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Commit 7db6f547 authored by Martin Schultz's avatar Martin Schultz
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added templated implementation of vertex loading, to avoid redundance

also added functionality to load vertex colors
parent f96fe0a6
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1 merge request!6Prepare assimp plugin
/*===========================================================================*\
* *
* OpenFlipper *
* Copyright (c) 2001-2015, RWTH-Aachen University *
* Department of Computer Graphics and Multimedia *
* All rights reserved. *
* www.openflipper.org *
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* This file is part of OpenFlipper. *
*---------------------------------------------------------------------------*
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\*===========================================================================*/
#pragma once
template <typename Mesh>
void AssimpPlugin::mapVertices(Mesh *_polyMesh, aiMesh *_mesh) {
vertexHandles_.clear();
std::cout<<"mesh has "<<_mesh->GetNumColorChannels()<<" color channels"<<std::endl;
bool tc1requested = false;
bool tc2requested = false;
bool tc3requested = false;
//
for (unsigned int i = 0; i < _mesh->mNumVertices; ++i) {
vertexHandles_[i] = _polyMesh->add_vertex(ACG::Vec3d(_mesh->mVertices[i].x, _mesh->mVertices[i].y, _mesh->mVertices[i].z));
//load vertexColors
for(unsigned int j = 0 ; j < _mesh->GetNumColorChannels(); ++j)
{
if(options_.loadVertexColorOption_ && _mesh->HasVertexColors(j))
_polyMesh->set_color(vertexHandles_[i], PolyMesh::Color(_mesh->mColors[j][i].r, _mesh->mColors[j][i].g, _mesh->mColors[j][i].b, _mesh->mColors[j][i].a));
}
//load texCoords
for(unsigned int j = 0 ; j < _mesh->GetNumUVChannels(); ++j)
{
if(options_.loadTexCoordsOption_ && _mesh->HasTextureCoords(j))
{
if(_mesh->mNumUVComponents[j] == 1)
{
if(!tc1requested)
{
_polyMesh->request_vertex_texcoords1D();
tc1requested = true;
}
_polyMesh->set_texcoord1D(vertexHandles_[i], PolyMesh::TexCoord1D(_mesh->mTextureCoords[j][i].x));
}
if(_mesh->mNumUVComponents[j] == 2)
{
if(!tc2requested)
{
_polyMesh->request_vertex_texcoords2D();
tc2requested = true;
}
_polyMesh->set_texcoord2D(vertexHandles_[i], PolyMesh::TexCoord2D(_mesh->mTextureCoords[j][i].x, _mesh->mTextureCoords[j][i].y));
}
if(_mesh->mNumUVComponents[j] == 3)
{
if(!tc3requested)
{
_polyMesh->request_vertex_texcoords3D();
tc3requested = true;
}
_polyMesh->set_texcoord3D(vertexHandles_[i], PolyMesh::TexCoord3D(_mesh->mTextureCoords[j][i].x, _mesh->mTextureCoords[j][i].y, _mesh->mTextureCoords[j][i].z));
}
}
}
}
}
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