refactor: Remove MeshLoader implementation to streamline script handling

This commit is contained in:
2026-01-04 15:54:58 +00:00
parent 1fee867237
commit 9eb4383ef8

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@@ -1,152 +0,0 @@
#include "script/mesh_loader.hpp"
#include "logging/logger.hpp"
#include "script/script_engine.hpp"
#include <assimp/Importer.hpp>
#include <assimp/material.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <lua.hpp>
#include <system_error>
namespace sdl3cpp::script {
bool MeshLoader::LoadFromFile(const std::filesystem::path& scriptDirectory,
const std::string& requestedPath,
MeshPayload& outPayload,
std::string& outError) {
std::filesystem::path resolved(requestedPath);
if (!resolved.is_absolute()) {
resolved = scriptDirectory / resolved;
}
std::error_code ec;
resolved = std::filesystem::weakly_canonical(resolved, ec);
if (ec) {
outError = "Failed to resolve mesh path: " + ec.message();
return false;
}
if (!std::filesystem::exists(resolved)) {
outError = "Mesh file not found: " + resolved.string();
return false;
}
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(
resolved.string(),
aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_PreTransformVertices);
if (!scene) {
outError = importer.GetErrorString() ? importer.GetErrorString() : "Assimp failed to load mesh";
return false;
}
if (scene->mNumMeshes == 0) {
outError = "Scene contains no meshes";
return false;
}
const aiMesh* mesh = scene->mMeshes[0];
if (!mesh->mNumVertices) {
outError = "Mesh contains no vertices";
return false;
}
outPayload.positions.reserve(mesh->mNumVertices);
outPayload.colors.reserve(mesh->mNumVertices);
outPayload.indices.reserve(mesh->mNumFaces * 3);
aiColor3D defaultColor(0.6f, 0.8f, 1.0f);
aiColor3D materialColor = defaultColor;
if (mesh->mMaterialIndex < scene->mNumMaterials) {
const aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
aiColor4D diffuse;
if (material && material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse) == AI_SUCCESS) {
materialColor = aiColor3D(diffuse.r, diffuse.g, diffuse.b);
}
}
for (unsigned i = 0; i < mesh->mNumVertices; ++i) {
const aiVector3D& vertex = mesh->mVertices[i];
outPayload.positions.push_back({vertex.x, vertex.y, vertex.z});
aiColor3D color = materialColor;
if (mesh->HasVertexColors(0) && mesh->mColors[0]) {
const aiColor4D& vertexColor = mesh->mColors[0][i];
color = aiColor3D(vertexColor.r, vertexColor.g, vertexColor.b);
}
outPayload.colors.push_back({color.r, color.g, color.b});
}
for (unsigned faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
const aiFace& face = mesh->mFaces[faceIndex];
if (face.mNumIndices != 3) {
continue;
}
outPayload.indices.push_back(face.mIndices[0]);
outPayload.indices.push_back(face.mIndices[1]);
outPayload.indices.push_back(face.mIndices[2]);
}
if (outPayload.indices.empty()) {
outError = "Mesh contains no triangle faces";
return false;
}
return true;
}
int MeshLoader::PushMeshToLua(lua_State* L, const MeshPayload& payload) {
lua_newtable(L);
lua_newtable(L);
for (size_t vertexIndex = 0; vertexIndex < payload.positions.size(); ++vertexIndex) {
lua_newtable(L);
lua_newtable(L);
for (int component = 0; component < 3; ++component) {
lua_pushnumber(L, payload.positions[vertexIndex][component]);
lua_rawseti(L, -2, component + 1);
}
lua_setfield(L, -2, "position");
lua_newtable(L);
for (int component = 0; component < 3; ++component) {
lua_pushnumber(L, payload.colors[vertexIndex][component]);
lua_rawseti(L, -2, component + 1);
}
lua_setfield(L, -2, "color");
lua_rawseti(L, -2, static_cast<int>(vertexIndex + 1));
}
lua_setfield(L, -2, "vertices");
lua_newtable(L);
for (size_t index = 0; index < payload.indices.size(); ++index) {
lua_pushinteger(L, static_cast<lua_Integer>(payload.indices[index]) + 1);
lua_rawseti(L, -2, static_cast<int>(index + 1));
}
lua_setfield(L, -2, "indices");
return 1;
}
int MeshLoader::LuaLoadMeshFromFile(lua_State* L) {
auto* script = static_cast<sdl3cpp::script::ScriptEngine*>(lua_touserdata(L, lua_upvalueindex(1)));
const char* path = luaL_checkstring(L, 1);
MeshPayload payload;
std::string error;
if (!LoadFromFile(script->GetScriptDirectory(), path, payload, error)) {
lua_pushnil(L);
lua_pushstring(L, error.c_str());
return 2;
}
PushMeshToLua(L, payload);
lua_pushnil(L);
return 2;
}
} // namespace sdl3cpp::script