#include "Geometry/Mesh.h" #include "Geometry/Triangle.h" #include "assimp/cimport.h" #include "assimp/scene.h" #include "assimp/postprocess.h" mesh_entity_t mesh_load(const char* filename, uint8_t material_id, triangle_collection_t* triangles, material_collection_t* materials) { mesh_entity_t entity = {0}; const C_STRUCT aiScene* scene = aiImportFile(filename, aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_GenSmoothNormals); if (scene == NULL) { perror(aiGetErrorString()); return entity; } for (uint32_t i = 0; i < scene->mNumMeshes; i++) { struct aiMesh* mesh = scene->mMeshes[i]; //TODO: Handle all primitive types, not just triangles if (mesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) { continue; } for (uint32_t j = 0; j < mesh->mNumFaces; j++) { struct aiFace* face = &mesh->mFaces[j]; if (face->mNumIndices != 3) { continue; } uint32_t index1 = face->mIndices[0]; uint32_t index2 = face->mIndices[1]; uint32_t index3 = face->mIndices[2]; vec3s point1 = { mesh->mVertices[index1].x, mesh->mVertices[index1].y, mesh->mVertices[index1].z }; vec3s point2 = { mesh->mVertices[index2].x, mesh->mVertices[index2].y, mesh->mVertices[index2].z }; vec3s point3 = { mesh->mVertices[index3].x, mesh->mVertices[index3].y, mesh->mVertices[index3].z }; vec3s normal1 = { mesh->mNormals[index1].x, mesh->mNormals[index1].y, mesh->mNormals[index1].z }; vec3s normal2 = { mesh->mNormals[index2].x, mesh->mNormals[index2].y, mesh->mNormals[index2].z }; vec3s normal3 = { mesh->mNormals[index3].x, mesh->mNormals[index3].y, mesh->mNormals[index3].z }; //TODO: Handle materials, we use OpenPBR standard for parameter naming // uint32_t properties_count = scene->mMaterials[mesh->mMaterialIndex]->mNumProperties; // C_STRUCT aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex]; // for (uint32_t p = 0; p < properties_count; p++) // { // material->mProperties[p]->mKey; // } triangle_create_with_normals(point1, point2, point3, normal1, normal2, normal3, material_id, triangles); } } return entity; }