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- #include "ObjFile.h"
- #include "Vec2.h"
- #include "Model3D.h"
- using namespace Framework;
- ObjFile::ObjFile(const char* path)
- : ReferenceCounter()
- {
- file.setDatei(path);
- file.open(Datei::Style::lesen);
- Text* line = file.leseZeile();
- while (line)
- {
- if (line->positionVon("o ") == 0)
- objectNames.add(line->getTeilText(2));
- line->release();
- line = file.leseZeile();
- }
- file.close();
- }
- Vec3<int> ObjFile::parseIndex(Text* s)
- {
- Text* x = s->getTeilText(0, s->positionVon("/"));
- Text* y = s->getTeilText(s->positionVon("/") + 1, s->positionVon("/", 1));
- Text* z = s->getTeilText(s->positionVon("/", 1) + 1);
- Vec3<int> result((int)*x, (int)*y, (int)*z);
- x->release();
- y->release();
- z->release();
- s->release();
- return result;
- }
- void ObjFile::readModel(Model3DData* zTarget)
- {
- Array<Vec3<float>> vertices;
- Array<Vec2<float>> textureCoordinates;
- Array<Vec3<float>> normals;
- Array<Vec3<int>> indices;
- // read model info
- Text* line = file.leseZeile();
- while (line)
- {
- if (line->positionVon("o ") == 0)
- {
- line->release();
- break;;
- }
- if (line->positionVon("v ") == 0)
- {
- Text* x = line->getTeilText(2, line->positionVon(" ", 1));
- Text* y = line->getTeilText(line->positionVon(" ", 1) + 1, line->positionVon(" ", 2));
- Text* z = line->getTeilText(line->positionVon(" ", 2) + 1);
- vertices.add(Vec3<float>((float)*x, (float)*y, (float)*z));
- x->release();
- y->release();
- z->release();
- }
- if (line->positionVon("vt ") == 0)
- {
- Text* x = line->getTeilText(3, line->positionVon(" ", 1));
- Text* y = line->getTeilText(line->positionVon(" ", 1) + 1);
- textureCoordinates.add(Vec2<float>((float)*x, (float)*y));
- x->release();
- y->release();
- }
- if (line->positionVon("vn ") == 0)
- {
- Text* x = line->getTeilText(3, line->positionVon(" ", 1));
- Text* y = line->getTeilText(line->positionVon(" ", 1) + 1, line->positionVon(" ", 2));
- Text* z = line->getTeilText(line->positionVon(" ", 2) + 1);
- normals.add(Vec3<float>((float)*x, (float)*y, (float)*z));
- x->release();
- y->release();
- z->release();
- }
- if (line->positionVon("f ") == 0)
- {
- // only triangulated meshes ares supported
- Text* p1 = line->getTeilText(2, line->positionVon(" ", 1));
- Text* p2 = line->getTeilText(line->positionVon(" ", 1) + 1, line->positionVon(" ", 2));
- Text* p3 = line->getTeilText(line->positionVon(" ", 2) + 1);
- indices.add(parseIndex(p1));
- indices.add(parseIndex(p2));
- indices.add(parseIndex(p3));
- }
- line->release();
- line = file.leseZeile();
- }
- // compute vertex data and index buffer
- Array<Vertex3D> modelData;
- int* indexList = new int[indices.getEintragAnzahl()];
- int rInd = 0;
- for (Vec3<int> index : indices)
- {
- Vertex3D current;
- current.pos = vertices.get(index.x - 1);
- current.tPos = textureCoordinates.get(index.y - 1);
- current.normal = normals.get(index.z - 1);
- current.knochenId = 0;
- int ind = 0;
- for (const Vertex3D& other : modelData)
- {
- if (other.pos == current.pos && other.tPos == current.tPos && other.normal == current.normal)
- break;
- ind++;
- }
- if (modelData.getEintragAnzahl() == ind)
- modelData.add(current);
- indexList[rInd++] = ind;
- }
- Vertex3D* vertexData = new Vertex3D[modelData.getEintragAnzahl()];
- int ind = 0;
- for (const Vertex3D& vertex : modelData)
- vertexData[ind++] = vertex;
- zTarget->setVertecies(vertexData, modelData.getEintragAnzahl());
- Polygon3D* polygon = new Polygon3D();
- polygon->indexAnz = indices.getEintragAnzahl();
- polygon->indexList = indexList;
- zTarget->addPolygon(polygon);
- }
- bool ObjFile::loadModel(const char* name, Model3DData* zTarget)
- {
- file.open(Datei::Style::lesen);
- Text* line = file.leseZeile();
- while (line)
- {
- if (line->positionVon("o ") == 0 && line->positionVon(name) == 2 && line->getLength() == textLength(name) + 3)
- {
- readModel(zTarget);
- line->release();
- file.close();
- return 1;
- }
- line->release();
- line = file.leseZeile();
- }
- file.close();
- return 0;
- }
- const RCArray<Text>& ObjFile::getContainedModelNames() const
- {
- return objectNames;
- }
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