mirror of
https://github.com/bloeys/assimp-go.git
synced 2025-12-29 08:28:20 +00:00
Full mesh parsing
This commit is contained in:
251
asig/asig.go
251
asig/asig.go
@ -10,17 +10,18 @@ package asig
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//Functions
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struct aiScene* aiImportFile(const char* pFile, unsigned int pFlags);
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*/
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import "C"
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import "unsafe"
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import (
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"unsafe"
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"github.com/bloeys/gglm/gglm"
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)
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type Node struct {
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}
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type Mesh struct {
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Vertices uint
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}
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type Material struct {
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}
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@ -58,31 +59,259 @@ func ImportFile(file string, postProcessFlags uint) *Scene {
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cs := C.aiImportFile(cstr, C.uint(postProcessFlags))
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scene := parseScene(cs)
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println("Num verts:", scene.Meshes[0].Vertices, "; Meshes:", len(scene.Meshes))
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return &Scene{}
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return scene
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}
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func parseScene(cs *C.struct_aiScene) *Scene {
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s := &Scene{}
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s.Meshes = parseMeshes(*cs.mMeshes, uint(cs.mNumMeshes))
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s.Meshes = parseMeshes(cs.mMeshes, uint(cs.mNumMeshes))
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return s
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}
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func parseMeshes(cm *C.struct_aiMesh, count uint) []*Mesh {
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func parseMeshes(cm **C.struct_aiMesh, count uint) []*Mesh {
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if cm == nil {
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return []*Mesh{}
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}
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meshes := make([]*Mesh, count)
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cmeshes := unsafe.Slice(&cm, count)
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cmeshes := unsafe.Slice(cm, count)
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for i := 0; i < int(count); i++ {
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m := &Mesh{}
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m.Vertices = uint(cmeshes[i].mNumVertices)
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cmesh := cmeshes[i]
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vertCount := uint(cmesh.mNumVertices)
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m.Vertices = parseVec3s(cmesh.mVertices, vertCount)
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m.Normals = parseVec3s(cmesh.mNormals, vertCount)
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m.Tangents = parseVec3s(cmesh.mTangents, vertCount)
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m.BitTangents = parseVec3s(cmesh.mBitangents, vertCount)
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//Color sets
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m.ColorSets = parseColorSet(cmesh.mColors, vertCount)
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//Tex coords
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m.TexCoords = parseTexCoords(cmesh.mTextureCoords, vertCount)
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m.TexCoordChannelCount = [8]uint{}
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for j := 0; j < len(cmesh.mTextureCoords); j++ {
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//If a color set isn't available then it is nil
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if cmesh.mTextureCoords[j] == nil {
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continue
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}
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m.TexCoordChannelCount[j] = uint(cmeshes[j].mNumUVComponents[j])
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}
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//Faces
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cFaces := unsafe.Slice(cmesh.mFaces, cmesh.mNumFaces)
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m.Faces = make([]Face, cmesh.mNumFaces)
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for j := 0; j < len(m.Faces); j++ {
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m.Faces[j] = Face{
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Indices: parseUInts(cFaces[j].mIndices, uint(cFaces[j].mNumIndices)),
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}
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}
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//Other
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m.Bones = parseBones(cmesh.mBones, uint(cmesh.mNumBones))
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m.AnimMeshes = parseAnimMeshes(cmesh.mAnimMeshes, uint(cmesh.mNumAnimMeshes))
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m.AABB = AABB{
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Min: parseVec3(&cmesh.mAABB.mMin),
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Max: parseVec3(&cmesh.mAABB.mMax),
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}
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m.MorphMethod = MorphMethod(cmesh.mMethod)
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m.MaterialIndex = uint(cmesh.mMaterialIndex)
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m.Name = parseAiString(cmesh.mName)
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meshes[i] = m
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}
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return meshes
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}
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func parseVec3(cv *C.struct_aiVector3D) gglm.Vec3 {
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return gglm.Vec3{
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Data: [3]float32{
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float32(cv.x),
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float32(cv.y),
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float32(cv.z),
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},
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}
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}
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func parseAnimMeshes(cam **C.struct_aiAnimMesh, count uint) []*AnimMesh {
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if cam == nil {
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return []*AnimMesh{}
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}
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animMeshes := make([]*AnimMesh, count)
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cAnimMeshes := unsafe.Slice(cam, count)
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for i := 0; i < int(count); i++ {
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m := cAnimMeshes[i]
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animMeshes[i] = &AnimMesh{
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Name: parseAiString(m.mName),
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Vertices: parseVec3s(m.mVertices, uint(m.mNumVertices)),
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Normals: parseVec3s(m.mNormals, uint(m.mNumVertices)),
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Tangents: parseVec3s(m.mTangents, uint(m.mNumVertices)),
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BitTangents: parseVec3s(m.mBitangents, uint(m.mNumVertices)),
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Colors: parseColorSet(m.mColors, uint(m.mNumVertices)),
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TexCoords: parseTexCoords(m.mTextureCoords, uint(m.mNumVertices)),
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Weight: float32(m.mWeight),
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}
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}
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return animMeshes
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}
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func parseTexCoords(ctc [MaxTexCoords]*C.struct_aiVector3D, vertCount uint) [MaxTexCoords][]gglm.Vec3 {
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texCoords := [MaxTexCoords][]gglm.Vec3{}
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for j := 0; j < len(ctc); j++ {
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//If a color set isn't available then it is nil
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if ctc[j] == nil {
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continue
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}
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texCoords[j] = parseVec3s(ctc[j], vertCount)
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}
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return texCoords
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}
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func parseColorSet(cc [MaxColorSets]*C.struct_aiColor4D, vertCount uint) [MaxColorSets][]gglm.Vec4 {
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colorSet := [MaxColorSets][]gglm.Vec4{}
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for j := 0; j < len(cc); j++ {
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//If a color set isn't available then it is nil
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if cc[j] == nil {
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continue
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}
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colorSet[j] = parseColors(cc[j], vertCount)
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}
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return colorSet
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}
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func parseBones(cbs **C.struct_aiBone, count uint) []*Bone {
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if cbs == nil {
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return []*Bone{}
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}
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bones := make([]*Bone, count)
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cbones := unsafe.Slice(cbs, count)
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for i := 0; i < int(count); i++ {
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cBone := cbones[i]
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bones[i] = &Bone{
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Name: parseAiString(cBone.mName),
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Weights: parseVertexWeights(cBone.mWeights, uint(cBone.mNumWeights)),
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OffsetMatrix: parseMat4(&cBone.mOffsetMatrix),
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}
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}
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return bones
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}
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func parseMat4(cm4 *C.struct_aiMatrix4x4) gglm.Mat4 {
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return gglm.Mat4{
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Data: [4][4]float32{
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{float32(cm4.a1), float32(cm4.b1), float32(cm4.c1), float32(cm4.d1)},
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{float32(cm4.a2), float32(cm4.b2), float32(cm4.c2), float32(cm4.d2)},
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{float32(cm4.a3), float32(cm4.b3), float32(cm4.c3), float32(cm4.d3)},
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{float32(cm4.a4), float32(cm4.b4), float32(cm4.c4), float32(cm4.d4)},
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},
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}
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}
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func parseVertexWeights(cWeights *C.struct_aiVertexWeight, count uint) []VertexWeight {
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vw := make([]VertexWeight, count)
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cvw := unsafe.Slice(cWeights, count)
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for i := 0; i < int(count); i++ {
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vw[i] = VertexWeight{
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VertIndex: uint(cvw[i].mVertexId),
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Weight: float32(cvw[i].mWeight),
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}
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}
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return vw
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}
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func parseAiString(aiString C.struct_aiString) string {
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return C.GoStringN(&aiString.data[0], C.int(aiString.length))
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}
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func parseUInts(cui *C.uint, count uint) []uint {
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if cui == nil {
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return []uint{}
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}
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uints := make([]uint, count)
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cUInts := unsafe.Slice(cui, count)
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for i := 0; i < len(cUInts); i++ {
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uints[i] = uint(cUInts[i])
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}
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return uints
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}
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func parseVec3s(cv *C.struct_aiVector3D, count uint) []gglm.Vec3 {
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if cv == nil {
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return []gglm.Vec3{}
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}
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carr := unsafe.Slice(cv, count)
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verts := make([]gglm.Vec3, count)
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for i := 0; i < int(count); i++ {
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verts[i] = gglm.Vec3{
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Data: [3]float32{
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float32(carr[i].x),
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float32(carr[i].y),
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float32(carr[i].z),
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},
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}
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}
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return verts
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}
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func parseColors(cv *C.struct_aiColor4D, count uint) []gglm.Vec4 {
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carr := unsafe.Slice(cv, count)
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verts := make([]gglm.Vec4, count)
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for i := 0; i < int(count); i++ {
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verts[i] = gglm.Vec4{
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Data: [4]float32{
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float32(carr[i].r),
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float32(carr[i].g),
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float32(carr[i].b),
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float32(carr[i].a),
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},
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}
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}
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return verts
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}
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23
asig/enums.go
Executable file
23
asig/enums.go
Executable file
@ -0,0 +1,23 @@
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package asig
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type PrimitiveType int32
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//Specifies types of primitives that can be present in a mesh
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const (
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PrimitiveTypePoint = 1 << 0
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PrimitiveTypeLine = 1 << 1
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PrimitiveTypeTriangle = 1 << 2
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PrimitiveTypePolygon = 1 << 3
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)
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type MorphMethod int32
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//Supported methods of mesh morphing
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const (
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//Interpolation between morph targets
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MorphMethodVertexBlend = 0x1
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//Normalized morphing between morph targets
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MorphMethodMorphNormalized = 0x2
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//Relative morphing between morph targets
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MorphMethodMorphRelative = 0x3
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)
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87
asig/mesh.go
Executable file
87
asig/mesh.go
Executable file
@ -0,0 +1,87 @@
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package asig
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import "github.com/bloeys/gglm/gglm"
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const (
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MaxColorSets = 8
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MaxTexCoords = 8
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)
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type Mesh struct {
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//Bitwise combination of PrimitiveType enum
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PrimitiveTypes PrimitiveType
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Vertices []gglm.Vec3
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Normals []gglm.Vec3
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Tangents []gglm.Vec3
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BitTangents []gglm.Vec3
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//ColorSets vertex color sets where each set is either empty or has length=len(Vertices), with max number of sets=MaxColorSets
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ColorSets [MaxColorSets][]gglm.Vec4
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//TexCoords (aka UV channels) where each TexCoords[i] has NumUVComponents[i] channels, and is either empty or has length=len(Vertices), with max number of TexCoords per vertex = MaxTexCoords
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TexCoords [MaxTexCoords][]gglm.Vec3
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TexCoordChannelCount [MaxTexCoords]uint
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Faces []Face
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Bones []*Bone
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AnimMeshes []*AnimMesh
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AABB AABB
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MorphMethod MorphMethod
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MaterialIndex uint
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Name string
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}
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type Face struct {
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Indices []uint
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}
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type AnimMesh struct {
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Name string
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/** Replacement for Mes.Vertices. If this array is non-NULL,
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* it *must* contain mNumVertices entries. The corresponding
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* array in the host mesh must be non-NULL as well - animation
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* meshes may neither add or nor remove vertex components (if
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* a replacement array is NULL and the corresponding source
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* array is not, the source data is taken instead)*/
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Vertices []gglm.Vec3
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Normals []gglm.Vec3
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Tangents []gglm.Vec3
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BitTangents []gglm.Vec3
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Colors [MaxColorSets][]gglm.Vec4
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TexCoords [MaxTexCoords][]gglm.Vec3
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Weight float32
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}
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type AABB struct {
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Min gglm.Vec3
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Max gglm.Vec3
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}
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type Bone struct {
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Name string
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//The influence weights of this bone
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Weights []VertexWeight
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/** Matrix that transforms from bone space to mesh space in bind pose.
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*
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* This matrix describes the position of the mesh
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* in the local space of this bone when the skeleton was bound.
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* Thus it can be used directly to determine a desired vertex position,
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* given the world-space transform of the bone when animated,
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* and the position of the vertex in mesh space.
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*
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* It is sometimes called an inverse-bind matrix,
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* or inverse bind pose matrix.
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*/
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OffsetMatrix gglm.Mat4
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}
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type VertexWeight struct {
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VertIndex uint
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//The strength of the influence in the range (0...1). The total influence from all bones at one vertex is 1
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Weight float32
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}
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Reference in New Issue
Block a user