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#include "obj.h"
#include <algorithm>
#include <gfx/models/mesh.h>
#include <gfx/models/vertex.hpp>
#include <glm/glm.hpp>
#include <iterator>
#include <memory>
#include <utility>
#include <vector>
std::vector<ObjParser::NamedMesh>
ObjParser::createMeshes() const
{
std::vector<ObjParser::NamedMesh> out;
out.reserve(objects.size());
for (const auto & obj : objects) {
std::vector<Vertex> overtices;
std::vector<ObjParser::FaceElement> vertexOrder;
std::vector<unsigned int> indices;
for (const auto & face : obj.second) {
for (auto idx = 2U; idx < face.size(); idx += 1) {
auto f = [&](auto idx) {
const auto & fe {face[idx]};
if (const auto existing = std::find(vertexOrder.begin(), vertexOrder.end(), fe);
existing != vertexOrder.end()) {
indices.push_back(std::distance(vertexOrder.begin(), existing));
}
else {
indices.push_back(overtices.size());
overtices.emplace_back(vertices[fe.x - 1], texCoords[fe.y - 1], -normals[fe.z - 1]);
vertexOrder.emplace_back(fe);
}
};
f(0);
f(idx);
f(idx - 1);
}
}
out.emplace_back(obj.first, std::make_shared<Mesh>(overtices, indices));
}
return out;
}
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