started fixing stuff with model imports

This commit is contained in:
2026-05-03 00:08:13 -05:00
parent 782bbcbadc
commit 68020255d0
13 changed files with 199571 additions and 81 deletions

View File

@@ -12,11 +12,13 @@
#include <cstring>
#include "glm/ext/matrix_transform.hpp"
std::unordered_map<std::string, std::shared_ptr<Model>> ModelLoader::models;
Mesh process_ai_mesh(aiMesh* aiMesh);
void process_ai_node(aiNode* node, const aiScene* scene, Model* model);
Mesh process_ai_mesh(const aiMesh* aiMesh);
Material process_ai_material(aiMaterial* mat);
std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
@@ -25,9 +27,8 @@ std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
const aiScene* scene = importer.ReadFile(_path.data(),
aiProcess_Triangulate |
aiProcess_GenSmoothNormals |
aiProcess_FlipUVs |
aiProcess_CalcTangentSpace);
aiProcess_GenNormals |
aiProcess_FlipUVs);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
@@ -37,64 +38,65 @@ std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
auto model = std::make_shared<Model>();
model->materials.resize(scene->mNumMaterials);
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
aiMaterial* mat = scene->mMaterials[i];
model->materials[i] = std::make_shared<Material>(process_ai_material(mat));
}
model->meshes.resize(scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[i];
model->meshes[i] = std::make_shared<Mesh>(process_ai_mesh(mesh));
}
process_ai_node(scene->mRootNode, scene, model.get());
return model;
}
void process_ai_node(aiNode* node, const aiScene* scene, Model* model)
void process_ai_node(aiNode* node, const aiScene* scene, glm::mat4 transform, Model* model)
{
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto t = node->mTransformation;
transform = transform * glm::mat4(nTransform)
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
model->meshes.push_back(std::make_shared<Mesh>(process_ai_mesh(mesh)));
}
for (unsigned int i = 0; i < node->mNumChildren; i++)
{
process_ai_node(node->mChildren[i], scene, model);
}
}
Mesh process_ai_mesh(const aiMesh* aiMesh)
Mesh process_ai_mesh(aiMesh* aiMesh)
{
auto positions = std::vector<float>(aiMesh->mNumVertices * 3);
auto uvs = std::vector<float>(aiMesh->mNumVertices * 2);
auto normals = std::vector<float>(aiMesh->mNumVertices * 3);
auto indices = std::vector<unsigned int>(aiMesh->mNumFaces * 3);
auto indices = std::vector<unsigned int>();
for (unsigned int i = 0; i < aiMesh->mNumVertices; i++)
{
auto position = aiMesh->mVertices[i];
positions.push_back(position.x);
positions.push_back(position.y);
positions.push_back(position.z);
positions[3 * i] = position.x;
positions[3 * i + 1] = position.y;
positions[3 * i + 2] = position.z;
if (aiMesh->HasNormals())
{
normals.push_back(aiMesh->mNormals[i].x);
normals.push_back(aiMesh->mNormals[i].y);
normals.push_back(aiMesh->mNormals[i].z);
aiVector3D norm = aiMesh->mNormals[i];
normals[3 * i] = norm.x;
normals[3 * i + 1] = norm.y;
normals[3 * i + 2] = norm.z;
}
else
{
normals.push_back(0);
normals.push_back(0);
normals.push_back(0);
normals[3 * i] = 0;
normals[3 * i + 1] = 0;
normals[3 * i + 2] = 0;
}
if (aiMesh->HasTextureCoords(0))
{
uvs.push_back(aiMesh->mTextureCoords[0][i].x);
uvs.push_back(aiMesh->mTextureCoords[0][i].y);
uvs[2 * i] = aiMesh->mTextureCoords[0][i].x;
uvs[2 * i + 1] = aiMesh->mTextureCoords[0][i].y;
}
else
{
uvs.push_back(0);
uvs.push_back(0);
uvs[2 * i] = 0;
uvs[2 * i + 1] = 0;
}
}