2025-01-23 15:55:24 +01:00
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#include "ModelLoader.h"
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2025-01-23 16:10:28 +01:00
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#include <assimp/Importer.hpp>
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#include <assimp/config.h>
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#include <assimp/material.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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2025-01-23 15:55:24 +01:00
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2025-01-23 16:10:28 +01:00
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std::vector<PModel> ModelLoader::loadModel(std::string_view filename)
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2025-01-23 16:00:29 +01:00
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{
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2025-01-25 19:14:22 +01:00
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
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2025-01-26 20:59:51 +01:00
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std::cout << importer.GetErrorString() << std::endl;
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2025-01-25 19:14:22 +01:00
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std::vector<PModel> result;
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for (int m = 0; m < scene->mNumMeshes; ++m)
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{
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PModel model = std::make_unique<Model>();
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const aiMesh* mesh = scene->mMeshes[m];
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AABB aabb;
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for (int v = 0; v < mesh->mNumVertices; ++v)
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2025-01-23 16:10:28 +01:00
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{
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2025-01-25 19:14:22 +01:00
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auto aiVert = mesh->mVertices[v];
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model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
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2025-01-27 14:10:05 +01:00
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if (mesh->HasTextureCoords(0))
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{
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model->texCoords.push_back(glm::vec2(mesh->mTextureCoords[0][v].x, mesh->mTextureCoords[0][v].y));
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}
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else
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{
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model->texCoords.push_back(glm::vec2(0, 0));
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}
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2025-01-25 19:14:22 +01:00
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aabb.adjust(model->positions.back());
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2025-01-23 16:10:28 +01:00
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}
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2025-01-25 19:14:22 +01:00
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for (int i = 0; i < mesh->mNumFaces; ++i)
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{
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auto face = mesh->mFaces[i];
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model->indices.push_back(glm::uvec3(face.mIndices[0], face.mIndices[1], face.mIndices[2]));
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}
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model->boundingBox = aabb;
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result.push_back(std::move(model));
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}
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return result;
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2025-01-23 16:00:29 +01:00
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}
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