}
mesh->name = std::string(amesh->mName.data);
- mesh->which_mask = 0;
for(unsigned int i=0; i<amesh->mNumVertices; ++i) {
/* vertices */
if(amesh->HasPositions()) {
- mesh->which_mask |= MESH_VERTEX;
Vec3 vertex = Vec3(amesh->mVertices[i].x, amesh->mVertices[i].y,
amesh->mVertices[i].z);
/* normals */
if(amesh->HasNormals()) {
- mesh->which_mask |= MESH_NORMAL;
Vec3 normal = Vec3(amesh->mNormals[i].x, amesh->mNormals[i].y,
amesh->mNormals[i].z);
mesh->normals.push_back(normal);
/* texture coordinates */
if(amesh->mTextureCoords[0]) {
- mesh->which_mask |= MESH_TEXTURE;
Vec2 tex_coord = Vec2(amesh->mTextureCoords[0][i].x, amesh->mTextureCoords[0][i].y);
mesh->tex_coords.push_back(tex_coord);
}
}
/* tangents */
- if(amesh->mTangents) {
- mesh->which_mask |= MESH_TANGENT;
- Vec3 tangent = Vec3(amesh->mTangents[i].x, amesh->mTangents[i].y,
- amesh->mTangents[i].z);
- mesh->tangents.push_back(tangent);
- }
- else {
- mesh->tangents.push_back(Vec3(1, 0, 0));
- }
+ // if(amesh->mTangents) {
+ // mesh->which_mask |= MESH_TANGENT;
+ // Vec3 tangent = Vec3(amesh->mTangents[i].x, amesh->mTangents[i].y,
+ // amesh->mTangents[i].z);
+ // mesh->tangents.push_back(tangent);
+ // }
+ // else {
+ // mesh->tangents.push_back(Vec3(1, 0, 0));
+ // }
}
/* indices (called faces in assimp) */
if(amesh->HasFaces()) {
- mesh->which_mask |= MESH_INDEX;
for(unsigned int i=0; i<amesh->mNumFaces; ++i) {
mesh->indices.push_back(amesh->mFaces[i].mIndices[0]);
mesh->indices.push_back(amesh->mFaces[i].mIndices[1]);