diff --git a/wrap/io_trimesh/import_dae.h b/wrap/io_trimesh/import_dae.h index fe092a0f..3f815174 100644 --- a/wrap/io_trimesh/import_dae.h +++ b/wrap/io_trimesh/import_dae.h @@ -691,6 +691,8 @@ static Matrix44f getTransfMatrixFromNode(const QDomElement parentNode) static int Open(OpenMeshType& m,const char* filename, InfoDAE& info, CallBackPos *cb=0) { + (void)cb; + QDEBUG("----- Starting the processing of %s ------",filename); //AdditionalInfoDAE& inf = new AdditionalInfoDAE(); //info = new InfoDAE(); diff --git a/wrap/io_trimesh/import_obj.h b/wrap/io_trimesh/import_obj.h index b5020732..b97a0ff5 100644 --- a/wrap/io_trimesh/import_obj.h +++ b/wrap/io_trimesh/import_obj.h @@ -22,7 +22,7 @@ ****************************************************************************/ /**************************************************************************** - History +History $Log: not supported by cvs2svn $ Revision 1.19 2008/01/17 18:02:02 cignoni @@ -101,7 +101,7 @@ Initial Working version coded by Buzzelli. namespace vcg { namespace tri { -namespace io { +namespace io { /** This class encapsulate a filter for importing obj (Alias Wavefront) meshes. @@ -112,796 +112,796 @@ 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; + 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; -class Info -{ -public: + class Info + { + public: - Info() - { - mask = 0; - cb = 0; - numTexCoords=0; - } + Info() + { + mask = 0; + cb = 0; + numTexCoords=0; + } - /// It returns a bit mask describing the field preesnt in the ply file - int mask; + /// 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; + /// 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 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; -}; // end class + }; // 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 v; - std::vector n; - std::vector t; - int tInd; - bool edge[3];// useless if the face is a polygon, no need to have variable length array - Color4b c; -}; - -struct ObjTexCoord -{ - float u; - float v; -}; - -enum OBJError { - // 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 -}; - -// to check if a given error is critical or not. -static bool ErrorCritical(int err) -{ - if(err<0x00A && err>=0) return false; - return true; -} - -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 + //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 v; + std::vector n; + std::vector t; + int tInd; + bool edge[3];// useless if the face is a polygon, no need to have variable length array + Color4b c; }; - // 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]; -}; - -// 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) + struct ObjTexCoord { - index += maxVal+1; - if (index<0 || index > maxVal) return false; + float u; + float v; + }; + + enum OBJError { + // 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 + }; + + // to check if a given error is critical or not. + static bool ErrorCritical(int err) + { + if(err<0x00A && err>=0) return false; + return true; } - 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; -} - -/*! -* 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 == -1) - LoadMask(filename, oi); - - const int inputMask = oi.mask; - Mask::ClampMask(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()) - return E_CANTOPEN; - - std::vector materials; // materials vector - std::vector texCoords; // texture coordinates - std::vector normals; // vertex normals - std::vector 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 - - Material defaultMaterial; // default material: white - materials.push_back(defaultMaterial); - - 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::AddVertices(m,oi.numVertices); - //FaceIterator fi = Allocator::AddFaces(m,oi.numFaces); - - ObjIndexedFace ff; - - while (!stream.eof()) + static const char* ErrorMsg(int error) { - tokens.clear(); - TokenizeNextLine(stream, tokens); - - unsigned int numTokens = static_cast(tokens.size()); - if (numTokens > 0) + static const char* obj_error_msg[] = { - header.clear(); - header = tokens[0]; + "No errors", // 0 - if (header.compare("v")==0) // vertex + "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]; + }; + + // 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; + } + + /*! + * 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 == -1) + LoadMask(filename, oi); + + const int inputMask = oi.mask; + Mask::ClampMask(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()) + return E_CANTOPEN; + + std::vector materials; // materials vector + std::vector texCoords; // texture coordinates + std::vector normals; // vertex normals + std::vector 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 + + Material defaultMaterial; // default material: white + materials.push_back(defaultMaterial); + + 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::AddVertices(m,oi.numVertices); + //FaceIterator fi = Allocator::AddFaces(m,oi.numFaces); + + ObjIndexedFace ff; + + while (!stream.eof()) + { + tokens.clear(); + TokenizeNextLine(stream, tokens); + + unsigned int numTokens = static_cast(tokens.size()); + if (numTokens > 0) { - if (numTokens < 4) return E_BAD_VERTEX_STATEMENT; + header.clear(); + header = tokens[0]; - (*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) && (m.HasPerVertexColor())) + if (header.compare("v")==0) // vertex { - (*vi).C() = currentColor; - } + if (numTokens < 4) return E_BAD_VERTEX_STATEMENT; - ++vi; // move to next vertex iterator + (*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; - // 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(atof(tokens[1].c_str())); - t.v = static_cast(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(tokens.size()-1); - - if( (vertexesPerFace>3) && OpenMeshType::FaceType::HasPolyInfo() ){ - //_BEGIN___ if you are loading a GENERIC POLYGON mesh - - ff.set(vertexesPerFace); - - std::string vertex; - std::string texcoord; - std::string normal; - for(int i=0;i 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(atof(tokens[1].c_str())); + t.v = static_cast(atof(tokens[2].c_str())); + texCoords.push_back(t); - // 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; + numTexCoords++; + } + else if (header.compare("vn")==0) // vertex normal + { + if (numTokens != 4) return E_BAD_VERT_NORMAL_STATEMENT; - for(int i=0;i<3;i++) - if(!GoodObjIndex(ff.v[i],numVertices)) - return E_BAD_VERT_INDEX; + 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); - // 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; - } + 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); } - // assigning face color - // -------------------- - if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) - ff.c = currentColor; + if (numTokens < 4) return E_LESS_THAN_3VERTINFACE; + int vertexesPerFace = static_cast(tokens.size()-1); - // 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. - */ + if( (vertexesPerFace>3) && OpenMeshType::FaceType::HasPolyInfo() ){ + //_BEGIN___ if you are loading a GENERIC POLYGON mesh - 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; + ff.set(vertexesPerFace); - 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; + std::string vertex; + std::string texcoord; + std::string normal; + for(int i=0;i 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;i3) 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 + + } } - } - 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())) + else if (header.compare("mtllib")==0) // material library { - std::string currentMaterialName = materials[i].materialName; - if (currentMaterialName == materialName) + // 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())) { - 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; + 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; } - ++i; } + // we simply ignore other situations + } // end for each line... + } // end while stream not eof + assert((numTriangles +numVertices) == numVerticesPlusFaces+extraTriangles); - 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); + FaceIterator fi = Allocator::AddFaces(m,numTriangles); + //------------------------------------------------------------------------------- - FaceIterator fi = Allocator::AddFaces(m,numTriangles); - //------------------------------------------------------------------------------- - - // Now the final pass to convert indexes into pointers for face to vert/norm/tex references - for(int i=0; i &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 { - // 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()) + while (from!=length && (line[from]==' ' || line[from]=='\t' || line[from]=='\r') ) + from++; + if(from!=length) { - face::ComputeNormalizedNormal(m.face[i]); + 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 &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 + inline static const void SplitVToken(std::string token, std::string &vertex) { - while (from!=length && (line[from]==' ' || line[from]=='\t' || line[from]=='\r') ) - from++; + vertex = token; + } + + inline static const void SplitVVTToken(std::string token, std::string &vertex, std::string &texcoord) + { + vertex.clear(); + texcoord.clear(); + + 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 && line[to]!=' ' && line[to] != '\t' && line[to]!='\r') - to++; - tokens.push_back(line.substr(from, to-from).c_str()); - from = to; + while (to!=length && ((c = token[to]) !='/')) + { + vertex.push_back(c); + ++to; + } + ++to; + while (to!=length && ((c = token[to]) !=' ')) + { + texcoord.push_back(c); + ++to; + } } - } - while (from2) - { - if(line[0]=='v') - { - if(line[1]==' ') oi.numVertices++; - if(line[1]=='t') oi.numTexCoords++; - if(line[1]=='n') 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 - } + { + if(line[0]=='v') + { + if(line[1]==' ') oi.numVertices++; + if(line[1]=='t') oi.numTexCoords++; + if(line[1]=='n') 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 + } } oi.mask = 0; if (oi.numTexCoords) - { - 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) oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL; + { + 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) oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL; - return true; -} + return true; + } -static bool LoadMask(const char * filename, int &mask) -{ - Info oi; - bool ret=LoadMask(filename, oi); - mask= oi.mask; - return ret; -} + 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 &materials, std::vector &textures) { @@ -910,20 +910,20 @@ static bool LoadMask(const char * filename, int &mask) std::ifstream stream(filename); if (stream.fail()) return false; - + std::vector< std::string > tokens; std::string header; - + materials.clear(); Material currentMaterial; - currentMaterial.index = -1; - + currentMaterial.index = (unsigned int)(-1); + bool first = true; while (!stream.eof()) { tokens.clear(); TokenizeNextLine(stream, tokens); - + if (tokens.size() > 0) { header.clear(); @@ -935,12 +935,12 @@ static bool LoadMask(const char * filename, int &mask) { materials.push_back(currentMaterial); currentMaterial = Material(); - currentMaterial.index = -1; + currentMaterial.index = (unsigned int)(-1); } else first = false; //strcpy(currentMaterial.name, tokens[1].c_str()); - if(tokens.size() < 2) + if(tokens.size() < 2) return false; currentMaterial.materialName=tokens[1]; } @@ -958,7 +958,7 @@ static bool LoadMask(const char * filename, int &mask) float g = (float) atof(tokens[2].c_str()); float b = (float) atof(tokens[3].c_str()); - currentMaterial.Kd = Point3f(r, g, b); + currentMaterial.Kd = Point3f(r, g, b); } else if (header.compare("Ks")==0) { @@ -966,12 +966,12 @@ static bool LoadMask(const char * filename, int &mask) float g = (float) atof(tokens[2].c_str()); float b = (float) atof(tokens[3].c_str()); - currentMaterial.Ks = Point3f(r, g, b); + currentMaterial.Ks = Point3f(r, g, b); } else if ( (header.compare("d")==0) || - (header.compare("Tr")==0) ) // alpha + (header.compare("Tr")==0) ) // alpha { - currentMaterial.Tr = (float) atof(tokens[1].c_str()); + currentMaterial.Tr = (float) atof(tokens[1].c_str()); } else if (header.compare("Ns")==0) // shininess { @@ -980,15 +980,15 @@ static bool LoadMask(const char * filename, int &mask) else if (header.compare("illum")==0) // specular illumination on/off { int illumination = atoi(tokens[1].c_str()); - //currentMaterial.bSpecular = (illumination == 2); - currentMaterial.illum = illumination; + //currentMaterial.bSpecular = (illumination == 2); + currentMaterial.illum = illumination; } else if( (header.compare("map_Kd")==0) || (header.compare("map_Ka")==0) ) // texture name { std::string textureName = tokens[1]; //strcpy(currentMaterial.textureFileName, textureName.c_str()); - currentMaterial.map_Kd=textureName; - + currentMaterial.map_Kd=textureName; + // adding texture name into textures vector (if not already present) // avoid adding the same name twice bool found = false; diff --git a/wrap/io_trimesh/import_vmi.h b/wrap/io_trimesh/import_vmi.h index f033dd30..c1b988f9 100644 --- a/wrap/io_trimesh/import_vmi.h +++ b/wrap/io_trimesh/import_vmi.h @@ -638,7 +638,7 @@ namespace io { if(fnameV != nameV) return VMI_INCOMPATIBLE_VERTEX_TYPE; if(fnameF != nameF) return VMI_INCOMPATIBLE_FACE_TYPE; - int offsetV,offsetF; + int offsetV=0,offsetF=0; if(vertSize!=0) /* read the address of the first vertex */