MinusculeRender/src/mesh.cc

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// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
#include "mesh.h"
#include "OBJ_Loader.h"
#include "spdlog/spdlog.h"
#define OBJL_VEC2_TO_EIGEN_VECTOR(objl_v) \
Eigen::Vector2d { objl_v.X, objl_v.Y }
#define OBJL_VEC3_TO_EIGEN_VECTOR(objl_v) \
Eigen::Vector3d { objl_v.X, objl_v.Y, objl_v.Z }
Mesh::Mesh(const std::vector<std::shared_ptr<Vertex>> &vertices,
const std::vector<Triangle> &primitives)
: vertices_(vertices), primitives_(primitives) {}
Point2d Mesh::get_texture_coordinate(const unsigned int index) const {
return (vertices_[index])->texture_coordinate;
}
Point3d Mesh::get_normal_vector(const unsigned int index) const {
return (vertices_[index])->normal;
}
std::vector<Mesh> Mesh::load_mesh(const std::string &file_path) {
objl::Loader loader{};
assert(loader.LoadFile(file_path.c_str()));
std::vector<Mesh> res;
for (const auto &mesh : loader.LoadedMeshes) {
spdlog::info("Current mesh has {} vertices.", mesh.Vertices.size());
std::vector<std::shared_ptr<Vertex>> vertices;
for (int i = 0; i < mesh.Vertices.size(); i++) {
vertices.push_back(std::make_shared<Vertex>(
OBJL_VEC3_TO_EIGEN_VECTOR(mesh.Vertices[i].Position),
OBJL_VEC3_TO_EIGEN_VECTOR(mesh.Vertices[i].Normal),
OBJL_VEC2_TO_EIGEN_VECTOR(mesh.Vertices[i].TextureCoordinate)));
}
std::vector<Triangle> primitives;
for (int i = 0; i < mesh.Indices.size(); i += 3) {
primitives.push_back(Triangle(vertices, mesh.Indices[i],
mesh.Indices[i + 1], mesh.Indices[i + 2]));
}
res.push_back(Mesh(vertices, primitives));
}
return res;
}