#include "ModelLoader.h" #include #include #include #include #include std::vector ModelLoader::loadModel(std::string_view filename) { Assimp::Importer importer; const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate); std::cout << importer.GetErrorString() << std::endl; std::vector result; for (int m = 0; m < scene->mNumMeshes; ++m) { PModel model = std::make_unique(); const aiMesh* mesh = scene->mMeshes[m]; AABB aabb; for (int v = 0; v < mesh->mNumVertices; ++v) { auto aiVert = mesh->mVertices[v]; model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z)); if (mesh->HasTextureCoords(0)) { model->texCoords.push_back(glm::vec2(mesh->mTextureCoords[0][v].x, mesh->mTextureCoords[0][v].y)); } else { model->texCoords.push_back(glm::vec2(0, 0)); } aabb.adjust(model->positions.back()); } for (int i = 0; i < mesh->mNumFaces; ++i) { auto face = mesh->mFaces[i]; model->indices.push_back(glm::uvec3(face.mIndices[0], face.mIndices[1], face.mIndices[2])); } model->boundingBox = aabb; result.push_back(std::move(model)); } return result; }