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Check normal presence before trying to read asMesh normals #654

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Dec 10, 2024
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19 changes: 12 additions & 7 deletions graphics/src/AssimpLoader.cc
Original file line number Diff line number Diff line change
Expand Up @@ -667,18 +667,20 @@ SubMesh AssimpLoader::Implementation::CreateSubMesh(
{
// Add the vertex
math::Vector3d vertex;
math::Vector3d normal;
vertex.X(_assimpMesh->mVertices[vertexIdx].x);
vertex.Y(_assimpMesh->mVertices[vertexIdx].y);
vertex.Z(_assimpMesh->mVertices[vertexIdx].z);
normal.X(_assimpMesh->mNormals[vertexIdx].x);
normal.Y(_assimpMesh->mNormals[vertexIdx].y);
normal.Z(_assimpMesh->mNormals[vertexIdx].z);
vertex = _transform * vertex;
normal = rot * normal;
normal.Normalize();
subMesh.AddVertex(vertex);
subMesh.AddNormal(normal);
if (_assimpMesh->HasNormals()) {
math::Vector3d normal;
normal.X(_assimpMesh->mNormals[vertexIdx].x);
normal.Y(_assimpMesh->mNormals[vertexIdx].y);
normal.Z(_assimpMesh->mNormals[vertexIdx].z);
normal = rot * normal;
normal.Normalize();
subMesh.AddNormal(normal);
}
// Iterate over sets of texture coordinates
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
{
Expand All @@ -698,6 +700,9 @@ SubMesh AssimpLoader::Implementation::CreateSubMesh(
subMesh.AddIndex(face.mIndices[2]);
}
subMesh.SetMaterialIndex(_assimpMesh->mMaterialIndex);
if (subMesh.NormalCount() == 0u){
subMesh.RecalculateNormals();
}
return subMesh;
}

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