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package org.hl.engine.graphics;
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import org.hl.engine.math.lalg.Vector2f;
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import org.hl.engine.math.lalg.Vector3f;
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import org.lwjgl.assimp.*;
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public class ModelLoader {
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public static Mesh loadModel(String path, String texture) throws Exception {
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AIScene scene = Assimp.aiImportFile(path, Assimp.aiProcess_JoinIdenticalVertices | Assimp.aiProcess_Triangulate);
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if (scene == null) {
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throw new Exception("Couldn't load model at " + path);
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}
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AIMesh mesh = AIMesh.create(scene.mMeshes().get(0));
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int vertexCount = mesh.mNumVertices();
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AIVector3D.Buffer vertices = mesh.mVertices();
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AIVector3D.Buffer normals = mesh.mNormals();
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Vertex[] vertexList = new Vertex[vertexCount];
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for (int i = 0; i < vertexCount; i ++) {
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AIVector3D vertex = vertices.get(i);
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Vector3f engineVertex = new Vector3f(vertex.x(), vertex.y(), vertex.z());
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AIVector3D normal = normals.get(i);
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Vector3f engineNormal = new Vector3f(normal.x(), normal.y(), normal.z());
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Vector2f meshTextureCoord = new Vector2f(0, 0);
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if (mesh.mNumUVComponents().get(0) != 0) {
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AIVector3D tex = mesh.mTextureCoords(0).get(i);
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meshTextureCoord.setX(tex.x());
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meshTextureCoord.setY(tex.y());
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}
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vertexList[i] = new Vertex(engineVertex, meshTextureCoord, engineNormal);
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}
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int faceCount = mesh.mNumFaces();
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AIFace.Buffer indices = mesh.mFaces();
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int[] indicesList = new int[faceCount*3];
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for (int i = 0; i < faceCount; i ++) {
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AIFace face = indices.get(i);
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indicesList[i * 3 + 0] = face.mIndices().get(0);
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indicesList[i * 3 + 1] = face.mIndices().get(1);
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indicesList[i * 3 + 2] = face.mIndices().get(2);
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}
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return new Mesh(vertexList, indicesList, new Material(new Texture(texture)), "texture");
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}
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}
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