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colormeshgeometry.cpp
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colormeshgeometry.cpp
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#include "colormeshgeometry.h"
#include "colormeshrenderer.h"
#include <Qt3DRender\QBuffer>
#include <Qt3DRender\QAttribute>
#include <QVector3D>
#define aisgl_min(x,y) (x<y?x:y)
#define aisgl_max(x,y) (y>x?y:x)
void get_bounding_box_for_node (const aiScene* scene, const aiNode* nd,
aiVector3D* min, aiVector3D* max, aiMatrix4x4* trafo) {
aiMatrix4x4 prev;
unsigned int n = 0, t;
prev = *trafo;
aiMultiplyMatrix4(trafo,&nd->mTransformation);
for (; n < nd->mNumMeshes; ++n) {
const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t) {
aiVector3D tmp = mesh->mVertices[t];
aiTransformVecByMatrix4(&tmp,trafo);
min->x = aisgl_min(min->x,tmp.x);
min->y = aisgl_min(min->y,tmp.y);
min->z = aisgl_min(min->z,tmp.z);
max->x = aisgl_max(max->x,tmp.x);
max->y = aisgl_max(max->y,tmp.y);
max->z = aisgl_max(max->z,tmp.z);
}
}
for (n = 0; n < nd->mNumChildren; ++n) {
get_bounding_box_for_node(scene, nd->mChildren[n],min,max,trafo);
}
*trafo = prev;
}
/* ---------------------------------------------------------------------------- */
void get_bounding_box (const aiScene* scene, aiVector3D* min, aiVector3D* max)
{
aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo);
min->x = min->y = min->z = 1e10f;
max->x = max->y = max->z = -1e10f;
get_bounding_box_for_node(scene, scene->mRootNode,min,max,&trafo);
}
ColorMeshGeometry::ColorMeshGeometry(QString meshFile, ColorMeshRenderer *parent)
: Qt3DRender::QGeometry(parent)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile( meshFile.toStdString(),
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType
);
if( !scene)
{
qDebug() << "Error loading file: (assimp:) " << importer.GetErrorString();
return;
}
aiMesh* mesh = nullptr;
if(scene->HasMeshes())
{
for(unsigned int ii=0; ii<scene->mNumMeshes; ++ii)
{
mesh = scene->mMeshes[ii];
break;
}
}
else
{
return;
}
aiVector3D scene_min, scene_max;
get_bounding_box(scene, &scene_min, &scene_max);
m_sceneCenter.setX((scene_min.x + scene_max.x) / 2.0f);
m_sceneCenter.setY((scene_min.y + scene_max.y) / 2.0f);
m_sceneCenter.setZ((scene_min.z + scene_max.z) / 2.0f);
loadMesh(mesh);
parent->setGeometry(this);
}
void ColorMeshGeometry::GeometryCenter(QVector3D* center)
{
*center = m_sceneCenter;
}
ColorMeshGeometry::~ColorMeshGeometry()
{
}
void ColorMeshGeometry::loadMesh(aiMesh* mesh)
{
Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, this);
Qt3DRender::QBuffer *normalDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, this);
Qt3DRender::QBuffer *colorDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, this);
Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, this);
// Vertexbuffer
QByteArray vertexBufferData;
QByteArray normalBufferData;
QByteArray colorBufferData;
QByteArray indexBufferData;
vertexBufferData.resize(mesh->mNumVertices * 3 * (int)sizeof(float));
normalBufferData.resize(mesh->mNumVertices * 3 * (int)sizeof(float));
colorBufferData.resize(mesh->mNumVertices * 3 * (int)sizeof(float));
indexBufferData.resize(mesh->mNumFaces * 3 * (int)sizeof(uint));
float* pCurVertexData = reinterpret_cast<float*>(vertexBufferData.data());
float* pCurColorData = reinterpret_cast<float*>(colorBufferData.data());
float* pCurNormalData = reinterpret_cast<float*>(normalBufferData.data());
uint* pCurIndexData = reinterpret_cast<uint*>(indexBufferData.data());
for(int i = 0; i < mesh->mNumVertices; i++)
{
aiVector3D &vec = mesh->mVertices[i];
pCurVertexData[i*3+0] = vec.x;
pCurVertexData[i*3+1] = vec.y;
pCurVertexData[i*3+2] = vec.z;
if(mesh->HasVertexColors(0))
{
auto col = mesh->mColors[0][i];
pCurColorData[i*3+0] = col.r;
pCurColorData[i*3+1] = col.g;
pCurColorData[i*3+2] = col.b;
}
else
{
pCurColorData[i*3+0] = 0.5f;
pCurColorData[i*3+1] = 0.5f;
pCurColorData[i*3+2] = 0.5f;
}
aiVector3D &nvec = mesh->mNormals[i];
pCurNormalData[i*3+0] = nvec.x;
pCurNormalData[i*3+1] = nvec.y;
pCurNormalData[i*3+2] = nvec.z;
}
for(uint t = 0; t<mesh->mNumFaces; ++t)
{
aiFace* face = &mesh->mFaces[t];
pCurIndexData[t*3+0] = face->mIndices[0];
pCurIndexData[t*3+1] = face->mIndices[1];
pCurIndexData[t*3+2] = face->mIndices[2];
}
vertexDataBuffer->setData(vertexBufferData);
normalDataBuffer->setData(normalBufferData);
colorDataBuffer->setData(colorBufferData);
indexDataBuffer->setData(indexBufferData);
// Attributes
Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute();
positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
positionAttribute->setBuffer(vertexDataBuffer);
positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
positionAttribute->setDataSize(3);
positionAttribute->setByteOffset(0);
positionAttribute->setByteStride(3 * sizeof(float));
positionAttribute->setCount(3*mesh->mNumVertices);
positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
normalAttribute->setBuffer(normalDataBuffer);
normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
normalAttribute->setDataSize(3);
normalAttribute->setByteOffset(0);
normalAttribute->setByteStride(3 * sizeof(float));
normalAttribute->setCount(3*mesh->mNumVertices);
normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute();
colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
colorAttribute->setBuffer(colorDataBuffer);
colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
colorAttribute->setDataSize(3);
colorAttribute->setByteOffset(0);
colorAttribute->setByteStride(3 * sizeof(float));
colorAttribute->setCount(3*mesh->mNumVertices);
colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(indexDataBuffer);
indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedInt);
indexAttribute->setDataSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(mesh->mNumFaces*3);
addAttribute(positionAttribute);
addAttribute(normalAttribute);
addAttribute(colorAttribute);
addAttribute(indexAttribute);
}