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#include"assimpModelReader.h"
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#include"mesh.h"
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#include<Importer.hpp>
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#include<scene.h>
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#include<postprocess.h>
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using namespace std;
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using namespace Assimp;
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namespace vb01{
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AssimpModelReader::AssimpModelReader(Model *model, string path) : ModelReader(model, path){
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Importer importer;
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const aiScene *scene = importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode){
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cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
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exit(-1);
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}
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//processNode(scene->mRootNode, scene, this);
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}
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void AssimpModelReader::processNode(aiNode *node, const aiScene *scene, Node *currentNode){
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for(int i = 0; i < node->mNumMeshes; i++){
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aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
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processMesh(mesh, scene, currentNode);
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}
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for(int i = 0;i < node->mNumChildren; i++){
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Node *childNode = new Node();
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currentNode->attachChild(childNode);
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processNode(node->mChildren[i], scene, childNode);
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}
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}
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void AssimpModelReader::processMesh(aiMesh *mesh, const aiScene *scene, Node *currentNode){
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const int numTris = mesh->mNumFaces;
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Mesh::Vertex *vertices = new Mesh::Vertex[3 * numTris];
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u32 *indices = new u32[3 * numTris];
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for(int i = 0; i < 3 * numTris; i++){
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Mesh::Vertex v;
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v.pos.x = mesh->mVertices[i].x;
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v.pos.y = mesh->mVertices[i].y;
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v.pos.z = mesh->mVertices[i].z;
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v.norm.x = mesh->mNormals[i].x;
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v.norm.y = mesh->mNormals[i].y;
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v.norm.z = mesh->mNormals[i].z;
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v.tan.x = mesh->mTangents[i].x;
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v.tan.y = mesh->mTangents[i].y;
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v.tan.z = mesh->mTangents[i].z;
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v.biTan.x = mesh->mBitangents[i].x;
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v.biTan.y = mesh->mBitangents[i].y;
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v.biTan.z = mesh->mBitangents[i].z;
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if(mesh->mTextureCoords[0]){
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v.uv.x = mesh->mTextureCoords[0][i].x;
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v.uv.y = mesh->mTextureCoords[0][i].y;
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}
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else
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v.uv = Vector2::VEC_ZERO;
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vertices[i] = v;
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}
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for(int i = 0; i < numTris; i++){
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int numFaceIndices = mesh->mFaces[i].mNumIndices;
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for(int j = 0; j < numFaceIndices; j++){
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indices[numFaceIndices * i + j] = mesh->mFaces[i].mIndices[j];
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}
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}
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//if(mesh->mMaterialIndex>=0){
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// aiMaterial *material=scene->mMaterial[mesh->mMaterialIndex];
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//}
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currentNode->attachMesh(new Mesh(vertices, indices, numTris));
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}
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}
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