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lovr/src/model/modelData.c

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#include "modelData.h"
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#include <stdlib.h>
#include <assimp/scene.h>
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#include <assimp/cimport.h>
#include <assimp/postprocess.h>
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static void assimpNodeTraversal(ModelNode* node, struct aiNode* assimpNode) {
// Transform
struct aiMatrix4x4 m = assimpNode->mTransformation;
aiTransposeMatrix4(&m);
node->transform = mat4_copy((float*) &m);
// Meshes
vec_init(&node->meshes);
vec_pusharr(&node->meshes, assimpNode->mMeshes, assimpNode->mNumMeshes);
// Children
vec_init(&node->children);
for (int n = 0; n < assimpNode->mNumChildren; n++) {
ModelNode* child = malloc(sizeof(ModelNode));
assimpNodeTraversal(child, assimpNode->mChildren[n]);
vec_push(&node->children, child);
}
}
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ModelData* lovrModelDataCreate(const char* filename) {
ModelData* modelData = malloc(sizeof(ModelData));
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const struct aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_OptimizeGraph);
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// Meshes
vec_init(&modelData->meshes);
for (int m = 0; m < scene->mNumMeshes; m++) {
struct aiMesh* assimpMesh = scene->mMeshes[m];
ModelMesh* mesh = malloc(sizeof(ModelMesh));
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vec_push(&modelData->meshes, mesh);
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// Faces
vec_init(&mesh->faces);
for (int f = 0; f < assimpMesh->mNumFaces; f++) {
struct aiFace assimpFace = assimpMesh->mFaces[f];
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// Skip lines and points, polygons are triangulated
if (assimpFace.mNumIndices != 3) {
continue;
}
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ModelFace face;
vec_init(&face.indices);
// Indices
for (int i = 0; i < assimpFace.mNumIndices; i++) {
vec_push(&face.indices, assimpFace.mIndices[i]);
}
vec_push(&mesh->faces, face);
}
// Vertices
vec_init(&mesh->vertices);
for (int v = 0; v < assimpMesh->mNumVertices; v++) {
ModelVertex vertex;
vertex.x = assimpMesh->mVertices[v].x;
vertex.y = assimpMesh->mVertices[v].y;
vertex.z = assimpMesh->mVertices[v].z;
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vec_push(&mesh->vertices, vertex);
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}
}
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// Nodes
modelData->root = malloc(sizeof(ModelNode));
assimpNodeTraversal(modelData->root, scene->mRootNode);
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aiReleaseImport(scene);
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return modelData;
}
void lovrModelDataDestroy(ModelData* modelData) {
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for (int i = 0; i < modelData->meshes.length; i++) {
ModelMesh* mesh = modelData->meshes.data[i];
for (int f = 0; f < mesh->faces.length; f++) {
vec_deinit(&mesh->faces.data[f].indices);
}
vec_deinit(&mesh->faces);
vec_deinit(&mesh->vertices);
free(mesh);
}
vec_void_t nodes;
vec_init(&nodes);
vec_push(&nodes, modelData->root);
while (nodes.length > 0) {
ModelNode* node = vec_first(&nodes);
vec_extend(&nodes, &node->children);
mat4_deinit(node->transform);
vec_deinit(&node->meshes);
vec_deinit(&node->children);
vec_splice(&nodes, 0, 1);
}
vec_deinit(&modelData->meshes);
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free(modelData);
}