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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
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, 0 insertions, 531 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
deleted file mode 100644
index a9ac57e..0000000
--- a/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
+++ /dev/null
@@ -1,531 +0,0 @@
-#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