Stack-allocating things, removed cleanup code

This commit is contained in:
Vladyslav Baranovskyi
2024-12-18 14:28:33 +02:00
parent 972df913c0
commit 6c31d97271

View File

@@ -15,13 +15,11 @@
#include "IO/Archive/ZipWriter.hpp"
#include <fstream>
#include <iostream>
#include <fmt/core.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/mesh.h>
#include <assimp/material.h>
#include <assimp/postprocess.h>
namespace OpenVulkano::Scene
{
@@ -91,51 +89,58 @@ namespace OpenVulkano::Scene
void MeshWriter::WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath)
{
aiNode rootNode;
aiScene scene;
scene.mRootNode = new aiNode();
aiMesh* mesh = new aiMesh();
mesh->mNumVertices = geometry->vertexCount;
mesh->mVertices = new aiVector3D[geometry->vertexCount];
mesh->mNormals = new aiVector3D[geometry->vertexCount];
mesh->mTextureCoords[0] = new aiVector3D[geometry->vertexCount];
mesh->mMaterialIndex = 0;
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
mesh->mNumUVComponents[0] = 2;
scene.mRootNode = &rootNode;
aiMesh mesh;
mesh.mNumVertices = geometry->vertexCount;
mesh.mMaterialIndex = 0;
mesh.mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
mesh.mNumUVComponents[0] = 2;
mesh.mVertices = new aiVector3D[geometry->vertexCount];
mesh.mNormals = new aiVector3D[geometry->vertexCount];
mesh.mTextureCoords[0] = new aiVector3D[geometry->vertexCount];
float scaling = 100; // fbx units are centimeters...
for (uint32_t i = 0; i < geometry->vertexCount; ++i)
{
const Vertex& vertex = geometry->vertices[i];
mesh->mVertices[i] = aiVector3D(vertex.position.x, vertex.position.y, vertex.position.z) * scaling;
mesh->mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z);
mesh->mTextureCoords[0][i] = aiVector3D(vertex.textureCoordinates.x, vertex.textureCoordinates.y, 0.0f);
mesh.mVertices[i] = aiVector3D(vertex.position.x, vertex.position.y, vertex.position.z) * scaling;
mesh.mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z);
mesh.mTextureCoords[0][i] = aiVector3D(vertex.textureCoordinates.x, vertex.textureCoordinates.y, 0.0f);
}
mesh->mNumFaces = geometry->indexCount / 3;
mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh.mNumFaces = geometry->indexCount / 3;
mesh.mFaces = new aiFace[mesh.mNumFaces];
for (uint32_t i = 0; i < mesh->mNumFaces; ++i)
for (uint32_t i = 0; i < mesh.mNumFaces; ++i)
{
aiFace& face = mesh->mFaces[i];
aiFace& face = mesh.mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices = new unsigned int[face.mNumIndices];
face.mIndices[0] = geometry->GetIndex(i * 3 + 0);
face.mIndices[1] = geometry->GetIndex(i * 3 + 1);
face.mIndices[2] = geometry->GetIndex(i * 3 + 2);
}
scene.mMeshes = new aiMesh*[1];
scene.mMeshes[0] = mesh;
aiMesh* meshes[1];
scene.mMeshes = meshes;
scene.mMeshes[0] = &mesh;
scene.mNumMeshes = 1;
scene.mRootNode->mMeshes = new unsigned int[1];
unsigned int meshIndices[1];
scene.mRootNode->mMeshes = meshIndices;
scene.mRootNode->mMeshes[0] = 0;
scene.mRootNode->mNumMeshes = 1;
aiMaterial* material = new aiMaterial();
scene.mMaterials = new aiMaterial*[1];
scene.mMaterials[0] = material;
aiMaterial material;
aiMaterial* materials[1];
scene.mMaterials = materials;
scene.mMaterials[0] = &material;
scene.mNumMaterials = 1;
aiString externalPath(texturePath);
@@ -144,37 +149,10 @@ namespace OpenVulkano::Scene
Assimp::Exporter exporter;
aiReturn result = exporter.Export(&scene, "fbx", fbxPath);
#define SAFE_DELETE_ARRAY(arr) \
do \
{ \
if (arr) \
delete[] arr; \
arr = nullptr; \
} while (0)
SAFE_DELETE_ARRAY(mesh->mVertices);
SAFE_DELETE_ARRAY(mesh->mNormals);
SAFE_DELETE_ARRAY(mesh->mTextureCoords[0]);
for (uint32_t i = 0; i < mesh->mNumFaces; ++i)
{
SAFE_DELETE_ARRAY(mesh->mFaces[i].mIndices);
}
SAFE_DELETE_ARRAY(mesh->mFaces);
delete mesh;
mesh = nullptr;
delete material;
material = nullptr;
SAFE_DELETE_ARRAY(scene.mMeshes);
SAFE_DELETE_ARRAY(scene.mRootNode->mMeshes);
SAFE_DELETE_ARRAY(scene.mMaterials);
delete scene.mRootNode;
scene.mRootNode = nullptr;
#undef SAFE_DELETE_ARRAY
rootNode.mMeshes = nullptr;
scene.mMeshes = nullptr;
scene.mMaterials = nullptr;
if (result != aiReturn_SUCCESS)
{