#include "Util.h" Mesh *Util::aiMesh2Mesh(aiMesh *aimesh){ Mesh *mymesh = new Mesh(); for (int i = 0; i < aimesh->mNumVertices; i++) { aiVector3D aiPosition = aimesh->mVertices[i]; aiVector3D aiUV = aimesh->mTextureCoords[0][i]; // TODO get ALL texture coords Vertex vertex(aiPosition.x, aiPosition.y, aiPosition.z, aiUV.x, aiUV.y); mymesh->vertices.push_back(vertex); } for (int i = 0; i < aimesh->mNumFaces; i++) { // We're importing triangulated meshes, so each face is three indices unsigned int *face = aimesh->mFaces[i].mIndices; Index index(face[0], face[1], face[2]); mymesh->indices.push_back(index); } return mymesh; }