vcglib/wrap/io_trimesh/import_obj.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef __VCGLIB_IMPORT_OBJ
#define __VCGLIB_IMPORT_OBJ
#include <wrap/callback.h>
#include <vcg/complex/trimesh/allocate.h>
#include <wrap/io_trimesh/io_mask.h>
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#include <wrap/io_trimesh/io_material.h>
#ifdef __gl_h_
#include <wrap/gl/glu_tesselator.h>
#endif
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#include <vcg/space/color4.h>
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#include <fstream>
#include <string>
#include <vector>
namespace vcg {
namespace tri {
namespace io {
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/**
This class encapsulate a filter for importing obj (Alias Wavefront) meshes.
Warning: this code assume little endian (PC) architecture!!!
*/
template <class OpenMeshType>
class ImporterOBJ
{
public:
typedef typename OpenMeshType::VertexPointer VertexPointer;
typedef typename OpenMeshType::ScalarType ScalarType;
typedef typename OpenMeshType::VertexType VertexType;
typedef typename OpenMeshType::FaceType FaceType;
typedef typename OpenMeshType::VertexIterator VertexIterator;
typedef typename OpenMeshType::FaceIterator FaceIterator;
typedef typename OpenMeshType::CoordType CoordType;
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class Info
{
public:
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Info()
{
mask = 0;
cb = 0;
numTexCoords=0;
}
/// It returns a bit mask describing the field preesnt in the ply file
int mask;
/// a Simple callback that can be used for long obj parsing.
// it returns the current position, and formats a string with a description of what th efunction is doing (loading vertexes, faces...)
CallBackPos *cb;
/// number of vertices
int numVertices;
/// number of faces (the number of triangles could be
/// larger in presence of polygonal faces
int numFaces;
/// number of texture coords indexes
int numTexCoords;
/// number of normals
int numNormals;
}; // end class
//struct OBJFacet
//{
// CoordType n;
// CoordType t;
// CoordType v[3];
//
// short attr; // material index
//};
struct ObjIndexedFace
{
void set(const int & num){v.resize(num);n.resize(num); t.resize(num);}
std::vector<int> v;
std::vector<int> n;
std::vector<int> t;
int tInd;
bool edge[3];// useless if the face is a polygon, no need to have variable length array
Color4b c;
};
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struct ObjTexCoord
{
float u;
float v;
};
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enum OBJError {
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// Successfull opening
E_NOERROR = 0x000, // 0 (position of correspondig string in the array)
// Non Critical Errors (only odd numbers)
E_NON_CRITICAL_ERROR = 0x001,
E_MATERIAL_FILE_NOT_FOUND = 0x003, // 1
E_MATERIAL_NOT_FOUND = 0x005, // 2
E_TEXTURE_NOT_FOUND = 0x007, // 3
E_VERTICES_WITH_SAME_IDX_IN_FACE = 0x009, // 4
// Critical Opening Errors (only even numbers)
E_CANTOPEN = 0x00A, // 5
E_UNESPECTEDEOF = 0x00C, // 6
E_ABORTED = 0x00E, // 7
E_NO_VERTEX = 0x010, // 8
E_NO_FACE = 0x012, // 9
E_BAD_VERTEX_STATEMENT = 0x014, // 10
E_BAD_VERT_TEX_STATEMENT = 0x016, // 11
E_BAD_VERT_NORMAL_STATEMENT = 0x018, // 12
E_LESS_THAN_3VERTINFACE = 0x01A, // 13
E_BAD_VERT_INDEX = 0x01C, // 14
E_BAD_VERT_TEX_INDEX = 0x01E, // 15
E_BAD_VERT_NORMAL_INDEX = 0x020 // 16
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};
// to check if a given error is critical or not.
static bool ErrorCritical(int err)
{
if(err<0x00A && err>=0) return false;
return true;
}
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static const char* ErrorMsg(int error)
{
static const char* obj_error_msg[] =
{
"No errors", // 0
"Material library file wrong or not found, a default white material is used", // 1
"Some materials definitions were not found, a default white material is used where no material was available", // 2
"Texture file not found", // 3
"Identical index vertices found in the same face", // 4
"Can't open file", // 5
"Premature End of file", // 6
"File opening aborted", // 7
"No vertex field found", // 8
"No face field found", // 9
"Vertex statement with less than 3 coords", // 10
"Texture coords statement with less than 2 coords", // 11
"Vertex normal statement with less than 3 coords", // 12
"Face with less than 3 vertices", // 13
"Bad vertex index in face", // 14
"Bad texture coords index in face", // 15
"Bad vertex normal index in face" // 16
};
// due to approximation, following line works well for either even (critical err codes)
// or odd (non critical ones) numbers
error = (int) error/2;
if(error>15 || error<0) return "Unknown error";
else return obj_error_msg[error];
};
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// Helper functions that checks the range of indexes
// putting them in the correct range if less than zero (as in the obj style)
static bool GoodObjIndex(int &index, const int maxVal)
{
if (index > maxVal) return false;
if (index < 0)
{
index += maxVal+1;
if (index<0 || index > maxVal) return false;
}
return true;
}
static int Open(OpenMeshType &mesh, const char *filename, int &loadmask, CallBackPos *cb=0)
{
Info oi;
oi.mask=-1;
oi.cb=cb;
int ret=Open(mesh,filename,oi);
loadmask=oi.mask;
return ret;
}
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/*!
* Opens an object file (in ascii format) and populates the mesh passed as first
* accordingly to read data
* \param m The mesh model to be populated with data stored into the file
* \param filename The name of the file to be opened
* \param oi A structure containing infos about the object to be opened
*/
static int Open( OpenMeshType &m, const char * filename, Info &oi)
{
int result = E_NOERROR;
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m.Clear();
CallBackPos *cb = oi.cb;
// if LoadMask has not been called yet, we call it here
if (oi.mask == -1)
LoadMask(filename, oi);
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const int inputMask = oi.mask;
Mask::ClampMask<OpenMeshType>(m,oi.mask);
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if (oi.numVertices == 0)
return E_NO_VERTEX;
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// Commented out this test. You should be allowed to load point clouds.
//if (oi.numFaces == 0)
// return E_NO_FACE;
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std::ifstream stream(filename);
if (stream.fail())
return E_CANTOPEN;
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std::vector<Material> materials; // materials vector
std::vector<ObjTexCoord> texCoords; // texture coordinates
std::vector<CoordType> normals; // vertex normals
std::vector<ObjIndexedFace> indexedFaces;
std::vector< std::string > tokens;
std::string header;
short currentMaterialIdx = 0; // index of current material into materials vector
Color4b currentColor=Color4b::LightGray; // we declare this outside code block since other
// triangles of this face will share the same color
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Material defaultMaterial; // default material: white
materials.push_back(defaultMaterial);
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int numVertices = 0; // stores the number of vertices been read till now
int numTriangles = 0; // stores the number of faces been read till now
int numTexCoords = 0; // stores the number of texture coordinates been read till now
int numVNormals = 0; // stores the number of vertex normals been read till now
int numVerticesPlusFaces = oi.numVertices + oi.numFaces;
int extraTriangles=0;
// vertices and faces allocatetion
VertexIterator vi = Allocator<OpenMeshType>::AddVertices(m,oi.numVertices);
//FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,oi.numFaces);
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ObjIndexedFace ff;
while (!stream.eof())
{
tokens.clear();
TokenizeNextLine(stream, tokens);
unsigned int numTokens = static_cast<unsigned int>(tokens.size());
if (numTokens > 0)
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{
header.clear();
header = tokens[0];
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if (header.compare("v")==0) // vertex
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{
if (numTokens < 4) return E_BAD_VERTEX_STATEMENT;
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(*vi).P()[0] = (ScalarType) atof(tokens[1].c_str());
(*vi).P()[1] = (ScalarType) atof(tokens[2].c_str());
(*vi).P()[2] = (ScalarType) atof(tokens[3].c_str());
++numVertices;
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// assigning vertex color
// ----------------------
if (((oi.mask & vcg::tri::io::Mask::IOM_VERTCOLOR) != 0) && (m.HasPerVertexColor()))
{
(*vi).C() = currentColor;
}
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++vi; // move to next vertex iterator
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// callback invocation, abort loading process if the call returns false
if ((cb !=NULL) && (((numTriangles + numVertices)%100)==0) && !(*cb)((100*(numTriangles + numVertices))/numVerticesPlusFaces, "Vertex Loading"))
return E_ABORTED;
}
else if (header.compare("vt")==0) // vertex texture coords
{
if (numTokens < 3) return E_BAD_VERT_TEX_STATEMENT;
ObjTexCoord t;
t.u = static_cast<float>(atof(tokens[1].c_str()));
t.v = static_cast<float>(atof(tokens[2].c_str()));
texCoords.push_back(t);
numTexCoords++;
}
else if (header.compare("vn")==0) // vertex normal
{
if (numTokens != 4) return E_BAD_VERT_NORMAL_STATEMENT;
CoordType n;
n[0] = (ScalarType) atof(tokens[1].c_str());
n[1] = (ScalarType) atof(tokens[2].c_str());
n[2] = (ScalarType) atof(tokens[3].c_str());
normals.push_back(n);
numVNormals++;
}
else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face
{
bool QuadFlag = false; // QOBJ format by Silva et al for simply storing quadrangular meshes.
if(header.compare("q")==0) { QuadFlag=true; assert(numTokens == 5); }
if (numTokens < 4) return E_LESS_THAN_3VERTINFACE;
int vertexesPerFace = static_cast<int>(tokens.size()-1);
if( (vertexesPerFace>3) && OpenMeshType::FaceType::HasPolyInfo() ){
//_BEGIN___ if you are loading a GENERIC POLYGON mesh
ff.set(vertexesPerFace);
for(int i=0;i<vertexesPerFace;++i) // remember index starts from 1 instead of 0
SplitToken(tokens[i+1], ff.v[i], ff.n[i], ff.t[i], inputMask);
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
{
// verifying validity of texture coords indices
for(int i=0;i<vertexesPerFace;i++)
if(!GoodObjIndex(ff.t[i],oi.numTexCoords))
return E_BAD_VERT_TEX_INDEX;
ff.tInd=materials[currentMaterialIdx].index;
}
// verifying validity of vertex indices
std::vector<int> tmp = ff.v;
std::sort(tmp.begin(),tmp.end());
std::unique(tmp.begin(),tmp.end());
if(tmp.size() != ff.v.size())
result = E_VERTICES_WITH_SAME_IDX_IN_FACE;
for(int i=0;i<vertexesPerFace;i++)
if(!GoodObjIndex(ff.v[i],numVertices))
return E_BAD_VERT_INDEX;
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// assigning face normal
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
{
// verifying validity of vertex normal indices
for(int i=0;i<vertexesPerFace;i++)
if(!GoodObjIndex(ff.n[i],numVNormals)) return E_BAD_VERT_NORMAL_INDEX;
}
// assigning face color
if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR)
ff.c = currentColor;
++numTriangles;
indexedFaces.push_back(ff);
// callback invocation, abort loading process if the call returns false
if ((cb !=NULL)&& (((numTriangles + numVertices)%100)==0) )
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{
if (!(*cb)( (100*(numTriangles +numVertices))/ numVerticesPlusFaces, "Face Loading"))
return E_ABORTED;
}
//_END ___ if you are loading a GENERIC POLYGON mesh
}else
#ifdef __gl_h_
{
//_BEGIN___ if you are loading a TRIMESH mesh
std::vector<std::vector<vcg::Point3f> > polygonVect(1); // it is a vector of polygon loops
polygonVect[0].resize(vertexesPerFace);
std::vector<int> indexVVect(vertexesPerFace);
std::vector<int> indexNVect(vertexesPerFace);
std::vector<int> indexTVect(vertexesPerFace);
std::vector<int> indexTriangulatedVect;
for(int pi=0;pi<vertexesPerFace;++pi)
{
SplitToken(tokens[pi+1], indexVVect[pi],indexNVect[pi],indexTVect[pi], inputMask);
GoodObjIndex(indexVVect[pi],numVertices);
GoodObjIndex(indexTVect[pi],oi.numTexCoords);
polygonVect[0][pi]=m.vert[indexVVect[pi]].cP();
}
vcg::glu_tesselator::tesselate<vcg::Point3f>(polygonVect, indexTriangulatedVect);
extraTriangles+=((indexTriangulatedVect.size()/3) -1);
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#ifdef QT_VERSION
if( int(indexTriangulatedVect.size()/3) != vertexesPerFace-2)
{
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qDebug("Warning there is a degenerate poligon of %i verteces that was triangulated into %i triangles",vertexesPerFace,int(indexTriangulatedVect.size()/3));
for(size_t qq=0;qq<polygonVect[0].size();++qq)
qDebug(" (%f %f %f)",polygonVect[0][qq][0],polygonVect[0][qq][1],polygonVect[0][qq][2]);
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for(size_t qq=0;qq<tokens.size();++qq) qDebug("<%s>",tokens[qq].c_str());
}
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#endif
//qDebug("Triangulated a face of %i vertexes into %i triangles",polygonVect[0].size(),indexTriangulatedVect.size());
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for(size_t pi=0;pi<indexTriangulatedVect.size();pi+=3)
{
int i0= indexTriangulatedVect [pi+0];
int i1= indexTriangulatedVect [pi+1];
int i2= indexTriangulatedVect [pi+2];
//qDebug("Triangle %i (%i %i %i)",pi/3,i0,i1,i2);
ff.set(3);
ff.v[0]= indexVVect[i0];
ff.v[1]= indexVVect[i1];
ff.v[2]= indexVVect[i2];
ff.t[0]= indexTVect[i0];
ff.t[1]= indexTVect[i1];
ff.t[2]= indexTVect[i2];
// Setting internal edges: only edges formed by consecutive edges are external.
if( (i0+1)%vertexesPerFace == i1) ff.edge[0]=false;
else ff.edge[0]=true;
if( (i1+1)%vertexesPerFace == i2) ff.edge[1]=false;
else ff.edge[1]=true;
if( (i2+1)%vertexesPerFace == i0) ff.edge[2]=false;
else ff.edge[2]=true;
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
{ // verifying validity of texture coords indices
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.t[i],oi.numTexCoords)) return E_BAD_VERT_TEX_INDEX;
ff.tInd=materials[currentMaterialIdx].index;
}
// verifying validity of vertex indices
if ((ff.v[0] == ff.v[1]) || (ff.v[0] == ff.v[2]) || (ff.v[1] == ff.v[2]))
result = E_VERTICES_WITH_SAME_IDX_IN_FACE;
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.v[i],numVertices)) return E_BAD_VERT_INDEX;
// assigning face normal
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
{ // verifying validity of vertex normal indices
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.n[i],numVNormals)) return E_BAD_VERT_NORMAL_INDEX;
}
// assigning face color
if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) ff.c = currentColor;
++numTriangles;
indexedFaces.push_back(ff);
}
}
#else
{
ff.set(3);
for(int i=0;i<3;++i)
{ // remember index starts from 1 instead of 0
SplitToken(tokens[i+1], ff.v[i], ff.n[i], ff.t[i], inputMask);
if(QuadFlag) { ff.v[i]+=1; }
}
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
{
// verifying validity of texture coords indices
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.t[i],oi.numTexCoords))
return E_BAD_VERT_TEX_INDEX;
ff.tInd=materials[currentMaterialIdx].index;
}
// verifying validity of vertex indices
if ((ff.v[0] == ff.v[1]) || (ff.v[0] == ff.v[2]) || (ff.v[1] == ff.v[2]))
result = E_VERTICES_WITH_SAME_IDX_IN_FACE;
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.v[i],numVertices))
return E_BAD_VERT_INDEX;
// assigning face normal
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
{ // verifying validity of vertex normal indices
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.n[i],numVNormals)) return E_BAD_VERT_NORMAL_INDEX;
}
// assigning face color
// --------------------
if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR)
ff.c = currentColor;
// by default there are no internal edge
ff.edge[0]=ff.edge[1]=ff.edge[2]=false;
if(vertexesPerFace>3) ff.edge[2]=true;
++numTriangles;
indexedFaces.push_back(ff);
/*
// A face polygon composed of more than three vertices is triangulated
// according to the following schema:
// v5
// / \
// / \
// / \
// v1------v4
// |\ /
// | \ /
// | \ /
// v2---v3
//
// As shown above, the 5 vertices polygon (v1,v2,v3,v4,v5)
// has been split into the triangles (v1,v2,v3), (v1,v3,v4) e (v1,v4,v5).
// This way vertex v1 becomes the common vertex of all newly generated
// triangles, and this may lead to the creation of very thin triangles.
*/
int iVertex = 3;
while (iVertex < vertexesPerFace) // add other triangles
{
oi.mask |= Mask::IOM_BITPOLYGONAL;
ObjIndexedFace ffNew=ff;
int v4_index;
int vt4_index;
int vn4_index;
SplitToken(tokens[++iVertex], v4_index, vn4_index, vt4_index, inputMask);
if(QuadFlag) { v4_index+=1; }
if(!GoodObjIndex(v4_index, numVertices))
return E_BAD_VERT_INDEX;
// assigning wedge texture coordinates
// -----------------------------------
if( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
{
// verifying validity of texture coords index
// ------------------------------------------
if(!GoodObjIndex(vt4_index,oi.numTexCoords))
return E_BAD_VERT_TEX_INDEX;
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
if(!GoodObjIndex(vn4_index,numVNormals))
return E_BAD_VERT_NORMAL_INDEX;
ffNew.t[1]=ff.t[2];
ffNew.t[2]=vt4_index;
}
if ((ff.v[0] == v4_index) || (ff.v[2] == v4_index)) result = E_VERTICES_WITH_SAME_IDX_IN_FACE;
ffNew.v[1]=ff.v[2];
ffNew.v[2]=v4_index;
// assigning face normal
// ---------------------
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
{
ffNew.n[1]=ff.n[2];
ffNew.n[2]=vn4_index;
}
// Setting internal edges: edge 1 (the opposite to vertex 0) is always an external edge.
ffNew.edge[0]=true;
ffNew.edge[1]=false;
if(iVertex < vertexesPerFace) ffNew.edge[2]=true;
else ffNew.edge[2]=false;
++numTriangles;
++extraTriangles;
indexedFaces.push_back(ffNew);
ff.v[2] = v4_index;
}
// callback invocation, abort loading process if the call returns false
if ((cb !=NULL)&& (((numTriangles + numVertices)%100)==0) )
{
if (!(*cb)( (100*(numTriangles +numVertices))/ numVerticesPlusFaces, "Face Loading"))
return E_ABORTED;
}
}//_END___ if you are loading a TRIMESH mesh
#endif
}
else if (header.compare("mtllib")==0) // material library
{
// obtain the name of the file containing materials library
std::string materialFileName = tokens[1];
if (!LoadMaterials( materialFileName.c_str(), materials, m.textures))
result = E_MATERIAL_FILE_NOT_FOUND;
}
else if (header.compare("usemtl")==0) // material usage
{
std::string materialName = tokens[1];
bool found = false;
unsigned i = 0;
while (!found && (i < materials.size()))
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{
std::string currentMaterialName = materials[i].materialName;
if (currentMaterialName == materialName)
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{
currentMaterialIdx = i;
Material &material = materials[currentMaterialIdx];
Point3f diffuseColor = material.Kd;
unsigned char r = (unsigned char) (diffuseColor[0] * 255.0);
unsigned char g = (unsigned char) (diffuseColor[1] * 255.0);
unsigned char b = (unsigned char) (diffuseColor[2] * 255.0);
unsigned char alpha = (unsigned char) (material.Tr * 255.0);
currentColor= Color4b(r, g, b, alpha);
found = true;
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}
++i;
}
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if (!found)
{
currentMaterialIdx = 0;
result = E_MATERIAL_NOT_FOUND;
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}
}
// we simply ignore other situations
} // end for each line...
} // end while stream not eof
assert((numTriangles +numVertices) == numVerticesPlusFaces+extraTriangles);
FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,numTriangles);
//-------------------------------------------------------------------------------
// Now the final pass to convert indexes into pointers for face to vert/norm/tex references
for(int i=0; i<numTriangles; ++i)
{
assert(m.face.size() == size_t(m.fn));
m.face[i].Alloc(indexedFaces[i].v.size()); // it does not do anything if it is a trimesh
for(unsigned int j=0;j<indexedFaces[i].v.size();++j)
{
m.face[i].V(j) = &(m.vert[indexedFaces[i].v[j]]);
if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD) != 0) && (m.HasPerWedgeTexCoord()))
{
ObjTexCoord t = texCoords[indexedFaces[i].t[j]];
m.face[i].WT(j).u() = t.u;
m.face[i].WT(j).v() = t.v;
m.face[i].WT(j).n() = indexedFaces[i].tInd;
}
if ( oi.mask & vcg::tri::io::Mask::IOM_VERTTEXCOORD ) {
ObjTexCoord t = texCoords[indexedFaces[i].t[j]];
m.face[i].V(j)->T().u() = t.u;
m.face[i].V(j)->T().v() = t.v;
m.face[i].V(j)->T().n() = indexedFaces[i].tInd;
}
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
m.face[i].WN(j).Import(normals[indexedFaces[i].n[j]]);
if ( oi.mask & vcg::tri::io::Mask::IOM_VERTNORMAL )
m.face[i].V(j)->N().Import(normals[indexedFaces[i].n[j]]);
// set faux edge flags according to internals faces
if (indexedFaces[i].edge[j])
{
m.face[i].SetF(j);
}
else
{
m.face[i].ClearF(j);
}
}
if (((oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) != 0) && (m.HasPerFaceColor()))
{
m.face[i].C() = indexedFaces[i].c;
}
if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL) != 0) && (m.HasPerWedgeNormal()))
{
// face normal is computed as an average of wedge normals
m.face[i].N().Import(m.face[i].WN(0)+m.face[i].WN(1)+m.face[i].WN(2));
}
else
{
// computing face normal from position of face vertices
if (m.HasPerFaceNormal())
{
face::ComputeNormalizedNormal(m.face[i]);
}
}
}
return result;
} // end of Open
/*!
* Read the next valid line and parses it into "tokens", allowing
* the tokens to be read one at a time.
* \param stream The object providing the input stream
* \param tokens The "tokens" in the next line
*/
inline static const void TokenizeNextLine(std::ifstream &stream, std::vector< std::string > &tokens)
{
if(stream.eof()) return;
std::string line;
do
std::getline(stream, line);
while ((line[0] == '#' || line.length()==0) && !stream.eof()); // skip comments and empty lines
if ((line[0] == '#') || (line.length() == 0)) // can be true only on last line of file
return;
size_t from = 0;
size_t to = 0;
size_t length = line.size();
tokens.clear();
do
{
while (from!=length && (line[from]==' ' || line[from]=='\t' || line[from]=='\r') )
from++;
if(from!=length)
{
to = from+1;
while (to!=length && line[to]!=' ' && line[to] != '\t' && line[to]!='\r')
to++;
tokens.push_back(line.substr(from, to-from).c_str());
from = to;
}
}
while (from<length);
} // end TokenizeNextLine
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inline static const void SplitToken(std::string token, int &vId, int &nId, int &tId, int mask)
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{
std::string vertex;
std::string texcoord;
std::string normal;
if( ( mask & Mask::IOM_WEDGTEXCOORD ) && (mask & Mask::IOM_WEDGNORMAL) ) SplitVVTVNToken(token, vertex, texcoord, normal);
if(!( mask & Mask::IOM_WEDGTEXCOORD ) && (mask & Mask::IOM_WEDGNORMAL) ) SplitVVNToken(token, vertex, normal);
if( ( mask & Mask::IOM_WEDGTEXCOORD ) &&!(mask & Mask::IOM_WEDGNORMAL) ) SplitVVTToken(token, vertex, texcoord);
if(!( mask & Mask::IOM_WEDGTEXCOORD ) &&!(mask & Mask::IOM_WEDGNORMAL) ) SplitVToken(token, vertex);
vId = atoi(vertex.c_str()) - 1;
if(mask & Mask::IOM_WEDGTEXCOORD) tId = atoi(texcoord.c_str()) - 1;
if(mask & Mask::IOM_WEDGNORMAL) nId = atoi(normal.c_str()) - 1;
}
inline static const void SplitVToken(std::string token, std::string &vertex)
{
vertex = token;
}
inline static const void SplitVVTToken(std::string token, std::string &vertex, std::string &texcoord)
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{
vertex.clear();
texcoord.clear();
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size_t from = 0;
size_t to = 0;
size_t length = token.size();
if(from!=length)
{
char c = token[from];
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vertex.push_back(c);
to = from+1;
while (to<length && ((c = token[to]) !='/'))
{
vertex.push_back(c);
++to;
}
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++to;
while (to<length && ((c = token[to]) !=' '))
{
texcoord.push_back(c);
++to;
}
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}
} // end of SplitVVTToken
inline static const void SplitVVNToken(std::string token, std::string &vertex, std::string &normal)
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{
vertex.clear();
normal.clear();
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size_t from = 0;
size_t to = 0;
size_t length = token.size();
if(from!=length)
{
char c = token[from];
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vertex.push_back(c);
to = from+1;
while (to!=length && ((c = token[to]) !='/'))
{
vertex.push_back(c);
++to;
}
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++to;
++to; // should be the second '/'
while (to!=length && ((c = token[to]) !=' '))
{
normal.push_back(c);
++to;
}
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}
} // end of SplitVVNToken
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inline static const void SplitVVTVNToken(std::string token, std::string &vertex, std::string &texcoord, std::string &normal)
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{
vertex.clear();
texcoord.clear();
normal.clear();
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size_t from = 0;
size_t to = 0;
size_t length = token.size();
if(from!=length)
{
char c = token[from];
vertex.push_back(c);
to = from+1;
while (to!=length && ((c = token[to]) !='/'))
{
vertex.push_back(c);
++to;
}
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++to;
while (to!=length && ((c = token[to]) !='/'))
{
texcoord.push_back(c);
++to;
}
++to;
while (to!=length && ((c = token[to]) !=' '))
{
normal.push_back(c);
++to;
}
}
} // end of SplitVVTVNToken
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/*!
* Retrieves infos about kind of data stored into the file and fills a mask appropriately
* \param filename The name of the file to open
* \param mask A mask which will be filled according to type of data found in the object
* \param oi A structure which will be filled with infos about the object to be opened
*/
static bool LoadMask(const char * filename, Info &oi)
{
std::ifstream stream(filename);
if (stream.fail()) return false;
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// obtain length of file:
stream.seekg (0, std::ios::end);
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int length = stream.tellg();
stream.seekg (0, std::ios::beg);
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if (length == 0) return false;
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bool bHasPerFaceColor = false;
bool bHasNormals = false;
oi.numVertices=0;
oi.numFaces=0;
oi.numTexCoords=0;
oi.numNormals=0;
int lineCount=0;
int totRead=0;
std::string line;
while (!stream.eof())
{
lineCount++;
std::getline(stream, line);
totRead+=line.size();
if(oi.cb && (lineCount%1000)==0)
(*oi.cb)( (int)(100.0*(float(totRead))/float(length)), "Loading mask...");
if(line.size()>2)
{
if(line[0]=='v')
{
if(line[1]==' ') oi.numVertices++;
if(line[1]=='t') oi.numTexCoords++;
if(line[1]=='n') {
oi.numNormals ++;
bHasNormals = true;
}
}
else {
if((line[0]=='f') || (line[0]=='q')) oi.numFaces++;
else
if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color
}
}
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}
oi.mask = 0;
if (oi.numTexCoords)
{
if (oi.numTexCoords==oi.numVertices)
oi.mask |= vcg::tri::io::Mask::IOM_VERTTEXCOORD;
oi.mask |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD;
// Usually if you have tex coords you also have materials
oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
}
if(bHasPerFaceColor) oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
if (bHasNormals) {
if (oi.numTexCoords==oi.numVertices)
oi.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL;
else
oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL;
}
return true;
}
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static bool LoadMask(const char * filename, int &mask)
{
Info oi;
bool ret=LoadMask(filename, oi);
mask= oi.mask;
return ret;
}
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static bool LoadMaterials(const char * filename, std::vector<Material> &materials, std::vector<std::string> &textures)
{
// assumes we are in the right directory
std::ifstream stream(filename);
if (stream.fail())
return false;
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std::vector< std::string > tokens;
std::string header;
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materials.clear();
Material currentMaterial;
currentMaterial.index = (unsigned int)(-1);
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bool first = true;
while (!stream.eof())
{
tokens.clear();
TokenizeNextLine(stream, tokens);
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if (tokens.size() > 0)
{
header.clear();
header = tokens[0];
if (header.compare("newmtl")==0)
{
if (!first)
{
materials.push_back(currentMaterial);
currentMaterial = Material();
currentMaterial.index = (unsigned int)(-1);
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}
else
first = false;
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//strcpy(currentMaterial.name, tokens[1].c_str());
if(tokens.size() < 2)
return false;
currentMaterial.materialName=tokens[1];
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}
else if (header.compare("Ka")==0)
{
float r = (float) atof(tokens[1].c_str());
float g = (float) atof(tokens[2].c_str());
float b = (float) atof(tokens[3].c_str());
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currentMaterial.Ka = Point3f(r, g, b);
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}
else if (header.compare("Kd")==0)
{
float r = (float) atof(tokens[1].c_str());
float g = (float) atof(tokens[2].c_str());
float b = (float) atof(tokens[3].c_str());
currentMaterial.Kd = Point3f(r, g, b);
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}
else if (header.compare("Ks")==0)
{
float r = (float) atof(tokens[1].c_str());
float g = (float) atof(tokens[2].c_str());
float b = (float) atof(tokens[3].c_str());
currentMaterial.Ks = Point3f(r, g, b);
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}
else if ( (header.compare("d")==0) ||
(header.compare("Tr")==0) ) // alpha
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{
currentMaterial.Tr = (float) atof(tokens[1].c_str());
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}
else if (header.compare("Ns")==0) // shininess
{
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currentMaterial.Ns = float(atoi(tokens[1].c_str()));
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}
else if (header.compare("illum")==0) // specular illumination on/off
{
int illumination = atoi(tokens[1].c_str());
//currentMaterial.bSpecular = (illumination == 2);
currentMaterial.illum = illumination;
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}
else if( (header.compare("map_Kd")==0) || (header.compare("map_Ka")==0) ) // texture name
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{
std::string textureName = tokens[1];
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//strcpy(currentMaterial.textureFileName, textureName.c_str());
currentMaterial.map_Kd=textureName;
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// adding texture name into textures vector (if not already present)
// avoid adding the same name twice
bool found = false;
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unsigned int size = static_cast<unsigned int>(textures.size());
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unsigned j = 0;
while (!found && (j < size))
{
if (textureName.compare(textures[j])==0)
{
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currentMaterial.index = (int)j;
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found = true;
}
++j;
}
if (!found)
{
textures.push_back(textureName);
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currentMaterial.index = (int)size;
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}
}
// we simply ignore other situations
}
}
materials.push_back(currentMaterial); // add last read material
stream.close();
return true;
}
}; // end class
} // end Namespace tri
} // end Namespace io
} // end Namespace vcg
#endif // ndef __VCGLIB_IMPORT_OBJ