Significant refactoring. Cleaned up the non glutesselator code. Quad are split in a simpler way. Support for the qobj format preserved...

This commit is contained in:
Paolo Cignoni 2011-10-13 08:02:10 +00:00
parent fca3d016d8
commit 3665268aa4
1 changed files with 315 additions and 345 deletions

View File

@ -52,6 +52,7 @@ 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;
@ -263,13 +264,13 @@ public:
// vertices and faces allocatetion
VertexIterator vi = vcg::tri::Allocator<OpenMeshType>::AddVertices(m,oi.numVertices);
//FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,oi.numFaces);
std::vector<Color4b> vertexColorVector;
ObjIndexedFace ff;
char *loadingStr = "Loading";
const char *loadingStr = "Loading";
while (!stream.eof())
{
tokens.clear();
TokenizeNextLine(stream, tokens);
TokenizeNextLine(stream, tokens,&vertexColorVector);
unsigned int numTokens = static_cast<unsigned int>(tokens.size());
if (numTokens > 0)
@ -341,30 +342,32 @@ public:
numVNormals++;
}
else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face
else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face
{
loadingStr="Face Loading";
bool QuadFlag = false; // QOBJ format by Silva et al for simply storing quadrangular meshes.
if(header.compare("q")==0) { QuadFlag=true; assert(numTokens == 5); }
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 (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 )
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))
return E_BAD_VERT_TEX_INDEX;
// 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;
ff.tInd=materials[currentMaterialIdx].index;
}
// verifying validity of vertex indices
@ -372,32 +375,32 @@ public:
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;
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;
for(int i=0;i<vertexesPerFace;i++)
if(!GoodObjIndex(ff.v[i],numVertices))
return E_BAD_VERT_INDEX;
// assigning face normal
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL ) // assigning face normal
{
// 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;
// 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;
if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) // assigning face color
ff.c = currentColor;
++numTriangles;
indexedFaces.push_back(ff);
indexedFaces.push_back(ff);
//_END ___ if you are loading a GENERIC POLYGON mesh
}else
#ifdef __gl_h_
//_END ___ if you are loading a GENERIC POLYGON mesh
}
else
{
//_BEGIN___ if you are loading a TRIMESH mesh
//_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);
@ -408,12 +411,24 @@ public:
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]=m.vert[indexVVect[pi]].cP();
polygonVect[0][pi]=m.vert[indexVVect[pi]].cP();
}
vcg::glu_tesselator::tesselate<vcg::Point3f>(polygonVect, indexTriangulatedVect);
if(vertexesPerFace<5)
InternalFanTessellator(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);
#else
//qDebug("Warning: using fan tessellation for a polygon of %i verteces",vertexesPerFace);
InternalFanTessellator(polygonVect, indexTriangulatedVect);
#endif
}
extraTriangles+=((indexTriangulatedVect.size()/3) -1);
#ifdef QT_VERSION
if( int(indexTriangulatedVect.size()/3) != vertexesPerFace-2)
@ -428,28 +443,23 @@ public:
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];
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.t[iii]=indexTVect[ locInd[iii] ];
}
// 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;
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 )
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;
@ -478,122 +488,6 @@ public:
}
}
#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;
}
}//_END___ if you are loading a TRIMESH mesh
#endif
}
else if (header.compare("mtllib")==0) // material library
{
@ -639,67 +533,74 @@ public:
FaceIterator fi = vcg::tri::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
// 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)
{
m.face[i].V(j) = &(m.vert[indexedFaces[i].v[j]]);
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]);
}
}
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]]);
return result;
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]);
}
}
}
// 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];
}
}
return result;
} // end of Open
@ -709,151 +610,187 @@ public:
* \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)
inline static void TokenizeNextLine(std::ifstream &stream, std::vector< std::string > &tokens, std::vector<Color4b> *colVec)
{
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
if(stream.eof()) return;
std::string line;
do
{
std::getline(stream, line);
if(colVec && line[0] == '#')
{
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;
}
// 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(line[1] == 'M' && line[2] == 'R' && line[3] == 'G' && line[4] == 'B')
{ // Parsing the polycolor of ZBrush
MRGBLineCount()++;
size_t len = line.length();
char buf[3]="00";
Color4b cc(Color4b::Black);
for(int i=6;(i+7)<len;i+=8)
{
for(int 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 (from<length);
}
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
inline static void SplitToken(std::string token, int &vId, int &nId, int &tId, int mask)
// 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(std::string token, int &vId, int &nId, int &tId, int mask)
{
std::string vertex;
std::string texcoord;
std::string normal;
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);
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;
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 void SplitVToken(std::string token, std::string &vertex)
inline static void SplitVToken(std::string token, std::string &vertex)
{
vertex = token;
vertex = token;
}
inline static void SplitVVTToken(std::string token, std::string &vertex, std::string &texcoord)
inline static void SplitVVTToken(std::string token, std::string &vertex, std::string &texcoord)
{
vertex.clear();
texcoord.clear();
vertex.clear();
texcoord.clear();
size_t from = 0;
size_t to = 0;
size_t length = token.size();
size_t from = 0;
size_t to = 0;
size_t length = token.size();
if(from!=length)
{
char c = token[from];
vertex.push_back(c);
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;
}
++to;
while (to<length && ((c = token[to]) !=' '))
{
texcoord.push_back(c);
++to;
}
to = from+1;
while (to<length && ((c = token[to]) !='/'))
{
vertex.push_back(c);
++to;
}
++to;
while (to<length && ((c = token[to]) !=' '))
{
texcoord.push_back(c);
++to;
}
}
} // end of SplitVVTToken
inline static void SplitVVNToken(std::string token, std::string &vertex, std::string &normal)
inline static void SplitVVNToken(std::string token, std::string &vertex, std::string &normal)
{
vertex.clear();
normal.clear();
vertex.clear();
normal.clear();
size_t from = 0;
size_t to = 0;
size_t length = token.size();
size_t from = 0;
size_t to = 0;
size_t length = token.size();
if(from!=length)
{
char c = token[from];
vertex.push_back(c);
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;
}
++to;
++to; // should be the second '/'
while (to!=length && ((c = token[to]) !=' '))
{
normal.push_back(c);
++to;
}
to = from+1;
while (to!=length && ((c = token[to]) !='/'))
{
vertex.push_back(c);
++to;
}
++to;
++to; // should be the second '/'
while (to!=length && ((c = token[to]) !=' '))
{
normal.push_back(c);
++to;
}
}
} // end of SplitVVNToken
inline static void SplitVVTVNToken(std::string token, std::string &vertex, std::string &texcoord, std::string &normal)
inline static void SplitVVTVNToken(std::string token, std::string &vertex, std::string &texcoord, std::string &normal)
{
vertex.clear();
texcoord.clear();
normal.clear();
vertex.clear();
texcoord.clear();
normal.clear();
size_t from = 0;
size_t to = 0;
size_t length = token.size();
size_t from = 0;
size_t to = 0;
size_t length = token.size();
if(from!=length)
{
char c = token[from];
vertex.push_back(c);
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;
}
++to;
while (to!=length && ((c = token[to]) !='/'))
{
texcoord.push_back(c);
++to;
}
++to;
while (to!=length && ((c = token[to]) !=' '))
{
normal.push_back(c);
++to;
}
to = from+1;
while (to!=length && ((c = token[to]) !='/'))
{
vertex.push_back(c);
++to;
}
++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
/*!
@ -965,7 +902,7 @@ public:
while (!stream.eof())
{
tokens.clear();
TokenizeNextLine(stream, tokens);
TokenizeNextLine(stream, tokens,0);
if (tokens.size() > 0)
{
@ -1076,6 +1013,39 @@ public:
return true;
}
// 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.
//
// This function is intended as a trivial fallback when glutessellator is not available.
// it assumes just ONE outline
static void InternalFanTessellator(const std::vector< std::vector<Point3f> > & outlines, std::vector<int> & indices)
{
indices.clear();
if(outlines.empty()) return;
const std::vector<Point3f> &points=outlines[0];
for(int i=0;i<points.size()-2;++i)
{
indices.push_back(0);
indices.push_back(i+1);
indices.push_back(i+2);
}
}
}; // end class
} // end Namespace tri
} // end Namespace io