Allow reaxising mesh

This commit is contained in:
2026-04-13 12:58:54 -05:00
parent fd82486431
commit bae1ff3759
5 changed files with 132 additions and 11 deletions
@@ -79,10 +79,53 @@ errorret_t assetMeshLoader(assetfile_t *file) {
);
}
// Convert Z-Up to Y-Up
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
switch(output->inputAxis) {
case MESH_INPUT_AXIS_Z_UP:
// Convert Z-Up to Y-Up
{
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
}
break;
case MESH_INPUT_AXIS_X_UP:
// Convert X-Up to Y-Up
{
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = temp;
}
break;
case MESH_INPUT_AXIS_Y_DOWN:
// Invert Y axis
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[1];
break;
case MESH_INPUT_AXIS_Z_DOWN:
// Convert Z-Up to Y-Up and invert Y axis
{
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
}
break;
case MESH_INPUT_AXIS_X_DOWN:
// Convert X-Up to Y-Up and invert Y axis
{
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -temp;
}
break;
case MESH_INPUT_AXIS_Y_UP:
default:
// No covnersion possible / Needed
break;
}
}
}
@@ -108,15 +151,32 @@ errorret_t assetMeshLoader(assetfile_t *file) {
errorOk();
}
errorret_t assetMeshLoadToOutput(
const char_t *path,
assetmeshoutput_t *output
) {
assertNotNull(path, "Path cannot be null");
assertNotNull(output, "Output cannot be null");
assertNotNull(output->outMesh, "Output mesh cannot be null");
assertNotNull(output->outVertices, "Output vertices cannot be null");
return assetLoad(path, &assetMeshLoader, NULL, output);
}
errorret_t assetMeshLoad(
const char_t *path,
mesh_t *outMesh,
meshvertex_t **outVertices
meshvertex_t **outVertices,
const assetmeshinputaxis_t inputAxis
) {
assertNotNull(path, "Path cannot be null");
assertNotNull(outMesh, "Output mesh cannot be null");
assertNotNull(outVertices, "Output vertices cannot be null");
assetmeshoutput_t output = { outMesh, outVertices };
return assetLoad(path, &assetMeshLoader, NULL, &output);
assetmeshoutput_t output = {
outMesh,
outVertices,
inputAxis
};
return assetMeshLoadToOutput(path, &output);
}