#include "assetloader.hpp" #define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cpp #include "tiny_obj_loader.hpp" #include "../definitions/materials/material.hpp" #include "../definitions/primatives/primative.hpp" #include "../definitions/primatives/triangle.hpp" #include "../maths.hpp" glm::vec3 getNormal(glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) { glm::vec3 u = p1 - p0; glm::vec3 v = p2 - p0; glm::vec3 normal; normal.x = u.y * v.z - u.z * v.y; normal.y = u.z * v.x - u.x * v.z; normal.z = u.x * v.y - u.y * v.x; return normal; } std::vector LoadTrianglesBasic(std::string path, std::string basePath) { tinyobj::attrib_t attrib; std::vector shapes; std::vector materials; std::string warn, err; bool canLoad = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, path.c_str(), basePath.c_str()); if (!err.empty() || !canLoad) { std::cerr << "Cannot load obj: '" << path << "': " << err << std::endl; exit(0); } if (!warn.empty()) { std::cerr << "Warning from obj loader while loading obj: '" << path << "': " << warn << std::endl; } std::vector triangles; for (size_t s = 0; s < shapes.size(); s++) { size_t index_offset = 0; for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) { int fv = shapes[s].mesh.num_face_vertices[f]; if (fv == 3) { tinyobj::real_t avx[3]; tinyobj::real_t avy[3]; tinyobj::real_t avz[3]; tinyobj::real_t anx[3]; tinyobj::real_t any[3]; tinyobj::real_t anz[3]; for (size_t v = 0; v < fv; v++) { tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v]; avx[v] = attrib.vertices[3 * idx.vertex_index + 0]; avy[v] = attrib.vertices[3 * idx.vertex_index + 1]; avz[v] = attrib.vertices[3 * idx.vertex_index + 2]; anx[v] = attrib.normals[3 * idx.normal_index + 0]; any[v] = attrib.normals[3 * idx.normal_index + 1]; anz[v] = attrib.normals[3 * idx.normal_index + 2]; } // tinyobj::material_t material = materials[shapes[s].mesh.material_ids[f]]; // Material* mat = new Material({ material.diffuse[0], material.diffuse[1], material.diffuse[2] }, 0.6f, material.illum); Material* mat = new Material({ 1.0f, 1.0f, 1.0f }, 0.4f); // glm::vec3 normal = getNormal( // {avx[0], avy[0], avz[0]}, // {avx[1], avy[1], avz[1]}, // {avx[2], avy[2], avz[2]} // ); Triangle* tmp = new Triangle { {avx[0], avy[0], avz[0]}, {avx[1], avy[1], avz[1]}, {avx[2], avy[2], avz[2]}, // normal, normal, normal {anx[0], any[0], anz[0]}, {anx[1], any[1], anz[1]}, {anx[2], any[2], anz[2]}, mat, }; triangles.push_back(tmp); } index_offset += fv; } } return triangles; }