File DLoader.cpp¶
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// #####################################################################
// >>>>>>>>>>>>>>>>>>>>> BEGINNING OF LEGAL NOTICE >>>>>>>>>>>>>>>>>>>>>
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//
// This source file, along with its associated content, was authored by
// Andrea Settimi, Hong-Bin Yang, Naravich Chutisilp, and numerous other
// contributors. The code was originally developed at the Laboratory for
// Timber Construction (IBOIS, director: Prof. Yves Weinand) at the School of
// Architecture, Civil and Environmental Engineering (ENAC) at the Swiss
// Federal Institute of Technology in Lausanne (EPFL) for the Doctoral
// Research "Augmented Carpentry" (PhD researcher: Andrea Settimi,
// co-director: Dr. Julien Gamerro, director: Prof. Yves Weinand).
//
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#include "aiacpch.h"
#include "AIAC/Log.h"
#include "AIAC/DLoader.h"
#define ASSIMP_LOAD_FLAGS (aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace)
namespace AIAC
{
bool DLoader::LoadGOMesh(const char* path, GOMesh& goMesh)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, ASSIMP_LOAD_FLAGS);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
AIAC_ERROR("Assimp failed to load {0}", importer.GetErrorString());
return false;
}
const aiMesh* mesh = scene->mMeshes[0];
unsigned int numVerticecs = mesh->mNumVertices;
CvtAssimpMeshToGOMesh(mesh, goMesh);
return true;
}
bool DLoader::CvtAssimpMeshToGOMesh(const aiMesh* mesh, GOMesh& goMesh)
{
std::vector<glm::vec3> glmVertices;
CvtAssimpMeshVerticesToGlmVector(mesh, glmVertices);
goMesh.SetVertices(glmVertices);
std::vector<uint32_t> glmIndices;
CvtAssimpMeshFacesToGlmVector(mesh, glmIndices);
goMesh.SetIndices(glmIndices);
std::vector<glm::vec3> glmNormals;
CvtAssimpMeshNormalsToGlmVector(mesh, glmNormals);
goMesh.SetNormals(glmNormals);
return true;
}
void DLoader::CvtAssimpMeshVerticesToGlmVector(const aiMesh* mesh, std::vector<glm::vec3>& glmVertices)
{
unsigned int numVerticecs = mesh->mNumVertices;
for (unsigned int i = 0; i < numVerticecs; i++)
{
glm::vec3 vertex;
vertex.x = mesh->mVertices[i].x;
vertex.y = mesh->mVertices[i].y;
vertex.z = mesh->mVertices[i].z;
glmVertices.push_back(vertex);
}
}
void DLoader::CvtAssimpMeshFacesToGlmVector(const aiMesh* mesh, std::vector<uint32_t>& glmIndices)
{
unsigned int numFaces = mesh->mNumFaces;
for (unsigned int i = 0; i < numFaces; i++)
{
glmIndices.push_back(static_cast<uint32_t>(mesh->mFaces[i].mIndices[0]));
glmIndices.push_back(static_cast<uint32_t>(mesh->mFaces[i].mIndices[1]));
glmIndices.push_back(static_cast<uint32_t>(mesh->mFaces[i].mIndices[2]));
}
}
void DLoader::CvtAssimpMeshNormalsToGlmVector(const aiMesh* mesh, std::vector<glm::vec3>& glmNormals)
{
unsigned int numNormals = mesh->mNumVertices;
for (unsigned int i = 0; i < numNormals; i++)
{
glm::vec3 normal = glm::vec3(mesh->mNormals[i].x,
mesh->mNormals[i].y,
mesh->mNormals[i].z);
glmNormals.push_back(normal);
}
}
void DLoader::CvtAssimpMeshColorsToGlmVector(const aiMesh* mesh, std::vector<glm::vec3>& glmColors)
{
unsigned int numColors = mesh->mNumVertices;
for (unsigned int i = 0; i < numColors; i++)
{
glm::vec3 color = glm::vec3(mesh->mColors[i]->r,
mesh->mColors[i]->g,
mesh->mColors[i]->b);
glmColors.push_back(color);
}
}
}