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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp531
1 files changed, 531 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
new file mode 100644
index 0000000..a9ac57e
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
@@ -0,0 +1,531 @@
+#include "X3DGeoHelper.h"
+#include "X3DImporter.hpp"
+
+#include <assimp/vector3.h>
+#include <assimp/Exceptional.h>
+#include <assimp/StringUtils.h>
+
+#include <vector>
+
+namespace Assimp {
+
+aiVector3D X3DGeoHelper::make_point2D(float angle, float radius) {
+ return aiVector3D(radius * std::cos(angle), radius * std::sin(angle), 0);
+}
+
+void X3DGeoHelper::make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices) {
+ // check argument values ranges.
+ if ((pStartAngle < -AI_MATH_TWO_PI_F) || (pStartAngle > AI_MATH_TWO_PI_F)) {
+ throw DeadlyImportError("GeometryHelper_Make_Arc2D.pStartAngle");
+ }
+ if ((pEndAngle < -AI_MATH_TWO_PI_F) || (pEndAngle > AI_MATH_TWO_PI_F)) {
+ throw DeadlyImportError("GeometryHelper_Make_Arc2D.pEndAngle");
+ }
+ if (pRadius <= 0) {
+ throw DeadlyImportError("GeometryHelper_Make_Arc2D.pRadius");
+ }
+
+ // calculate arc angle and check type of arc
+ float angle_full = std::fabs(pEndAngle - pStartAngle);
+ if ((angle_full > AI_MATH_TWO_PI_F) || (angle_full == 0.0f)) {
+ angle_full = AI_MATH_TWO_PI_F;
+ }
+
+ // calculate angle for one step - angle to next point of line.
+ float angle_step = angle_full / (float)numSegments;
+ // make points
+ for (size_t pi = 0; pi <= numSegments; pi++) {
+ float tangle = pStartAngle + pi * angle_step;
+ pVertices.emplace_back(make_point2D(tangle, pRadius));
+ } // for(size_t pi = 0; pi <= pNumSegments; pi++)
+
+ // if we making full circle then add last vertex equal to first vertex
+ if (angle_full == AI_MATH_TWO_PI_F) pVertices.push_back(*pVertices.begin());
+}
+
+void X3DGeoHelper::extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine) {
+ std::list<aiVector3D>::const_iterator pit = pPoint.begin();
+ std::list<aiVector3D>::const_iterator pit_last = pPoint.end();
+
+ --pit_last;
+
+ if (pPoint.size() < 2) {
+ throw DeadlyImportError("GeometryHelper_Extend_PointToLine.pPoint.size() can not be less than 2.");
+ }
+
+ // add first point of first line.
+ pLine.push_back(*pit++);
+ // add internal points
+ while (pit != pit_last) {
+ pLine.push_back(*pit); // second point of previous line
+ pLine.push_back(*pit); // first point of next line
+ ++pit;
+ }
+ // add last point of last line
+ pLine.push_back(*pit);
+}
+
+void X3DGeoHelper::polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx) {
+ std::list<int32_t>::const_iterator plit = pPolylineCoordIdx.begin();
+
+ while (plit != pPolylineCoordIdx.end()) {
+ // add first point of polyline
+ pLineCoordIdx.push_back(*plit++);
+ while ((*plit != (-1)) && (plit != pPolylineCoordIdx.end())) {
+ std::list<int32_t>::const_iterator plit_next;
+
+ plit_next = plit, ++plit_next;
+ pLineCoordIdx.push_back(*plit); // second point of previous line.
+ pLineCoordIdx.push_back(-1); // delimiter
+ if ((*plit_next == (-1)) || (plit_next == pPolylineCoordIdx.end())) break; // current polyline is finished
+
+ pLineCoordIdx.push_back(*plit); // first point of next line.
+ plit = plit_next;
+ } // while((*plit != (-1)) && (plit != pPolylineCoordIdx.end()))
+ } // while(plit != pPolylineCoordIdx.end())
+}
+
+#define MACRO_FACE_ADD_QUAD_FA(pCCW, pOut, pIn, pP1, pP2, pP3, pP4) \
+ do { \
+ if (pCCW) { \
+ pOut.push_back(pIn[pP1]); \
+ pOut.push_back(pIn[pP2]); \
+ pOut.push_back(pIn[pP3]); \
+ pOut.push_back(pIn[pP4]); \
+ } else { \
+ pOut.push_back(pIn[pP4]); \
+ pOut.push_back(pIn[pP3]); \
+ pOut.push_back(pIn[pP2]); \
+ pOut.push_back(pIn[pP1]); \
+ } \
+ } while (false)
+
+#define MESH_RectParallelepiped_CREATE_VERT \
+ aiVector3D vert_set[8]; \
+ float x1, x2, y1, y2, z1, z2, hs; \
+ \
+ hs = pSize.x / 2, x1 = -hs, x2 = hs; \
+ hs = pSize.y / 2, y1 = -hs, y2 = hs; \
+ hs = pSize.z / 2, z1 = -hs, z2 = hs; \
+ vert_set[0].Set(x2, y1, z2); \
+ vert_set[1].Set(x2, y2, z2); \
+ vert_set[2].Set(x2, y2, z1); \
+ vert_set[3].Set(x2, y1, z1); \
+ vert_set[4].Set(x1, y1, z2); \
+ vert_set[5].Set(x1, y2, z2); \
+ vert_set[6].Set(x1, y2, z1); \
+ vert_set[7].Set(x1, y1, z1)
+
+void X3DGeoHelper::rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices) {
+ MESH_RectParallelepiped_CREATE_VERT;
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 3, 2, 1, 0); // front
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 6, 7, 4, 5); // back
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 3, 0, 4); // left
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 2, 6, 5, 1); // right
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 0, 1, 5, 4); // top
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 6, 2, 3); // bottom
+}
+
+#undef MESH_RectParallelepiped_CREATE_VERT
+
+void X3DGeoHelper::coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes) {
+ std::vector<int32_t> f_data(pCoordIdx);
+ std::vector<unsigned int> inds;
+ unsigned int prim_type = 0;
+
+ if (f_data.back() != (-1)) {
+ f_data.push_back(-1);
+ }
+
+ // reserve average size.
+ pFaces.reserve(f_data.size() / 3);
+ inds.reserve(4);
+ //PrintVectorSet("build. ci", pCoordIdx);
+ for (std::vector<int32_t>::iterator it = f_data.begin(); it != f_data.end(); ++it) {
+ // when face is got count how many indices in it.
+ if (*it == (-1)) {
+ aiFace tface;
+ size_t ts;
+
+ ts = inds.size();
+ switch (ts) {
+ case 0:
+ goto mg_m_err;
+ case 1:
+ prim_type |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ prim_type |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ prim_type |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ prim_type |= aiPrimitiveType_POLYGON;
+ break;
+ }
+
+ tface.mNumIndices = static_cast<unsigned int>(ts);
+ tface.mIndices = new unsigned int[ts];
+ memcpy(tface.mIndices, inds.data(), ts * sizeof(unsigned int));
+ pFaces.push_back(tface);
+ inds.clear();
+ } // if(*it == (-1))
+ else {
+ inds.push_back(*it);
+ } // if(*it == (-1)) else
+ } // for(std::list<int32_t>::iterator it = f_data.begin(); it != f_data.end(); it++)
+ //PrintVectorSet("build. faces", pCoordIdx);
+
+ pPrimitiveTypes = prim_type;
+
+ return;
+
+mg_m_err:
+ for (size_t i = 0, i_e = pFaces.size(); i < i_e; i++)
+ delete[] pFaces.at(i).mIndices;
+
+ pFaces.clear();
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
+ std::list<aiColor4D> tcol;
+
+ // create RGBA array from RGB.
+ for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it)
+ tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
+
+ // call existing function for adding RGBA colors
+ add_color(pMesh, tcol, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex) {
+ std::list<aiColor4D>::const_iterator col_it = pColors.begin();
+
+ if (pColorPerVertex) {
+ if (pColors.size() < pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Vertices count(" +
+ ai_to_string(pMesh.mNumVertices) + ").");
+ }
+
+ // copy colors to mesh
+ pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices];
+ for (size_t i = 0; i < pMesh.mNumVertices; i++)
+ pMesh.mColors[0][i] = *col_it++;
+ } // if(pColorPerVertex)
+ else {
+ if (pColors.size() < pMesh.mNumFaces) {
+ throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Faces count(" +
+ ai_to_string(pMesh.mNumFaces) + ").");
+ }
+
+ // copy colors to mesh
+ pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices];
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ // apply color to all vertices of face
+ for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++) {
+ pMesh.mColors[0][pMesh.mFaces[fi].mIndices[vi]] = *col_it;
+ }
+
+ ++col_it;
+ }
+ } // if(pColorPerVertex) else
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+ const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
+ std::list<aiColor4D> tcol;
+
+ // create RGBA array from RGB.
+ for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it) {
+ tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
+ }
+
+ // call existing function for adding RGBA colors
+ add_color(pMesh, pCoordIdx, pColorIdx, tcol, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx, const std::vector<int32_t> &colorIdx,
+ const std::list<aiColor4D> &colors, bool pColorPerVertex) {
+ std::vector<aiColor4D> col_tgt_arr;
+ std::list<aiColor4D> col_tgt_list;
+ std::vector<aiColor4D> col_arr_copy;
+
+ if (coordIdx.size() == 0) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. pCoordIdx can not be empty.");
+ }
+
+ // copy list to array because we are need indexed access to colors.
+ col_arr_copy.reserve(colors.size());
+ for (std::list<aiColor4D>::const_iterator it = colors.begin(); it != colors.end(); ++it) {
+ col_arr_copy.push_back(*it);
+ }
+
+ if (pColorPerVertex) {
+ if (colorIdx.size() > 0) {
+ // check indices array count.
+ if (colorIdx.size() < coordIdx.size()) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) +
+ ") can not be less than Coords indices count(" + ai_to_string(coordIdx.size()) + ").");
+ }
+ // create list with colors for every vertex.
+ col_tgt_arr.resize(pMesh.mNumVertices);
+ for (std::vector<int32_t>::const_iterator colidx_it = colorIdx.begin(), coordidx_it = coordIdx.begin(); colidx_it != colorIdx.end(); ++colidx_it, ++coordidx_it) {
+ if (*colidx_it == (-1)) {
+ continue; // skip faces delimiter
+ }
+ if ((unsigned int)(*coordidx_it) > pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Coordinate idx is out of range.");
+ }
+ if ((unsigned int)*colidx_it > pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Color idx is out of range.");
+ }
+
+ col_tgt_arr[*coordidx_it] = col_arr_copy[*colidx_it];
+ }
+ } // if(pColorIdx.size() > 0)
+ else {
+ // when color indices list is absent use CoordIdx.
+ // check indices array count.
+ if (colors.size() < pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Vertices count(" +
+ ai_to_string(pMesh.mNumVertices) + ").");
+ }
+ // create list with colors for every vertex.
+ col_tgt_arr.resize(pMesh.mNumVertices);
+ for (size_t i = 0; i < pMesh.mNumVertices; i++) {
+ col_tgt_arr[i] = col_arr_copy[i];
+ }
+ } // if(pColorIdx.size() > 0) else
+ } // if(pColorPerVertex)
+ else {
+ if (colorIdx.size() > 0) {
+ // check indices array count.
+ if (colorIdx.size() < pMesh.mNumFaces) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) +
+ ") can not be less than Faces count(" + ai_to_string(pMesh.mNumFaces) + ").");
+ }
+ // create list with colors for every vertex using faces indices.
+ col_tgt_arr.resize(pMesh.mNumFaces);
+
+ std::vector<int32_t>::const_iterator colidx_it = colorIdx.begin();
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ if ((unsigned int)*colidx_it > pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddColor2. Face idx is out of range.");
+
+ col_tgt_arr[fi] = col_arr_copy[*colidx_it++];
+ }
+ } // if(pColorIdx.size() > 0)
+ else {
+ // when color indices list is absent use CoordIdx.
+ // check indices array count.
+ if (colors.size() < pMesh.mNumFaces) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Faces count(" +
+ ai_to_string(pMesh.mNumFaces) + ").");
+ }
+ // create list with colors for every vertex using faces indices.
+ col_tgt_arr.resize(pMesh.mNumFaces);
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++)
+ col_tgt_arr[fi] = col_arr_copy[fi];
+
+ } // if(pColorIdx.size() > 0) else
+ } // if(pColorPerVertex) else
+
+ // copy array to list for calling function that add colors.
+ for (std::vector<aiColor4D>::const_iterator it = col_tgt_arr.begin(); it != col_tgt_arr.end(); ++it)
+ col_tgt_list.push_back(*it);
+ // add prepared colors list to mesh.
+ add_color(pMesh, col_tgt_list, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
+ const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex) {
+ std::vector<size_t> tind;
+ std::vector<aiVector3D> norm_arr_copy;
+
+ // copy list to array because we are need indexed access to normals.
+ norm_arr_copy.reserve(pNormals.size());
+ for (std::list<aiVector3D>::const_iterator it = pNormals.begin(); it != pNormals.end(); ++it) {
+ norm_arr_copy.push_back(*it);
+ }
+
+ if (pNormalPerVertex) {
+ if (pNormalIdx.size() > 0) {
+ // check indices array count.
+ if (pNormalIdx.size() != pCoordIdx.size()) throw DeadlyImportError("Normals and Coords inidces count must be equal.");
+
+ tind.reserve(pNormalIdx.size());
+ for (std::vector<int32_t>::const_iterator it = pNormalIdx.begin(); it != pNormalIdx.end(); ++it) {
+ if (*it != (-1)) tind.push_back(*it);
+ }
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t i = 0; (i < pMesh.mNumVertices) && (i < tind.size()); i++) {
+ if (tind[i] >= norm_arr_copy.size())
+ throw DeadlyImportError("MeshGeometry_AddNormal. Normal index(" + ai_to_string(tind[i]) +
+ ") is out of range. Normals count: " + ai_to_string(norm_arr_copy.size()) + ".");
+
+ pMesh.mNormals[i] = norm_arr_copy[tind[i]];
+ }
+ } else {
+ if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal.");
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ std::list<aiVector3D>::const_iterator norm_it = pNormals.begin();
+ for (size_t i = 0; i < pMesh.mNumVertices; i++)
+ pMesh.mNormals[i] = *norm_it++;
+ }
+ } // if(pNormalPerVertex)
+ else {
+ if (pNormalIdx.size() > 0) {
+ if (pMesh.mNumFaces != pNormalIdx.size()) throw DeadlyImportError("Normals faces count must be equal to mesh faces count.");
+
+ std::vector<int32_t>::const_iterator normidx_it = pNormalIdx.begin();
+
+ tind.reserve(pNormalIdx.size());
+ for (size_t i = 0, i_e = pNormalIdx.size(); i < i_e; i++)
+ tind.push_back(*normidx_it++);
+
+ } else {
+ tind.reserve(pMesh.mNumFaces);
+ for (size_t i = 0; i < pMesh.mNumFaces; i++)
+ tind.push_back(i);
+ }
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ aiVector3D tnorm;
+
+ tnorm = norm_arr_copy[tind[fi]];
+ for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++)
+ pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = tnorm;
+ }
+ } // if(pNormalPerVertex) else
+}
+
+void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex) {
+ std::list<aiVector3D>::const_iterator norm_it = pNormals.begin();
+
+ if (pNormalPerVertex) {
+ if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal.");
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t i = 0; i < pMesh.mNumVertices; i++)
+ pMesh.mNormals[i] = *norm_it++;
+ } // if(pNormalPerVertex)
+ else {
+ if (pNormals.size() != pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and faces count must be equal.");
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ // apply color to all vertices of face
+ for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++)
+ pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = *norm_it;
+
+ ++norm_it;
+ }
+ } // if(pNormalPerVertex) else
+}
+
+void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
+ const std::list<aiVector2D> &pTexCoords) {
+ std::vector<aiVector3D> texcoord_arr_copy;
+ std::vector<aiFace> faces;
+ unsigned int prim_type;
+
+ // copy list to array because we are need indexed access to normals.
+ texcoord_arr_copy.reserve(pTexCoords.size());
+ for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
+ texcoord_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
+ }
+
+ if (pTexCoordIdx.size() > 0) {
+ coordIdx_str2faces_arr(pTexCoordIdx, faces, prim_type);
+ if (faces.empty()) {
+ throw DeadlyImportError("Failed to add texture coordinates to mesh, faces list is empty.");
+ }
+ if (faces.size() != pMesh.mNumFaces) {
+ throw DeadlyImportError("Texture coordinates faces count must be equal to mesh faces count.");
+ }
+ } else {
+ coordIdx_str2faces_arr(pCoordIdx, faces, prim_type);
+ }
+
+ pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices];
+ pMesh.mNumUVComponents[0] = 2;
+ for (size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++) {
+ if (pMesh.mFaces[fi].mNumIndices != faces.at(fi).mNumIndices)
+ throw DeadlyImportError("Number of indices in texture face and mesh face must be equal. Invalid face index: " + ai_to_string(fi) + ".");
+
+ for (size_t ii = 0; ii < pMesh.mFaces[fi].mNumIndices; ii++) {
+ size_t vert_idx = pMesh.mFaces[fi].mIndices[ii];
+ size_t tc_idx = faces.at(fi).mIndices[ii];
+
+ pMesh.mTextureCoords[0][vert_idx] = texcoord_arr_copy.at(tc_idx);
+ }
+ } // for(size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++)
+}
+
+void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords) {
+ std::vector<aiVector3D> tc_arr_copy;
+
+ if (pTexCoords.size() != pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddTexCoord. Texture coordinates and vertices count must be equal.");
+ }
+
+ // copy list to array because we are need convert aiVector2D to aiVector3D and also get indexed access as a bonus.
+ tc_arr_copy.reserve(pTexCoords.size());
+ for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
+ tc_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
+ }
+
+ // copy texture coordinates to mesh
+ pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices];
+ pMesh.mNumUVComponents[0] = 2;
+ for (size_t i = 0; i < pMesh.mNumVertices; i++) {
+ pMesh.mTextureCoords[0][i] = tc_arr_copy[i];
+ }
+}
+
+aiMesh *X3DGeoHelper::make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices) {
+ std::vector<aiFace> faces;
+ unsigned int prim_type = 0;
+
+ // create faces array from input string with vertices indices.
+ X3DGeoHelper::coordIdx_str2faces_arr(pCoordIdx, faces, prim_type);
+ if (!faces.size()) {
+ throw DeadlyImportError("Failed to create mesh, faces list is empty.");
+ }
+
+ //
+ // Create new mesh and copy geometry data.
+ //
+ aiMesh *tmesh = new aiMesh;
+ size_t ts = faces.size();
+ // faces
+ tmesh->mFaces = new aiFace[ts];
+ tmesh->mNumFaces = static_cast<unsigned int>(ts);
+ for (size_t i = 0; i < ts; i++)
+ tmesh->mFaces[i] = faces.at(i);
+
+ // vertices
+ std::list<aiVector3D>::const_iterator vit = pVertices.begin();
+
+ ts = pVertices.size();
+ tmesh->mVertices = new aiVector3D[ts];
+ tmesh->mNumVertices = static_cast<unsigned int>(ts);
+ for (size_t i = 0; i < ts; i++) {
+ tmesh->mVertices[i] = *vit++;
+ }
+
+ // set primitives type and return result.
+ tmesh->mPrimitiveTypes = prim_type;
+
+ return tmesh;
+}
+
+} // namespace Assimp