summaryrefslogtreecommitdiff
path: root/libs/assimp/code/AssetLib/X3D/X3DGeoHelper.cpp
blob: a9ac57e06911b9c562de992cade4588cb02638e9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
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