFreeMeshGroup(meMeshGroup& mesh_group) |
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{ |
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for (uint i = 0; i < mesh_group.num_meshes; i++) |
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freeMesh(mesh_group.meshes[i]); |
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} |
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void |
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meShutdownAssimp() |
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{ |
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aiDetachAllLogStreams(); |
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} |
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inline glm::vec3 |
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copyVector(aiVector3D v_in, glm::vec3& v_out) |
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{ |
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v_out.x = v_in.x; |
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v_out.y = v_in.y; |
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v_out.z = v_in.z; |
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return v_out; |
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} |
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meMeshInfo* |
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copyMeshInfo(const aiScene* scene, aiMesh* mesh) |
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{ |
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meMeshInfo* mi = (meMeshInfo*) std::calloc(1, sizeof(meMeshInfo)); |
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mi->model_transform = glm::mat4(1); |
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// allocate buffers for vertex and index data from mesh |
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mi->num_vertices = mesh->mNumVertices; |
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mi->vertices = (glm::vec3 *) std::calloc(mi->num_vertices, sizeof(glm::vec3)); |
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mi->normals = (glm::vec3 *) std::calloc(mi->num_vertices, sizeof(glm::vec3)); |
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mi->num_indices = mesh->mNumFaces * 3; // NOTE: assume 3 vertices per face |
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mi->indices = (uint *) std::calloc(mi->num_indices, sizeof(uint)); |
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// copy vertices and normals |
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for (uint i = 0; i < mi->num_vertices; i++) { |
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copyVector(mesh->mVertices[i], mi->vertices[i]); |
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if (mesh->HasNormals()) |
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copyVector(mesh->mNormals[i], mi->normals[i]); |
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} |
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// copy indices |
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for (uint i = 0; i < mesh->mNumFaces; i++) |
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for (uint j = 0; j < 3; j++) |
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mi->indices[i * 3 + j] = mesh->mFaces[i].mIndices[j]; |
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// material |
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aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex]; |
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aiColor3D color(0.f, 0.f, 0.f); |
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if (AI_SUCCESS != mat->Get(AI_MATKEY_COLOR_DIFFUSE, color)) { |
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LOG(ERROR) << "Some Assimp-type-error\n"; |
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} else { |
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mi->diffuse_color.r = color.r; |
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mi->diffuse_color.g = color.g; |
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mi->diffuse_color.b = color.b; |
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} |
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return mi; |
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} |
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void |
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freeMesh(meMeshInfo* mesh) |
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{ |
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utilSafeFree(mesh->vertices); |
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utilSafeFree(mesh->normals); |
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utilSafeFree(mesh->indices); |
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utilSafeFree(mesh); |
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} |
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