Пример #1
0
void MeshUtility::AddFaceToMesh(Mesh& mesh, std::size_t p1PositionIndex, std::size_t p2PositionIndex, std::size_t p3PositionIndex, std::size_t p1TextureCoordIndex, std::size_t p2TextureCoordIndex, std::size_t p3TextureCoordIndex)
{
   Mesh::face_t face;

   face.push_back( MeshVertexIndexer(p1PositionIndex, p1TextureCoordIndex, 0, 0) );
   face.push_back( MeshVertexIndexer(p2PositionIndex, p2TextureCoordIndex, 0, 0) );
   face.push_back( MeshVertexIndexer(p3PositionIndex, p3TextureCoordIndex, 0, 0) );

   mesh.AddFace(face);
}
Пример #2
0
	void Model::InitMesh(const aiMesh* mesh)
	{
		MeshInfo* meshInfo = new MeshInfo;
		meshInfo->NumVertices = mesh->mNumVertices;
		meshInfo->NumIndices  = mesh->mNumFaces * 3;
		Mesh* modelMesh = new Mesh(this, meshInfo);

		/*READ VERTS INTO MODEL MESH*/
		size_t numVerts = mesh->mNumVertices;
		for(size_t i = 0; i < numVerts; i++)
		{
			aiVector3D vertex = mesh->mVertices[i];
			aiVector3D tangent = aiVector3D(0.0f);
			if(mesh->HasTangentsAndBitangents()) {
				tangent = mesh->mTangents[i];
			}
			aiVector3D normal(0.0f);
			float u = 0.0f;
			float v = 0.0f;
			if(mesh->HasNormals()) {
				normal = mesh->mNormals[i];
			}
			if(mesh->HasTextureCoords(0)) {
				aiVector3D uvs = mesh->mTextureCoords[0][i];
				u = uvs.x;
				v = uvs.y;
			}
			meshInfo->Vertices.push_back(Vec3(vertex.x, vertex.y, vertex.z));
			modelMesh->AddVertex(vertex.x, vertex.y, vertex.z,
							     normal.x, normal.y, normal.z,
								 u, v,
								 tangent.x, tangent.y, tangent.z);
		}

		/*READ FACES INTO MODEL MESH*/
		size_t numFaces = mesh->mNumFaces;
		for(size_t i = 0; i < numFaces; i++)
		{
			aiFace face = mesh->mFaces[i];
			modelMesh->AddFace(face.mIndices[0],
							   face.mIndices[1],
							   face.mIndices[2]);
		}

		/*INITIALIZE MESH*/
		modelMesh->Init();

		/*ADD MODELMESH TO COLLECTION*/
		m_meshes.push_back(modelMesh);

	}