Improved management of fauxbit for quad and polygonal meshes in OBJ (did not set the high level polygonal bit) and OFF (wrong faux bits for polygonal faces with more than 4 sides)
This commit is contained in:
parent
371ff46282
commit
e77e13a8fe
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@ -8,7 +8,7 @@
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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@ -44,7 +44,7 @@ namespace vcg {
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namespace tri {
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namespace io {
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/**
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/**
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This class encapsulate a filter for importing obj (Alias Wavefront) meshes.
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Warning: this code assume little endian (PC) architecture!!!
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*/
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@ -74,7 +74,7 @@ namespace vcg {
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}
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/// It returns a bit mask describing the field preesnt in the ply file
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int mask;
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int mask;
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/// a Simple callback that can be used for long obj parsing.
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// it returns the current position, and formats a string with a description of what th efunction is doing (loading vertexes, faces...)
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@ -82,7 +82,7 @@ namespace vcg {
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/// number of vertices
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int numVertices;
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/// number of faces (the number of triangles could be
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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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/// number of texture coords indexes
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@ -102,7 +102,7 @@ namespace vcg {
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// short attr; // material index
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//};
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struct ObjIndexedFace
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{
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{
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void set(const int & num){v.resize(num);n.resize(num); t.resize(num);}
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std::vector<int> v;
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std::vector<int> n;
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@ -146,7 +146,7 @@ namespace vcg {
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// to check if a given error is critical or not.
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static bool ErrorCritical(int err)
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{
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{
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if(err<0x00A && err>=0) return false;
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return true;
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}
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@ -169,7 +169,7 @@ namespace vcg {
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"No face field found", // 9
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"Vertex statement with less than 3 coords", // 10
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"Texture coords statement with less than 2 coords", // 11
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"Vertex normal statement with less than 3 coords", // 12
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"Vertex normal statement with less than 3 coords", // 12
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"Face with less than 3 vertices", // 13
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"Bad vertex index in face", // 14
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"Bad texture coords index in face", // 15
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@ -184,7 +184,7 @@ namespace vcg {
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else return obj_error_msg[error];
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};
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// Helper functions that checks the range of indexes
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// Helper functions that checks the range of indexes
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// putting them in the correct range if less than zero (as in the obj style)
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static bool GoodObjIndex(int &index, const int maxVal)
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@ -248,7 +248,7 @@ namespace vcg {
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std::string header;
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short currentMaterialIdx = 0; // index of current material into materials vector
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Color4b currentColor=Color4b::LightGray; // we declare this outside code block since other
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Color4b currentColor=Color4b::LightGray; // we declare this outside code block since other
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// triangles of this face will share the same color
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Material defaultMaterial; // default material: white
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@ -265,7 +265,7 @@ namespace vcg {
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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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std::vector<Color4b> vertexColorVector;
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ObjIndexedFace ff;
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ObjIndexedFace ff;
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const char *loadingStr = "Loading";
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while (!stream.eof())
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{
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@ -337,7 +337,7 @@ namespace vcg {
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CoordType n;
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n[0] = (ScalarType) atof(tokens[1].c_str());
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n[1] = (ScalarType) atof(tokens[2].c_str());
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n[2] = (ScalarType) atof(tokens[3].c_str());
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n[2] = (ScalarType) atof(tokens[3].c_str());
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normals.push_back(n);
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numVNormals++;
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@ -416,6 +416,8 @@ namespace vcg {
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GoodObjIndex(indexTVect[pi],oi.numTexCoords);
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polygonVect[0][pi].Import(m.vert[indexVVect[pi]].cP());
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}
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if(vertexesPerFace>3)
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oi.mask |= Mask::IOM_BITPOLYGONAL;
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if(vertexesPerFace<5)
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InternalFanTessellator(polygonVect, indexTriangulatedVect);
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@ -463,7 +465,7 @@ namespace vcg {
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{ // verifying validity of texture coords indices
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bool invalid = false;
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for(int i=0;i<3;i++)
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if(!GoodObjIndex(ff.t[i],oi.numTexCoords))
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if(!GoodObjIndex(ff.t[i],oi.numTexCoords))
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{
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//return E_BAD_VERT_TEX_INDEX;
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invalid = true;
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@ -882,7 +884,7 @@ namespace vcg {
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lineCount++;
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std::getline(stream, line);
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totRead+=line.size();
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if(oi.cb && (lineCount%1000)==0)
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if(oi.cb && (lineCount%1000)==0)
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(*oi.cb)( (int)(100.0*(float(totRead))/float(length)), "Loading mask...");
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if(line.size()>2)
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{
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@ -908,17 +910,17 @@ namespace vcg {
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}
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}
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oi.mask = 0;
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if (oi.numTexCoords)
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if (oi.numTexCoords)
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{
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if (oi.numTexCoords==oi.numVertices)
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oi.mask |= vcg::tri::io::Mask::IOM_VERTTEXCOORD;
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oi.mask |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD;
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// Usually if you have tex coords you also have materials
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oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
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oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
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}
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if(bHasPerFaceColor) oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
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if(bHasPerVertexColor) oi.mask |= vcg::tri::io::Mask::IOM_VERTCOLOR;
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if(bHasPerFaceColor) oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
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if(bHasPerVertexColor) oi.mask |= vcg::tri::io::Mask::IOM_VERTCOLOR;
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if (bHasNormals) {
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if (oi.numNormals == oi.numVertices)
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oi.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL;
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@ -975,7 +977,7 @@ namespace vcg {
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first = false;
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//strcpy(currentMaterial.name, tokens[1].c_str());
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if(tokens.size() < 2)
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return false;
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return false;
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currentMaterial.materialName=tokens[1];
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}
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else if (header.compare("Ka")==0)
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@ -1015,7 +1017,7 @@ namespace vcg {
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return false;
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currentMaterial.Tr = (float) atof(tokens[1].c_str());
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}
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else if (header.compare("Ns")==0) // shininess
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else if (header.compare("Ns")==0) // shininess
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{
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if (tokens.size() < 2)
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return false;
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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@ -37,7 +37,7 @@ namespace vcg
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{
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// /** \addtogroup */
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// /* @{ */
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/**
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/**
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This class encapsulate a filter for importing OFF meshes.
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A basic description of the OFF file format can be found at http://www.geomview.org/docs/html/geomview_41.html
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*/
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@ -58,7 +58,7 @@ namespace vcg
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// OFF codes
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enum OFFCodes {NoError=0, CantOpen, InvalidFile,
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InvalidFile_MissingOFF,
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UnsupportedFormat, ErrorNotTriangularFace,ErrorHighDimension,ErrorDegenerateFace};
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UnsupportedFormat, ErrorNotTriangularFace,ErrorHighDimension,ErrorDegenerateFace};
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/*!
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* Standard call for knowing the meaning of an error code
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@ -71,9 +71,9 @@ namespace vcg
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{
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"No errors", "Can't open file", "Invalid file",
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"Invalid file: OFF file should have in the first line the OFF keyword as a first token",
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"Unsupported format", "Face with more than 3 vertices","File with high dimensional vertexes are not supported", "Error Degenerate Face with less than 3 vertices" };
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"Unsupported format", "Face with more than 3 vertices","File with high dimensional vertexes are not supported", "Error Degenerate Face with less than 3 vertices" };
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if(message_code>6 || message_code<0)
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if(message_code>6 || message_code<0)
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return "Unknown error";
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else
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return error_msg[message_code];
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@ -90,9 +90,9 @@ namespace vcg
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{
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// To obtain the loading mask all the file must be parsed
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// to distinguish between per-vertex and per-face color attribute.
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loadmask=0;
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loadmask=0;
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MESH_TYPE dummyMesh;
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return (Open(dummyMesh, filename, loadmask)==NoError);
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return (Open(dummyMesh, filename, loadmask)==NoError);
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}
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static int Open(MESH_TYPE &mesh, const char *filename,CallBackPos *cb=0)
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* \return the operation result
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*/
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static int Open(MESH_TYPE &mesh, const char *filename, int &loadmask,
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CallBackPos *cb=0)
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CallBackPos *cb=0)
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{
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std::ifstream stream(filename);
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if (stream.fail())
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[ST][C][N][4][n]OFF # Header keyword
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[Ndim] # Space dimension of vertices, present only if nOFF
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NVertices NFaces NEdges # NEdges not used or checked
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x[0] y[0] z[0] # Vertices, possibly with normals, colors, and/or texture coordinates, in that order, if the prefixes N, C, ST are present.
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# If 4OFF, each vertex has 4 components including a final homogeneous component.
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# If nOFF, each vertex has Ndim components.
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# If 4nOFF, each vertex has Ndim+1 components.
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...
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x[NVertices-1] y[NVertices-1] z[NVertices-1]
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# Faces
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# Nv = # vertices on this face
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# v[0] ... v[Nv-1]: vertex indices
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# nothing: default
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# integer: colormap index
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# 3 or 4 integers: RGB[A] values 0..255
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# 3 or 4 floats: RGB[A] values 0..1
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# 3 or 4 floats: RGB[A] values 0..1
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*/
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std::string header = tokens[0];
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if (header.rfind("OFF") != std::basic_string<char>::npos)
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}
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else return InvalidFile_MissingOFF;
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// If the file is slightly malformed and it has nvert and nface AFTER the OFF string instead of in the next line
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// If the file is slightly malformed and it has nvert and nface AFTER the OFF string instead of in the next line
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// we manage it here...
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if(tokens.size()==1) TokenizeNextLine(stream, tokens);
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else tokens.erase(tokens.begin(),tokens.begin()+1);
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// Update loading mask
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///////////////////////////////////////
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if (isColorDefined) { loadmask |= Mask::IOM_VERTCOLOR;loadmask |= Mask::IOM_FACECOLOR;}
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//if(onlyMaskFlag) return NoError;
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//if(onlyMaskFlag) return NoError;
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mesh.Clear();
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// check on next 2 lines to detect corrupted files
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if(tokens.size() < 3)
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return InvalidFile;
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for (unsigned int i=0; i<nVertices; i++, v_iter++)
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{
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if (cb && (i%1000)==0)
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if (cb && (i%1000)==0)
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cb(i*50/nVertices, "Vertex Loading");
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// Read 3 vertex coordinates
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{
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// read RGB color
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if (tokens[k].find(".") == size_t(-1))// if it is a float there is a dot
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{
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{
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// integers
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unsigned char r =
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unsigned char r =
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static_cast<unsigned char>(atoi(tokens[k].c_str()));
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unsigned char g =
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unsigned char g =
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static_cast<unsigned char>(atoi(tokens[k+1].c_str()));
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unsigned char b =
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unsigned char b =
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static_cast<unsigned char>(atoi(tokens[k+2].c_str()));
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vcg::Color4b color(r, g, b, 255);
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(*v_iter).C().Import(color);
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}
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else
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{
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{
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// floats
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float r = static_cast<float>(atof(tokens[k].c_str()));
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float g = static_cast<float>(atof(tokens[k+1].c_str()));
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{
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// read RGBA color
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if (tokens[k].find(".") == size_t(-1))
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{
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{
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// integers
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unsigned char r =
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unsigned char r =
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static_cast<unsigned char>(atoi(tokens[k].c_str()));
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unsigned char g =
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unsigned char g =
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static_cast<unsigned char>(atoi(tokens[k+1].c_str()));
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unsigned char b =
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unsigned char b =
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static_cast<unsigned char>(atoi(tokens[k+2].c_str()));
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unsigned char a =
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static_cast<unsigned char>(atoi(tokens[k+3].c_str()));
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(*v_iter).C().Import(color);
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}
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else
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{
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{
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// floats
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float r = static_cast<float>(atof(tokens[k].c_str()));
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float g = static_cast<float>(atof(tokens[k+1].c_str()));
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nFaces += trigs;
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Allocator<MESH_TYPE>::AddFaces(mesh, trigs);
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std::vector<int> vertIndices(vert_per_face);
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std::vector<vcg::Point3f > polygonVect(vert_per_face); // vec of polygon loops used for the triangulation of polygonal face
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std::vector<vcg::Point3f > polygonVect(vert_per_face); // vec of polygon loops used for the triangulation of polygonal face
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for (int j=0; j < vert_per_face; j++)
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{
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if (k == tokens.size()) // if EOL // Go to next line when needed
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k = 0;
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}
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vertIndices[j] = atoi(tokens[k].c_str());
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polygonVect[j].Import<ScalarType> (mesh.vert[ vertIndices[j] ].P());
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polygonVect[j].Import<ScalarType> (mesh.vert[ vertIndices[j] ].P());
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k++;
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}
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if(vert_per_face==4)
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{
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std::vector<int> indexTriangulatedVect;
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// TessellatePlanarPolygon3(polygonVect,indexTriangulatedVect);
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std::vector< std::vector<Point3f> > loopVect;
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std::vector< std::vector<Point3f> > loopVect;
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loopVect.push_back(polygonVect);
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#ifdef __gl_h_
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//qDebug("OK: using opengl tessellation for a polygon of %i vertices",vertexesPerFace);
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@ -463,6 +463,14 @@ namespace vcg
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mesh.face[f+j/3].V(0) = &(mesh.vert[ vertIndices[ indexTriangulatedVect[j+0] ] ]);
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mesh.face[f+j/3].V(1) = &(mesh.vert[ vertIndices[ indexTriangulatedVect[j+1] ] ]);
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mesh.face[f+j/3].V(2) = &(mesh.vert[ vertIndices[ indexTriangulatedVect[j+2] ] ]);
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// To correctly set Faux edges we have to clear the faux bit for all the edges that do not correspond to consecutive vertices
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// Consecutivity is in the space of the index of the polygon.
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for(int qq=0;qq<3;++qq)
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{
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if( (indexTriangulatedVect[j+qq]+1)%indexTriangulatedVect.size() == indexTriangulatedVect[j+(qq+1)%3])
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mesh.face[f+j/3].ClearF(qq);
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else mesh.face[f+j/3].SetF(qq);
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}
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}
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}
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f+=trigs;
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// NOTE: It is assumed that colored face takes exactly one text line
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// (otherwise it is impossible to parse color information since
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// color components can vary)
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size_t color_elements = tokens.size() - vert_per_face-1;
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isColorDefined |= (color_elements>0);
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if(isColorDefined) loadmask |= Mask::IOM_FACECOLOR;
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size_t color_elements = tokens.size() - vert_per_face-1;
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isColorDefined |= (color_elements>0);
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if(isColorDefined) loadmask |= Mask::IOM_FACECOLOR;
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if( (color_elements>0) && tri::HasPerFaceColor(mesh) )
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if( (color_elements>0) && tri::HasPerFaceColor(mesh) )
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{
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@ -551,21 +559,21 @@ namespace vcg
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} // end Open
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protected:
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protected:
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/*!
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* Read the next valid line and parses it into "tokens", allowing the tokens to be read one at a time.
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* \param stream The object providing the input stream
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* \param tokens The "tokens" in the next line
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*/
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inline static void TokenizeNextLine(std::ifstream &stream, std::vector< std::string > &tokens)
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inline static void TokenizeNextLine(std::ifstream &stream, std::vector< std::string > &tokens)
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{
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std::string line;
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do
|
||||
std::getline(stream, line, '\n');
|
||||
while (line[0] == '#' || line.length()==0 || line[0]=='\r');
|
||||
|
||||
size_t from = 0;
|
||||
size_t from = 0;
|
||||
size_t to = 0;
|
||||
size_t length = line.size();
|
||||
tokens.clear();
|
||||
|
@ -590,9 +598,9 @@ namespace vcg
|
|||
* \param i the color index
|
||||
* \return the corresponding <CODE>vcg::Color4f</CODE> color
|
||||
*/
|
||||
static const vcg::Color4f ColorMap(int i)
|
||||
static const vcg::Color4f ColorMap(int i)
|
||||
{
|
||||
static const float colorMap[148][4] =
|
||||
static const float colorMap[148][4] =
|
||||
{
|
||||
{ 1.0f, 1.0f, 1.0f, 1.0f },
|
||||
{ 1.0f, 1.0f, 1.0f, 1.0f },
|
||||
|
|
Loading…
Reference in New Issue