vcglib/wrap/io_trimesh/import_obj.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
* 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 <wrap/io_trimesh/io_mask.h>
#include <wrap/io_trimesh/io_material.h>
#include <wrap/io_trimesh/io_fan_tessellator.h>
#ifdef __gl_h_
#include <wrap/gl/glu_tesselator.h>
#endif
#include <vcg/space/color4.h>
#include <fstream>
#include <string>
#include <vector>
namespace vcg {
namespace tri {
namespace io {
/**
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:
static int &MRGBLineCount(){static int _MRGBLineCount=0; return _MRGBLineCount;}
typedef typename OpenMeshType::VertexPointer VertexPointer;
typedef typename OpenMeshType::ScalarType ScalarType;
typedef typename OpenMeshType::VertexType VertexType;
typedef typename OpenMeshType::EdgeType EdgeType;
typedef typename OpenMeshType::FaceType FaceType;
typedef typename OpenMeshType::VertexIterator VertexIterator;
typedef typename OpenMeshType::FaceIterator FaceIterator;
typedef typename OpenMeshType::CoordType CoordType;
class Info
{
public:
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 edges
int numEdges;
/// 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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int mInd;
};
struct ObjEdge
{
int v0;
int v1;
};
struct ObjTexCoord
{
float u;
float v;
};
enum OBJError {
// Successfull opening
E_NOERROR = 0*2+0, // A*2+B (A position of correspondig string in the array, B=1 if not critical)
// Non Critical Errors (only odd numbers)
E_NON_CRITICAL_ERROR = 0*2+1,
E_MATERIAL_FILE_NOT_FOUND = 1*2+1,
E_MATERIAL_NOT_FOUND = 2*2+1,
E_TEXTURE_NOT_FOUND = 3*2+1,
E_VERTICES_WITH_SAME_IDX_IN_FACE = 4*2+1,
E_LESS_THAN_3_VERT_IN_FACE = 5*2+1,
// Critical Opening Errors (only even numbers)
E_CANTOPEN = 6*2+0,
E_UNEXPECTED_EOF = 7*2+0,
E_ABORTED = 8*2+0,
E_NO_VERTEX = 9*2+0,
E_NO_FACE =10*2+0,
E_BAD_VERTEX_STATEMENT =11*2+0,
E_BAD_VERT_TEX_STATEMENT =12*2+0,
E_BAD_VERT_NORMAL_STATEMENT =13*2+0,
E_BAD_VERT_INDEX =14*2+0,
E_BAD_VERT_TEX_INDEX =15*2+0,
E_BAD_VERT_NORMAL_INDEX =16*2+0,
E_LESS_THAN_4_VERT_IN_QUAD =17*2+0
};
// to check if a given error is critical or not.
static bool ErrorCritical(int err)
{
if (err==0) return false;
if (err&1) return false;
return true;
}
static const char* ErrorMsg(int error)
{
const int MAXST = 18;
static const char* obj_error_msg[MAXST] =
{
/* 0 */ "No errors",
/* 1 */ "Material library file wrong or not found, a default white material is used",
/* 2 */ "Some materials definitions were not found, a default white material is used where no material was available",
/* 3 */ "Texture file not found",
/* 4 */ "Identical vertex indices found in the same faces -- faces ignored",
/* 5 */ "Faces with fewer than 3 vertices -- faces ignored",
/* 6 */ "Can't open file",
/* 7 */ "Premature End of File. File truncated?",
/* 8 */ "Loading aborted by user",
/* 9 */ "No vertex found",
/* 10 */ "No face found",
/* 11 */ "Vertex statement with fewer than 3 coords",
/* 12 */ "Texture coords statement with fewer than 2 coords",
/* 13 */ "Vertex normal statement with fewer than 3 coords",
/* 14 */ "Bad vertex index in face",
/* 15 */ "Bad texture coords index in face",
/* 16 */ "Bad vertex normal index in face",
/* 17 */ "Quad faces with number of corners different from 4"
};
error >>= 1;
if( (error>=MAXST) || (error<0) ) return "Unknown error";
else return obj_error_msg[error];
}
// 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=0;
oi.cb=cb;
int ret=Open(mesh,filename,oi);
loadmask=oi.mask;
return ret;
}
/*!
* 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;
m.Clear();
CallBackPos *cb = oi.cb;
// if LoadMask has not been called yet, we call it here
if (oi.mask == 0)
LoadMask(filename, oi);
const int inputMask = oi.mask;
Mask::ClampMask<OpenMeshType>(m,oi.mask);
if (oi.numVertices == 0)
return E_NO_VERTEX;
// Commented out this test. You should be allowed to load point clouds.
//if (oi.numFaces == 0)
// return E_NO_FACE;
std::ifstream stream(filename);
if (stream.fail())
{
stream.close();
return E_CANTOPEN;
}
typename OpenMeshType::template PerMeshAttributeHandle<std::vector<Material> > materialsHandle =
vcg::tri::Allocator<OpenMeshType>:: template GetPerMeshAttribute<std::vector<Material> >(m, std::string("materialVector"));
typename OpenMeshType::template PerFaceAttributeHandle<int> mIndHandle =
vcg::tri::Allocator<OpenMeshType>:: template GetPerFaceAttribute<int>(m, std::string("materialIndex"));
std::vector<Material>& materials = materialsHandle(); // 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 line;
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
Material defaultMaterial; // default material: white
defaultMaterial.index=currentMaterialIdx;
materials.push_back(defaultMaterial);
int numVertices = 0; // stores the number of vertices been read till now
int numEdges = 0; // stores the number of edges 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;
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// vertices and faces allocation
VertexIterator vi = vcg::tri::Allocator<OpenMeshType>::AddVertices(m,oi.numVertices);
//FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,oi.numFaces);
// edges found
std::vector<ObjEdge> ev;
std::vector<Color4b> vertexColorVector;
ObjIndexedFace ff;
const char *loadingStr = "Loading";
while (!stream.eof())
{
tokens.clear();
TokenizeNextLine(stream, tokens, line, &vertexColorVector);
unsigned int numTokens = static_cast<unsigned int>(tokens.size());
if (numTokens > 0)
{
header.clear();
header = tokens[0];
// callback invocation, abort loading process if the call returns false
if ((cb !=NULL) && (((numTriangles + numVertices)%100)==0) && !(*cb)((100*(numTriangles + numVertices))/numVerticesPlusFaces, loadingStr))
{
stream.close();
return E_ABORTED;
}
if (header.compare("v")==0) // vertex
{
loadingStr="Vertex Loading";
if (numTokens < 4)
{
stream.close();
return E_BAD_VERTEX_STATEMENT;
}
(*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;
// assigning vertex color
// ----------------------
if (((oi.mask & vcg::tri::io::Mask::IOM_VERTCOLOR) != 0) && (HasPerVertexColor(m)))
{
if(numTokens>=7)
{
ScalarType rf(atof(tokens[4].c_str())), gf(atof(tokens[5].c_str())), bf(atof(tokens[6].c_str()));
ScalarType scaling = (rf<=1 && gf<=1 && bf<=1) ? 255. : 1;
unsigned char r = (unsigned char) ((ScalarType) atof(tokens[4].c_str()) * scaling);
unsigned char g = (unsigned char) ((ScalarType) atof(tokens[5].c_str()) * scaling);
unsigned char b = (unsigned char) ((ScalarType) atof(tokens[6].c_str()) * scaling);
unsigned char alpha = (unsigned char) ((numTokens>=8 ? (ScalarType) atof(tokens[7].c_str()) : 1) * scaling);
(*vi).C() = Color4b(r, g, b, alpha);
}
else
{
(*vi).C() = currentColor;
}
}
++vi; // move to next vertex iterator
}
else if (header.compare("vt")==0) // vertex texture coords
{
loadingStr="Vertex Texture Loading";
if (numTokens < 3)
{
stream.close();
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
{
loadingStr="Vertex Normal Loading";
if (numTokens != 4)
{
stream.close();
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("l")==0 )
{
loadingStr = "Edge Loading";
if (numTokens < 3)
{
result = E_LESS_THAN_3_VERT_IN_FACE; // TODO add proper/handling error code
continue;
}
ObjEdge e = { (atoi(tokens[1].c_str()) - 1),
(atoi(tokens[2].c_str()) - 1) };
ev.push_back(e);
numEdges++;
}
else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face
{
loadingStr="Face Loading";
int vertexesPerFace = static_cast<int>(tokens.size()-1);
bool QuadFlag = false; // QOBJ format by Silva et al for simply storing quadrangular meshes.
if(header.compare("q")==0) {
QuadFlag=true;
if (vertexesPerFace != 4) {
stream.close();
return E_LESS_THAN_4_VERT_IN_QUAD;
}
}
if (vertexesPerFace < 3) {
// face with fewer than 3 vertices found: ignore this face
extraTriangles--;
result = E_LESS_THAN_3_VERT_IN_FACE;
continue;
}
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(QuadFlag) ff.v[i]++; // NOTE THAT THE STUPID QOBJ FORMAT IS ZERO INDEXED!!!!
}
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))
{
stream.close();
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;
extraTriangles--;
continue;
}
for(int i=0;i<vertexesPerFace;i++)
if(!GoodObjIndex(ff.v[i],numVertices))
{
stream.close();
return E_BAD_VERT_INDEX;
}
if(( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL ) ||
( oi.mask & vcg::tri::io::Mask::IOM_VERTNORMAL ) )
{
// verifying validity of vertex normal indices
for(int i=0;i<vertexesPerFace;i++)
if(!GoodObjIndex(ff.n[i],numVNormals))
{
stream.close();
return E_BAD_VERT_NORMAL_INDEX;
}
}
if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) // assigning face color
ff.c = currentColor;
++numTriangles;
indexedFaces.push_back(ff);
//_END ___ if you are loading a GENERIC POLYGON mesh
}
else
{
//_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);
if(QuadFlag) indexVVect[pi]++; // NOTE THAT THE STUPID QOBJ FORMAT IS ZERO INDEXED!!!!
GoodObjIndex(indexVVect[pi],numVertices);
GoodObjIndex(indexTVect[pi],oi.numTexCoords);
polygonVect[0][pi].Import(m.vert[indexVVect[pi]].cP());
}
if(vertexesPerFace>3)
oi.mask |= Mask::IOM_BITPOLYGONAL;
if(vertexesPerFace<5)
FanTessellator(polygonVect, indexTriangulatedVect);
else
{
#ifdef __gl_h_
//qDebug("OK: using opengl tessellation for a polygon of %i verteces",vertexesPerFace);
vcg::glu_tesselator::tesselate<vcg::Point3f>(polygonVect, indexTriangulatedVect);
if(indexTriangulatedVect.size()==0)
FanTessellator(polygonVect, indexTriangulatedVect);
#else
//qDebug("Warning: using fan tessellation for a polygon of %i verteces",vertexesPerFace);
FanTessellator(polygonVect, indexTriangulatedVect);
#endif
}
extraTriangles+=((indexTriangulatedVect.size()/3) -1);
#ifdef QT_VERSION
if( int(indexTriangulatedVect.size()/3) != vertexesPerFace-2)
{
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]);
for(size_t qq=0;qq<tokens.size();++qq) qDebug("<%s>",tokens[qq].c_str());
}
#endif
//qDebug("Triangulated a face of %i vertexes into %i triangles",polygonVect[0].size(),indexTriangulatedVect.size());
for(size_t pi=0;pi<indexTriangulatedVect.size();pi+=3)
{
ff.set(3);
int locInd[3];
for(int iii=0;iii<3;++iii)
{
locInd[iii]=indexTriangulatedVect[pi+iii];
ff.v[iii]=indexVVect[ locInd[iii] ];
ff.n[iii]=indexNVect[ locInd[iii] ];
ff.t[iii]=indexTVect[ locInd[iii] ];
}
// Setting internal edges: only edges formed by consecutive edges are external.
for(int iii=0;iii<3;++iii)
{
if( (locInd[iii]+1)%vertexesPerFace == locInd[(iii+1)%3]) ff.edge[iii]=false;
else ff.edge[iii]=true;
}
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
{ // verifying validity of texture coords indices
bool invalid = false;
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.t[i],oi.numTexCoords))
{
//return E_BAD_VERT_TEX_INDEX;
invalid = true;
break;
}
if (invalid) continue;
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;
extraTriangles--;
continue;
}
{
bool invalid = false;
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.v[i],numVertices))
{
//return E_BAD_VERT_INDEX;
invalid = true;
break;
}
if (invalid) continue;
}
// assigning face normal
if ( ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL ) ||
( oi.mask & vcg::tri::io::Mask::IOM_VERTNORMAL ) )
{ // verifying validity of vertex normal indices
bool invalid = false;
for(int i=0;i<3;i++)
if(!GoodObjIndex(ff.n[i],numVNormals))
{
//return E_BAD_VERT_NORMAL_INDEX;
invalid = true;
break;
}
if (invalid) continue;
}
// assigning face color
if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) ff.c = currentColor;
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ff.mInd = currentMaterialIdx;
++numTriangles;
indexedFaces.push_back(ff);
}
}
}
else if ((header.compare("mtllib")==0) && (tokens.size() > 1)) // material library
{
// obtain the name of the file containing materials library
std::string materialFileName;
if (tokens.size() == 2)
materialFileName = tokens[1]; //play it safe
else
materialFileName = line.substr(7); //get everything after "mtllib "
if (!LoadMaterials( materialFileName.c_str(), materials, m.textures))
result = E_MATERIAL_FILE_NOT_FOUND;
}
else if ((header.compare("usemtl")==0) && (tokens.size() > 1)) // material usage
{
std::string materialName;
if (tokens.size() == 2)
materialName = tokens[1]; //play it safe
else
materialName = line.substr(7); //get everything after "usemtl "
bool found = false;
unsigned i = 0;
while (!found && (i < materials.size()))
{
std::string currentMaterialName = materials[i].materialName;
if (currentMaterialName == materialName)
{
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;
}
++i;
}
if (!found)
{
currentMaterialIdx = 0;
result = E_MATERIAL_NOT_FOUND;
}
}
// we simply ignore other situations
} // end for each line...
} // end while stream not eof
assert((numTriangles +numVertices) == numVerticesPlusFaces+extraTriangles);
vcg::tri::Allocator<OpenMeshType>::AddFaces(m,numTriangles);
// Add found edges
if (numEdges > 0)
{
vcg::tri::Allocator<OpenMeshType>::AddEdges(m,numEdges);
assert(m.edge.size() == size_t(m.en));
for(int i=0; i<numEdges; ++i)
{
ObjEdge & e = ev[i];
assert(e.v0 >= 0 && size_t(e.v0) < m.vert.size() &&
e.v1 >= 0 && size_t(e.v1) < m.vert.size());
// TODO add proper handling of bad indices
m.edge[i].V(0) = &(m.vert[e.v0]);
m.edge[i].V(1) = &(m.vert[e.v1]);
}
}
//-------------------------------------------------------------------------------
// Now the final passes:
// First 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)
{
int vertInd = indexedFaces[i].v[j];
2017-04-16 16:24:00 +02:00
assert(vertInd >=0 && vertInd < m.vn); (void)vertInd;
m.face[i].V(j) = &(m.vert[indexedFaces[i].v[j]]);
if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD) != 0) && (HasPerWedgeTexCoord(m)))
{
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
2016-05-22 17:40:41 +02:00
if (indexedFaces[i].edge[j])
m.face[i].SetF(j);
else
m.face[i].ClearF(j);
}
if (HasPerFaceNormal(m))
{
if (((oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) != 0) && (HasPerFaceColor(m)))
{
m.face[i].C() = indexedFaces[i].c;
mIndHandle[i] = indexedFaces[i].mInd;
}
if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL) != 0) && (HasPerWedgeNormal(m)))
{
// 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
{
m.face[i].N().Import(TriangleNormal(m.face[i]).Normalize());
}
}
}
// final pass to manage the ZBrush PerVertex Color that are managed into comments
if(vertexColorVector.size()>0)
{
// if(vertexColorVector.size()!=m.vn){
// qDebug("Warning Read %i vertices and %i vertex colors",m.vn,vertexColorVector.size());
// qDebug("line count %i x 64 = %i",MRGBLineCount(), MRGBLineCount()*64);
// }
for(int i=0;i<m.vn;++i)
{
m.vert[i].C()=vertexColorVector[i];
}
}
stream.close();
return result;
} // end of Open
/*!
* Read the next valid line and parses it into "tokens" (e.g. groups like 234/234/234), allowing
* the tokens to be read one at a time. It read multiple lines concatenating them if they end with '\'
* \param stream The object providing the input stream
* \param tokens The "tokens" in the next line
*/
inline static void TokenizeNextLine(std::ifstream &stream, std::vector< std::string > &tokens, std::string &line, std::vector<Color4b> *colVec)
{
if(stream.eof()) return;
do
{
std::getline(stream, line);
// We have to manage backspace terminated lines,
// joining them together before parsing them
if(!line.empty() && line.back()==13) line.pop_back();
while(!line.empty() && line.back()=='\\') {
std::string tmpLine;
std::getline(stream, tmpLine);
if(tmpLine.back()==13) line.pop_back();
line.pop_back();
line.append(tmpLine);
}
const size_t len = line.length();
if((len > 0) && colVec && line[0] == '#')
{
// The following MRGB block contains ZBrush Vertex Color (Polypaint)
// and masking output as 4 hexadecimal values per vertex. The vertex color format is MMRRGGBB with up to 64 entries per MRGB line.
if((len >= 5) && line[1] == 'M' && line[2] == 'R' && line[3] == 'G' && line[4] == 'B')
{ // Parsing the polycolor of ZBrush
MRGBLineCount()++;
char buf[3]="00";
Color4b cc(Color4b::Black);
for(size_t i=6;(i+7)<len;i+=8)
{
for(size_t j=1;j<4;j++)
{
buf[0]=line[i+j*2+0];
buf[1]=line[i+j*2+1];
buf[2]=0;
char *p;
int val=strtoul(buf,&p,16);
cc[j-1]= val;
}
colVec->push_back(cc);
}
}
}
}
while (( line.length()==0 || line[0] == '#') && !stream.eof()); // skip comments and empty lines
if ( (line.length() == 0)||(line[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
// This function takes a token and, according to the mask, it returns the indexes of the involved vertex, normal and texcoord indexes.
// Example. if the obj file has vertex texcoord (e.g. lines 'vt 0.444 0.5555')
// when parsing a line like
// f 46/303 619/325 624/326 623/327
// if in the mask you have specified to read wedge tex coord
// for the first token it will return inside vId and tId the corresponding indexes 46 and 303 )
inline static void SplitToken(const std::string & token, int & vId, int & nId, int & tId, int mask)
{
static const char delimiter = '/';
vId = nId = tId = 0;
if (token.empty()) return;
size_t firstSep = token.find_first_of(delimiter);
size_t secondSep = (firstSep == std::string::npos) ? (std::string::npos) : (token.find_first_of(delimiter, firstSep + 1));
const bool hasPosition = true;
const bool hasTexcoord = (firstSep != std::string::npos) && ((firstSep + 1) < secondSep);
const bool hasNormal = (secondSep != std::string::npos) || (mask & Mask::IOM_WEDGNORMAL) || (mask & Mask::IOM_VERTNORMAL);
if (hasPosition) vId = atoi(token.substr(0, firstSep).c_str()) - 1;
if (hasTexcoord) tId = atoi(token.substr(firstSep + 1, secondSep - firstSep - 1).c_str()) - 1;
if (hasNormal)
nId = atoi(token.substr(secondSep + 1).c_str()) - 1;
}
/*!
* 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())
{
stream.close();
return false;
}
// obtain length of file:
stream.seekg (0, std::ios::end);
int length = stream.tellg();
stream.seekg (0, std::ios::beg);
if (length == 0) return false;
bool bHasPerFaceColor = false;
bool bHasNormals = false;
bool bHasPerVertexColor = false;
oi.numVertices=0;
oi.numEdges=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.size()>=7)
bHasPerVertexColor = true;
}
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]=='l') oi.numEdges++;
else
if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color
}
}
}
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(bHasPerVertexColor) oi.mask |= vcg::tri::io::Mask::IOM_VERTCOLOR;
if (bHasNormals) {
if (oi.numNormals == oi.numVertices)
oi.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL;
else
oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL;
}
if (oi.numEdges)
oi.mask |= vcg::tri::io::Mask::IOM_EDGEINDEX;
stream.close();
return true;
}
static bool LoadMask(const char * filename, int &mask)
{
Info oi;
bool ret=LoadMask(filename, oi);
mask= oi.mask;
return ret;
}
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;
std::vector< std::string > tokens;
std::string line;
std::string header;
materials.clear();
Material currentMaterial;
// Fill in some default values for the material
currentMaterial.index = (unsigned int)(-1);
currentMaterial.Ka = Point3f(0.2, 0.2, 0.2);
currentMaterial.Kd = Point3f(1, 1, 1);
currentMaterial.Ks = Point3f(1, 1, 1);
currentMaterial.Tr = 1;
currentMaterial.Ns = 0;
currentMaterial.illum = 2;
bool first = true;
while (!stream.eof())
{
tokens.clear();
TokenizeNextLine(stream, tokens, line, 0);
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);
}
else
first = false;
//strcpy(currentMaterial.name, tokens[1].c_str());
if(tokens.size() < 2)
return false;
else if (tokens.size() == 2)
currentMaterial.materialName = tokens[1]; //play it safe
else
currentMaterial.materialName = line.substr(7); //space in the name, get everything after "newmtl "
}
else if (header.compare("Ka")==0)
{
if (tokens.size() < 4)
return false;
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.Ka = Point3f(r, g, b);
}
else if (header.compare("Kd")==0)
{
if (tokens.size() < 4)
return false;
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);
}
else if (header.compare("Ks")==0)
{
if (tokens.size() < 4)
return false;
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);
}
else if ( (header.compare("d")==0) ||
(header.compare("Tr")==0) ) // alpha
{
if (tokens.size() < 2)
return false;
currentMaterial.Tr = (float) atof(tokens[1].c_str());
}
else if (header.compare("Ns")==0) // shininess
{
if (tokens.size() < 2)
return false;
currentMaterial.Ns = float(atoi(tokens[1].c_str()));
}
else if (header.compare("illum")==0) // specular illumination on/off
{
if (tokens.size() < 2)
return false;
int illumination = atoi(tokens[1].c_str());
//currentMaterial.bSpecular = (illumination == 2);
currentMaterial.illum = illumination;
}
else if(header.compare("map_Kd")==0) // texture name
{
std::string textureName;
if (tokens.size() < 2)
return false;
else if (tokens.size() == 2)
textureName = tokens[1]; //play it safe
else
2017-05-12 16:21:22 +02:00
textureName = line.substr(7); //get everything after "map_Kd "
currentMaterial.map_Kd=textureName;
// adding texture name into textures vector (if not already present)
// avoid adding the same name twice
bool found = false;
unsigned int size = static_cast<unsigned int>(textures.size());
unsigned j = 0;
while (!found && (j < size))
{
if (textureName.compare(textures[j])==0)
{
currentMaterial.index = (int)j;
found = true;
}
++j;
}
if (!found)
{
textures.push_back(textureName);
currentMaterial.index = (int)size;
}
}
// 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