mirror of
https://git.mirrors.martin98.com/https://github.com/syoyo/tinygltf.git
synced 2025-08-10 11:29:02 +08:00
Enforece some const correctness. Add comments.
Signed-off by: Arthur Brainville (Ybalrid) <ybalrid@ybalrid.info>
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@ -19,14 +19,13 @@ bool LoadGLTF(const std::string &filename, float scale,
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std::vector<Mesh<float> > *meshes,
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std::vector<Material> *materials,
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std::vector<Texture> *textures) {
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// TODO(syoyo): Implement
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// TODO(syoyo): Texture
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// TODO(syoyo): Material
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tinygltf::Model model;
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tinygltf::TinyGLTF loader;
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std::string err;
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std::string ext = GetFilePathExtension(filename);
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const std::string ext = GetFilePathExtension(filename);
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bool ret = false;
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if (ext.compare("glb") == 0) {
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@ -61,26 +60,32 @@ bool LoadGLTF(const std::string &filename, float scale,
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<< model.scenes.size() << " scenes\n"
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<< model.lights.size() << " lights\n";
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// Iterate through all the meses in the glTF file
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for (const auto &gltfMesh : model.meshes) {
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std::cout << "Current mesh has " << gltfMesh.primitives.size()
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<< " primitives:\n";
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// Create a mesh object
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Mesh<float> loadedMesh(sizeof(float) * 3);
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// To store the min and max of the buffer
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// To store the min and max of the buffer (as 3D vector of floats)
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v3f pMin = {}, pMax = {};
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// Store the name of the glTF mesh (if defined)
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loadedMesh.name = gltfMesh.name;
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// For each primitive
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for (const auto &meshPrimitive : gltfMesh.primitives) {
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// Boolean used to check if we have converted the vertex buffer format
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bool convertedToTriangleList = false;
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// get access to the indices
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// This permit to get a type agnostic way of reading the index buffer
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std::unique_ptr<intArrayBase> indicesArrayPtr = nullptr;
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{
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auto &indicesAccessor = model.accessors[meshPrimitive.indices];
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auto &bufferView = model.bufferViews[indicesAccessor.bufferView];
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auto &buffer = model.buffers[bufferView.buffer];
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auto dataAddress = buffer.data.data() + bufferView.byteOffset +
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indicesAccessor.byteOffset;
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const auto &indicesAccessor = model.accessors[meshPrimitive.indices];
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const auto &bufferView = model.bufferViews[indicesAccessor.bufferView];
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const auto &buffer = model.buffers[bufferView.buffer];
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const auto dataAddress = buffer.data.data() + bufferView.byteOffset +
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indicesAccessor.byteOffset;
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const auto byteStride = indicesAccessor.ByteStride(bufferView);
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const auto count = indicesAccessor.count;
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@ -181,8 +186,8 @@ bool LoadGLTF(const std::string &filename, float scale,
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const auto &bufferView =
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model.bufferViews[attribAccessor.bufferView];
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const auto &buffer = model.buffers[bufferView.buffer];
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auto dataPtr = buffer.data.data() + bufferView.byteOffset +
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attribAccessor.byteOffset;
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const auto dataPtr = buffer.data.data() + bufferView.byteOffset +
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attribAccessor.byteOffset;
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const auto byte_stride = attribAccessor.ByteStride(bufferView);
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const auto count = attribAccessor.count;
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@ -356,11 +361,14 @@ bool LoadGLTF(const std::string &filename, float scale,
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auto f1 = indices[3 * i + 1];
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auto f2 = indices[3 * i + 2];
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// get the texture coordinates for each triangle's
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// vertices
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v2f uv0, uv1, uv2;
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uv0 = uvs[f0];
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uv1 = uvs[f1];
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uv2 = uvs[f2];
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// push them in order into the mesh data
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loadedMesh.facevarying_uvs.push_back(uv0.x);
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loadedMesh.facevarying_uvs.push_back(uv0.y);
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@ -454,6 +462,7 @@ bool LoadGLTF(const std::string &filename, float scale,
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loadedMesh.pivot_xform[3][2] = bCenter.z;
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loadedMesh.pivot_xform[3][3] = 1.0f;
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// TODO handle materials
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for (size_t i{0}; i < loadedMesh.faces.size(); ++i)
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loadedMesh.material_ids.push_back(materials->at(0).id);
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