ModelData;

This commit is contained in:
bjorn 2016-10-29 15:18:10 -07:00
parent 4a8c0f479b
commit 9d6b6dddb4
2 changed files with 115 additions and 12 deletions

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@ -3,26 +3,96 @@
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/cimport.h> #include <assimp/cimport.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
#include <stdio.h>
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);
}
}
ModelData* lovrModelDataCreate(const char* filename) { ModelData* lovrModelDataCreate(const char* filename) {
ModelData* modelData = malloc(sizeof(ModelData)); ModelData* modelData = malloc(sizeof(ModelData));
const struct aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality); const struct aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality);
const struct aiMesh* mesh = scene->mMeshes[0];
modelData->vertexCount = mesh->mNumFaces * 3; // Meshes
modelData->data = malloc(3 * modelData->vertexCount * sizeof(float)); vec_init(&modelData->meshes);
for (int i = 0; i < mesh->mNumFaces; i++) { for (int m = 0; m < scene->mNumMeshes; m++) {
for (int j = 0; j < mesh->mFaces[i].mNumIndices; j++) { struct aiMesh* assimpMesh = scene->mMeshes[m];
int index = mesh->mFaces[i].mIndices[j]; ModelMesh* mesh = malloc(sizeof(ModelMesh));
modelData->data[9 * i + 3 * j + 0] = mesh->mVertices[index].x;
modelData->data[9 * i + 3 * j + 1] = mesh->mVertices[index].y; // Faces
modelData->data[9 * i + 3 * j + 2] = mesh->mVertices[index].z; vec_init(&mesh->faces);
for (int f = 0; f < assimpMesh->mNumFaces; f++) {
struct aiFace assimpFace = assimpMesh->mFaces[f];
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;
} }
} }
// Nodes
modelData->root = malloc(sizeof(ModelNode));
assimpNodeTraversal(modelData->root, scene->mRootNode);
aiReleaseImport(scene); aiReleaseImport(scene);
return modelData; return modelData;
} }
void lovrModelDataDestroy(ModelData* modelData) { void lovrModelDataDestroy(ModelData* modelData) {
free(modelData->data); 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);
free(modelData); free(modelData);
} }

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@ -1,9 +1,42 @@
#include "../vendor/vec/vec.h"
#include "../util.h"
#include "../matrix.h"
#ifndef LOVR_MODEL_DATA_TYPES #ifndef LOVR_MODEL_DATA_TYPES
#define LOVR_MODEL_DATA_TYPES #define LOVR_MODEL_DATA_TYPES
typedef struct { typedef struct {
unsigned int vertexCount; float x;
float* data; float y;
float z;
} ModelVertex;
typedef vec_t(ModelVertex) vec_model_vertex_t;
typedef struct {
vec_uint_t indices;
} ModelFace;
typedef vec_t(ModelFace) vec_model_face_t;
typedef struct {
vec_model_face_t faces;
vec_model_vertex_t vertices;
} ModelMesh;
typedef vec_t(ModelMesh*) vec_model_mesh_t;
typedef struct ModelNode {
mat4 transform;
vec_uint_t meshes;
vec_void_t children;
} ModelNode;
typedef struct {
ModelNode* root;
vec_model_mesh_t meshes;
} ModelData; } ModelData;
#endif #endif
ModelData* lovrModelDataCreate(const char* filename); ModelData* lovrModelDataCreate(const char* filename);