Пример #1
0
 GeometryPtr Platform::getGeometry(const string & file) {
     static std::map<string, GeometryPtr> cache;
     if (!cache.count(file)) {
         CTMimporter importer;
         std::string data = Files::read(file);
         importer.LoadData(data);
         GL::VertexBufferPtr in_vertices(new VertexBuffer());
         GL::IndexBufferPtr in_indices(new IndexBuffer());
         (*in_vertices) << CtmFloatLoader(importer);
         (*in_indices) << CtmIndexLoader(importer);
         unsigned int triangles = importer.GetInteger(CTM_TRIANGLE_COUNT);
         unsigned int flags = importer.GetInteger(CTM_HAS_NORMALS) ?  GL::Geometry::HAS_NORMAL : 0;
         cache[file] = GeometryPtr(new Geometry(in_vertices, in_indices, triangles, flags));
     }
     return cache[file];
 }
Пример #2
0
void Mesh::loadCtm(const std::string & data) {
  clear();
  CTMimporter importer;
    importer.LoadData(data);

  int vertexCount = importer.GetInteger(CTM_VERTEX_COUNT);
  positions.resize(vertexCount);
  const float * ctmData = importer.GetFloatArray(CTM_VERTICES);
  for (int i = 0; i < vertexCount; ++i) {
    positions[i] = glm::vec4(glm::make_vec3(ctmData + (i * 3)), 1);
  }

  if (importer.GetInteger(CTM_UV_MAP_COUNT) > 0) {
    const float * ctmData = importer.GetFloatArray(CTM_UV_MAP_1);
    texCoords.resize(vertexCount);
    for (int i = 0; i < vertexCount; ++i) {
      texCoords[i] = glm::make_vec2(ctmData + (i * 2));
    }
  }

  bool hasNormals = importer.GetInteger(CTM_HAS_NORMALS) ? true : false;
  if (hasNormals) {
    normals.resize(vertexCount);
    ctmData = importer.GetFloatArray(CTM_NORMALS);
    for (int i = 0; i < vertexCount; ++i) {
      normals[i] = glm::vec4(glm::make_vec3(ctmData + (i * 3)), 1);
    }
  }

  int indexCount = 3 * importer.GetInteger(CTM_TRIANGLE_COUNT);
  const CTMuint * ctmIntData = importer.GetIntegerArray(CTM_INDICES);
  indices.resize(indexCount);
  for (int i = 0; i < indexCount; ++i) {
    indices[i] = *(ctmIntData + i);
  }
}