added edge mesh support to OBJ importer
corrected a type to avoid clang compiler issues
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d8293c0c05
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@ -90,7 +90,7 @@ Point3Type Normal( Point3Type const &p0, Point3Type const & p1, Point3Type cons
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/// Like the above, it returns the normal to the plane passing through p0,p1,p2, but normalized.
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template<class TriangleType>
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Point3<typename TriangleType::ScalarType> NormalizedNormal(const TriangleType &t)
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typename TriangleType::CoordType NormalizedNormal(const TriangleType &t)
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{
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return (( t.cP(1) - t.cP(0)) ^ (t.cP(2) - t.cP(0))).Normalize();
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}
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@ -57,6 +57,7 @@ namespace vcg {
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typedef typename OpenMeshType::VertexPointer VertexPointer;
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typedef typename OpenMeshType::ScalarType ScalarType;
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typedef typename OpenMeshType::VertexType VertexType;
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typedef typename OpenMeshType::EdgeType EdgeType;
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typedef typename OpenMeshType::FaceType FaceType;
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typedef typename OpenMeshType::VertexIterator VertexIterator;
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typedef typename OpenMeshType::FaceIterator FaceIterator;
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@ -82,6 +83,8 @@ namespace vcg {
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/// number of vertices
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int numVertices;
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/// number of edges
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int numEdges;
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/// number of faces (the number of triangles could be
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/// larger in presence of polygonal faces
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int numFaces;
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@ -112,6 +115,12 @@ namespace vcg {
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Color4b c;
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};
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struct ObjEdge
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{
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int v0;
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int v1;
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};
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struct ObjTexCoord
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{
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float u;
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@ -260,6 +269,7 @@ namespace vcg {
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materials.push_back(defaultMaterial);
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int numVertices = 0; // stores the number of vertices been read till now
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int numEdges = 0; // stores the number of edges read till now
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int numTriangles = 0; // stores the number of faces been read till now
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int numTexCoords = 0; // stores the number of texture coordinates been read till now
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int numVNormals = 0; // stores the number of vertex normals been read till now
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@ -269,6 +279,8 @@ namespace vcg {
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// vertices and faces allocation
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VertexIterator vi = vcg::tri::Allocator<OpenMeshType>::AddVertices(m,oi.numVertices);
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//FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,oi.numFaces);
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// edges found
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std::vector<ObjEdge> ev;
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std::vector<Color4b> vertexColorVector;
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ObjIndexedFace ff;
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const char *loadingStr = "Loading";
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@ -358,6 +370,22 @@ namespace vcg {
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numVNormals++;
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}
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else if ( header.compare("l")==0 )
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{
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loadingStr = "Edge Loading";
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if (numTokens < 3)
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{
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result = E_LESS_THAN_3_VERT_IN_FACE; // TODO add proper/handling error code
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continue;
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}
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ObjEdge e = { (atoi(tokens[1].c_str()) - 1),
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(atoi(tokens[2].c_str()) - 1) };
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ev.push_back(e);
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numEdges++;
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}
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else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face
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{
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loadingStr="Face Loading";
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@ -605,6 +633,27 @@ namespace vcg {
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} // end while stream not eof
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assert((numTriangles +numVertices) == numVerticesPlusFaces+extraTriangles);
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vcg::tri::Allocator<OpenMeshType>::AddFaces(m,numTriangles);
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// Add found edges
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if (numEdges > 0)
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{
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vcg::tri::Allocator<OpenMeshType>::AddEdges(m,numEdges);
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assert(m.edge.size() == size_t(m.en));
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for(int i=0; i<numEdges; ++i)
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{
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ObjEdge & e = ev[i];
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EdgeType & edge = m.edge[i];
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assert(e.v0 >= 0 && size_t(e.v0) < m.vert.size() &&
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e.v1 >= 0 && size_t(e.v1) < m.vert.size());
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// TODO add proper handling of bad indices
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edge.V(0) = &(m.vert[e.v0]);
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edge.V(1) = &(m.vert[e.v1]);
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}
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}
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//-------------------------------------------------------------------------------
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// Now the final passes:
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@ -929,6 +978,7 @@ namespace vcg {
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bool bHasPerVertexColor = false;
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oi.numVertices=0;
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oi.numEdges=0;
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oi.numFaces=0;
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oi.numTexCoords=0;
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oi.numNormals=0;
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@ -961,6 +1011,8 @@ namespace vcg {
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else {
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if((line[0]=='f') || (line[0]=='q')) oi.numFaces++;
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else
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if (line[0]=='l') oi.numEdges++;
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else
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if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color
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}
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}
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@ -983,6 +1035,8 @@ namespace vcg {
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else
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oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL;
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}
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if (oi.numEdges)
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oi.mask |= vcg::tri::io::Mask::IOM_EDGEINDEX;
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stream.close();
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