1054 lines
34 KiB
C++
1054 lines
34 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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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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* 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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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCGLIB_IMPORT_OBJ
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#define __VCGLIB_IMPORT_OBJ
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#include <wrap/callback.h>
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#include <vcg/complex/trimesh/allocate.h>
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#include <wrap/io_trimesh/io_mask.h>
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#include <wrap/io_trimesh/io_material.h>
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#ifdef __gl_h_
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#include <wrap/gl/glu_tesselator.h>
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#endif
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#include <vcg/space/color4.h>
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#include <fstream>
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#include <string>
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#include <vector>
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namespace vcg {
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namespace tri {
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namespace io {
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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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template <class OpenMeshType>
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class ImporterOBJ
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{
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public:
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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::FaceType FaceType;
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typedef typename OpenMeshType::VertexIterator VertexIterator;
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typedef typename OpenMeshType::FaceIterator FaceIterator;
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typedef typename OpenMeshType::CoordType CoordType;
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class Info
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{
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public:
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Info()
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{
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mask = 0;
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cb = 0;
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numTexCoords=0;
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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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/// 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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CallBackPos *cb;
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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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/// 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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int numTexCoords;
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/// number of normals
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int numNormals;
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}; // end class
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//struct OBJFacet
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//{
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// CoordType n;
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// CoordType t;
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// CoordType v[3];
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//
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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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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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std::vector<int> t;
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int tInd;
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bool edge[3];// useless if the face is a polygon, no need to have variable length array
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Color4b c;
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};
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struct ObjTexCoord
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{
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float u;
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float v;
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};
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enum OBJError {
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// Successfull opening
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E_NOERROR = 0x000, // 0 (position of correspondig string in the array)
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// Non Critical Errors (only odd numbers)
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E_NON_CRITICAL_ERROR = 0x001,
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E_MATERIAL_FILE_NOT_FOUND = 0x003, // 1
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E_MATERIAL_NOT_FOUND = 0x005, // 2
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E_TEXTURE_NOT_FOUND = 0x007, // 3
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E_VERTICES_WITH_SAME_IDX_IN_FACE = 0x009, // 4
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// Critical Opening Errors (only even numbers)
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E_CANTOPEN = 0x00A, // 5
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E_UNESPECTEDEOF = 0x00C, // 6
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E_ABORTED = 0x00E, // 7
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E_NO_VERTEX = 0x010, // 8
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E_NO_FACE = 0x012, // 9
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E_BAD_VERTEX_STATEMENT = 0x014, // 10
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E_BAD_VERT_TEX_STATEMENT = 0x016, // 11
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E_BAD_VERT_NORMAL_STATEMENT = 0x018, // 12
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E_LESS_THAN_3VERTINFACE = 0x01A, // 13
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E_BAD_VERT_INDEX = 0x01C, // 14
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E_BAD_VERT_TEX_INDEX = 0x01E, // 15
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E_BAD_VERT_NORMAL_INDEX = 0x020 // 16
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};
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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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if(err<0x00A && err>=0) return false;
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return true;
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}
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static const char* ErrorMsg(int error)
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{
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static const char* obj_error_msg[] =
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{
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"No errors", // 0
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"Material library file wrong or not found, a default white material is used", // 1
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"Some materials definitions were not found, a default white material is used where no material was available", // 2
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"Texture file not found", // 3
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"Identical index vertices found in the same face", // 4
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"Can't open file", // 5
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"Premature End of file", // 6
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"File opening aborted", // 7
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"No vertex field found", // 8
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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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"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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"Bad vertex normal index in face" // 16
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};
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// due to approximation, following line works well for either even (critical err codes)
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// or odd (non critical ones) numbers
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error = (int) error/2;
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if(error>15 || error<0) return "Unknown error";
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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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// 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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{
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if (index > maxVal) return false;
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if (index < 0)
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{
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index += maxVal+1;
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if (index<0 || index > maxVal) return false;
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}
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return true;
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}
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static int Open(OpenMeshType &mesh, const char *filename, int &loadmask, CallBackPos *cb=0)
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{
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Info oi;
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oi.mask=-1;
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oi.cb=cb;
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int ret=Open(mesh,filename,oi);
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loadmask=oi.mask;
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return ret;
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}
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/*!
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* Opens an object file (in ascii format) and populates the mesh passed as first
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* accordingly to read data
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* \param m The mesh model to be populated with data stored into the file
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* \param filename The name of the file to be opened
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* \param oi A structure containing infos about the object to be opened
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*/
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static int Open( OpenMeshType &m, const char * filename, Info &oi)
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{
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int result = E_NOERROR;
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m.Clear();
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CallBackPos *cb = oi.cb;
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// if LoadMask has not been called yet, we call it here
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if (oi.mask == -1)
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LoadMask(filename, oi);
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const int inputMask = oi.mask;
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Mask::ClampMask<OpenMeshType>(m,oi.mask);
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if (oi.numVertices == 0)
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return E_NO_VERTEX;
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// Commented out this test. You should be allowed to load point clouds.
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//if (oi.numFaces == 0)
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// return E_NO_FACE;
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std::ifstream stream(filename);
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if (stream.fail())
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return E_CANTOPEN;
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std::vector<Material> materials; // materials vector
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std::vector<ObjTexCoord> texCoords; // texture coordinates
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std::vector<CoordType> normals; // vertex normals
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std::vector<ObjIndexedFace> indexedFaces;
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std::vector< std::string > tokens;
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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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// triangles of this face will share the same color
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Material defaultMaterial; // default material: white
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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 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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int numVerticesPlusFaces = oi.numVertices + oi.numFaces;
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int extraTriangles=0;
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// vertices and faces allocatetion
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VertexIterator vi = Allocator<OpenMeshType>::AddVertices(m,oi.numVertices);
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//FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,oi.numFaces);
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ObjIndexedFace ff;
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while (!stream.eof())
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{
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tokens.clear();
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TokenizeNextLine(stream, tokens);
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unsigned int numTokens = static_cast<unsigned int>(tokens.size());
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if (numTokens > 0)
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{
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header.clear();
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header = tokens[0];
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if (header.compare("v")==0) // vertex
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{
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if (numTokens < 4) return E_BAD_VERTEX_STATEMENT;
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(*vi).P()[0] = (ScalarType) atof(tokens[1].c_str());
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(*vi).P()[1] = (ScalarType) atof(tokens[2].c_str());
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(*vi).P()[2] = (ScalarType) atof(tokens[3].c_str());
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++numVertices;
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// assigning vertex color
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// ----------------------
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if (((oi.mask & vcg::tri::io::Mask::IOM_VERTCOLOR) != 0) && (m.HasPerVertexColor()))
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{
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(*vi).C() = currentColor;
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}
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++vi; // move to next vertex iterator
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// callback invocation, abort loading process if the call returns false
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if ((cb !=NULL) && (((numTriangles + numVertices)%100)==0) && !(*cb)((100*(numTriangles + numVertices))/numVerticesPlusFaces, "Vertex Loading"))
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return E_ABORTED;
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}
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else if (header.compare("vt")==0) // vertex texture coords
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{
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if (numTokens < 3) return E_BAD_VERT_TEX_STATEMENT;
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ObjTexCoord t;
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t.u = static_cast<float>(atof(tokens[1].c_str()));
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t.v = static_cast<float>(atof(tokens[2].c_str()));
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texCoords.push_back(t);
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numTexCoords++;
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}
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else if (header.compare("vn")==0) // vertex normal
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{
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if (numTokens != 4) return E_BAD_VERT_NORMAL_STATEMENT;
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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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normals.push_back(n);
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numVNormals++;
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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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bool QuadFlag = false; // QOBJ format by Silva et al for simply storing quadrangular meshes.
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if(header.compare("q")==0) { QuadFlag=true; assert(numTokens == 5); }
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if (numTokens < 4) return E_LESS_THAN_3VERTINFACE;
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int vertexesPerFace = static_cast<int>(tokens.size()-1);
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if( (vertexesPerFace>3) && OpenMeshType::FaceType::HasPolyInfo() ){
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//_BEGIN___ if you are loading a GENERIC POLYGON mesh
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ff.set(vertexesPerFace);
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for(int i=0;i<vertexesPerFace;++i) // remember index starts from 1 instead of 0
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SplitToken(tokens[i+1], ff.v[i], ff.n[i], ff.t[i], inputMask);
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if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
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{
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// verifying validity of texture coords indices
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for(int i=0;i<vertexesPerFace;i++)
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if(!GoodObjIndex(ff.t[i],oi.numTexCoords))
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return E_BAD_VERT_TEX_INDEX;
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ff.tInd=materials[currentMaterialIdx].index;
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}
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// verifying validity of vertex indices
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std::vector<int> tmp = ff.v;
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std::sort(tmp.begin(),tmp.end());
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std::unique(tmp.begin(),tmp.end());
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if(tmp.size() != ff.v.size())
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result = E_VERTICES_WITH_SAME_IDX_IN_FACE;
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for(int i=0;i<vertexesPerFace;i++)
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if(!GoodObjIndex(ff.v[i],numVertices))
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return E_BAD_VERT_INDEX;
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// assigning face normal
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if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
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{
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// verifying validity of vertex normal indices
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for(int i=0;i<vertexesPerFace;i++)
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if(!GoodObjIndex(ff.n[i],numVNormals)) return E_BAD_VERT_NORMAL_INDEX;
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}
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// assigning face color
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if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR)
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ff.c = currentColor;
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++numTriangles;
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indexedFaces.push_back(ff);
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// callback invocation, abort loading process if the call returns false
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if ((cb !=NULL)&& (((numTriangles + numVertices)%100)==0) )
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{
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if (!(*cb)( (100*(numTriangles +numVertices))/ numVerticesPlusFaces, "Face Loading"))
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return E_ABORTED;
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}
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//_END ___ if you are loading a GENERIC POLYGON mesh
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}else
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#ifdef __gl_h_
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{
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//_BEGIN___ if you are loading a TRIMESH mesh
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std::vector<std::vector<vcg::Point3f> > polygonVect(1); // it is a vector of polygon loops
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polygonVect[0].resize(vertexesPerFace);
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std::vector<int> indexVVect(vertexesPerFace);
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std::vector<int> indexNVect(vertexesPerFace);
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std::vector<int> indexTVect(vertexesPerFace);
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std::vector<int> indexTriangulatedVect;
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for(int pi=0;pi<vertexesPerFace;++pi)
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{
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SplitToken(tokens[pi+1], indexVVect[pi],indexNVect[pi],indexTVect[pi], inputMask);
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GoodObjIndex(indexVVect[pi],numVertices);
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GoodObjIndex(indexTVect[pi],oi.numTexCoords);
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polygonVect[0][pi]=m.vert[indexVVect[pi]].cP();
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}
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vcg::glu_tesselator::tesselate<vcg::Point3f>(polygonVect, indexTriangulatedVect);
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extraTriangles+=((indexTriangulatedVect.size()/3) -1);
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#ifdef QT_VERSION
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if( int(indexTriangulatedVect.size()/3) != vertexesPerFace-2)
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{
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qDebug("Warning there is a degenerate poligon of %i verteces that was triangulated into %i triangles",vertexesPerFace,int(indexTriangulatedVect.size()/3));
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for(size_t qq=0;qq<polygonVect[0].size();++qq)
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qDebug(" (%f %f %f)",polygonVect[0][qq][0],polygonVect[0][qq][1],polygonVect[0][qq][2]);
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for(size_t qq=0;qq<tokens.size();++qq) qDebug("<%s>",tokens[qq].c_str());
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}
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#endif
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//qDebug("Triangulated a face of %i vertexes into %i triangles",polygonVect[0].size(),indexTriangulatedVect.size());
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for(size_t pi=0;pi<indexTriangulatedVect.size();pi+=3)
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{
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int i0= indexTriangulatedVect [pi+0];
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int i1= indexTriangulatedVect [pi+1];
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int i2= indexTriangulatedVect [pi+2];
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//qDebug("Triangle %i (%i %i %i)",pi/3,i0,i1,i2);
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ff.set(3);
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ff.v[0]= indexVVect[i0];
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ff.v[1]= indexVVect[i1];
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ff.v[2]= indexVVect[i2];
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ff.t[0]= indexTVect[i0];
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ff.t[1]= indexTVect[i1];
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ff.t[2]= indexTVect[i2];
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// Setting internal edges: only edges formed by consecutive edges are external.
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if( (i0+1)%vertexesPerFace == i1) ff.edge[0]=false;
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else ff.edge[0]=true;
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if( (i1+1)%vertexesPerFace == i2) ff.edge[1]=false;
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else ff.edge[1]=true;
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if( (i2+1)%vertexesPerFace == i0) ff.edge[2]=false;
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else ff.edge[2]=true;
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if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
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{ // verifying validity of texture coords indices
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for(int i=0;i<3;i++)
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if(!GoodObjIndex(ff.t[i],oi.numTexCoords)) return E_BAD_VERT_TEX_INDEX;
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ff.tInd=materials[currentMaterialIdx].index;
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}
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// verifying validity of vertex indices
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if ((ff.v[0] == ff.v[1]) || (ff.v[0] == ff.v[2]) || (ff.v[1] == ff.v[2]))
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result = E_VERTICES_WITH_SAME_IDX_IN_FACE;
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for(int i=0;i<3;i++)
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if(!GoodObjIndex(ff.v[i],numVertices)) return E_BAD_VERT_INDEX;
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// assigning face normal
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if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL )
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{ // verifying validity of vertex normal indices
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for(int i=0;i<3;i++)
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if(!GoodObjIndex(ff.n[i],numVNormals)) return E_BAD_VERT_NORMAL_INDEX;
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}
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// assigning face color
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if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) ff.c = currentColor;
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++numTriangles;
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indexedFaces.push_back(ff);
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}
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}
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#else
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{
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ff.set(3);
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for(int i=0;i<3;++i)
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{ // remember index starts from 1 instead of 0
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SplitToken(tokens[i+1], ff.v[i], ff.n[i], ff.t[i], inputMask);
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if(QuadFlag) { ff.v[i]+=1; }
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}
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if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )
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{
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// verifying validity of texture coords indices
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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;
|
|
}
|
|
// 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
|
|
#endif
|
|
}
|
|
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()))
|
|
{
|
|
std::string currentMaterialName = materials[i].materialName;
|
|
if (currentMaterialName == materialName)
|
|
{
|
|
currentMaterialIdx = i;
|
|
Material &material = materials[currentMaterialIdx];
|
|
Point3f diffuseColor = material.Kd;
|
|
unsigned char r = (unsigned char) (diffuseColor[0] * 255.0);
|
|
unsigned char g = (unsigned char) (diffuseColor[1] * 255.0);
|
|
unsigned char b = (unsigned char) (diffuseColor[2] * 255.0);
|
|
unsigned char alpha = (unsigned char) (material.Tr * 255.0);
|
|
currentColor= Color4b(r, g, b, alpha);
|
|
found = true;
|
|
}
|
|
++i;
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
currentMaterialIdx = 0;
|
|
result = E_MATERIAL_NOT_FOUND;
|
|
}
|
|
}
|
|
// we simply ignore other situations
|
|
} // end for each line...
|
|
} // end while stream not eof
|
|
assert((numTriangles +numVertices) == numVerticesPlusFaces+extraTriangles);
|
|
|
|
FaceIterator fi = 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
|
|
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
} // end of Open
|
|
|
|
|
|
/*!
|
|
* Read the next valid line and parses it into "tokens", allowing
|
|
* the tokens to be read one at a time.
|
|
* \param stream The object providing the input stream
|
|
* \param tokens The "tokens" in the next line
|
|
*/
|
|
inline static const void TokenizeNextLine(std::ifstream &stream, std::vector< std::string > &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
|
|
{
|
|
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 const void SplitToken(std::string token, int &vId, int &nId, int &tId, int mask)
|
|
{
|
|
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);
|
|
|
|
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 const void SplitVToken(std::string token, std::string &vertex)
|
|
{
|
|
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 && ((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 const void SplitVVNToken(std::string token, std::string &vertex, std::string &normal)
|
|
{
|
|
vertex.clear();
|
|
normal.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 && ((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 const void SplitVVTVNToken(std::string token, std::string &vertex, std::string &texcoord, std::string &normal)
|
|
{
|
|
vertex.clear();
|
|
texcoord.clear();
|
|
normal.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 && ((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
|
|
|
|
/*!
|
|
* Retrieves infos about kind of data stored into the file and fills a mask appropriately
|
|
* \param filename The name of the file to open
|
|
* \param mask A mask which will be filled according to type of data found in the object
|
|
* \param oi A structure which will be filled with infos about the object to be opened
|
|
*/
|
|
|
|
static bool LoadMask(const char * filename, Info &oi)
|
|
{
|
|
std::ifstream stream(filename);
|
|
if (stream.fail()) return false;
|
|
|
|
// obtain length of file:
|
|
stream.seekg (0, std::ios::end);
|
|
int length = stream.tellg();
|
|
stream.seekg (0, std::ios::beg);
|
|
|
|
if (length == 0) return false;
|
|
|
|
bool bHasPerFaceColor = false;
|
|
bool bHasNormals = false;
|
|
|
|
oi.numVertices=0;
|
|
oi.numFaces=0;
|
|
oi.numTexCoords=0;
|
|
oi.numNormals=0;
|
|
int lineCount=0;
|
|
int totRead=0;
|
|
std::string line;
|
|
while (!stream.eof())
|
|
{
|
|
lineCount++;
|
|
std::getline(stream, line);
|
|
totRead+=line.size();
|
|
if(oi.cb && (lineCount%1000)==0)
|
|
(*oi.cb)( (int)(100.0*(float(totRead))/float(length)), "Loading mask...");
|
|
if(line.size()>2)
|
|
{
|
|
if(line[0]=='v')
|
|
{
|
|
if(line[1]==' ') oi.numVertices++;
|
|
if(line[1]=='t') oi.numTexCoords++;
|
|
if(line[1]=='n') {
|
|
oi.numNormals ++;
|
|
bHasNormals = true;
|
|
}
|
|
}
|
|
else {
|
|
if((line[0]=='f') || (line[0]=='q')) oi.numFaces++;
|
|
else
|
|
if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color
|
|
}
|
|
}
|
|
}
|
|
oi.mask = 0;
|
|
if (oi.numTexCoords)
|
|
{
|
|
if (oi.numTexCoords==oi.numVertices)
|
|
oi.mask |= vcg::tri::io::Mask::IOM_VERTTEXCOORD;
|
|
|
|
oi.mask |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD;
|
|
// Usually if you have tex coords you also have materials
|
|
oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
|
|
}
|
|
if(bHasPerFaceColor) oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR;
|
|
if (bHasNormals) {
|
|
if (oi.numTexCoords==oi.numVertices)
|
|
oi.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL;
|
|
else
|
|
oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool LoadMask(const char * filename, int &mask)
|
|
{
|
|
Info oi;
|
|
bool ret=LoadMask(filename, oi);
|
|
mask= oi.mask;
|
|
return ret;
|
|
}
|
|
|
|
static bool LoadMaterials(const char * filename, std::vector<Material> &materials, std::vector<std::string> &textures)
|
|
{
|
|
// assumes we are in the right directory
|
|
|
|
std::ifstream stream(filename);
|
|
if (stream.fail())
|
|
return false;
|
|
|
|
std::vector< std::string > tokens;
|
|
std::string header;
|
|
|
|
materials.clear();
|
|
Material currentMaterial;
|
|
currentMaterial.index = (unsigned int)(-1);
|
|
|
|
bool first = true;
|
|
while (!stream.eof())
|
|
{
|
|
tokens.clear();
|
|
TokenizeNextLine(stream, tokens);
|
|
|
|
if (tokens.size() > 0)
|
|
{
|
|
header.clear();
|
|
header = tokens[0];
|
|
|
|
if (header.compare("newmtl")==0)
|
|
{
|
|
if (!first)
|
|
{
|
|
materials.push_back(currentMaterial);
|
|
currentMaterial = Material();
|
|
currentMaterial.index = (unsigned int)(-1);
|
|
}
|
|
else
|
|
first = false;
|
|
//strcpy(currentMaterial.name, tokens[1].c_str());
|
|
if(tokens.size() < 2)
|
|
return false;
|
|
currentMaterial.materialName=tokens[1];
|
|
}
|
|
else if (header.compare("Ka")==0)
|
|
{
|
|
float r = (float) atof(tokens[1].c_str());
|
|
float g = (float) atof(tokens[2].c_str());
|
|
float b = (float) atof(tokens[3].c_str());
|
|
|
|
currentMaterial.Ka = Point3f(r, g, b);
|
|
}
|
|
else if (header.compare("Kd")==0)
|
|
{
|
|
float r = (float) atof(tokens[1].c_str());
|
|
float g = (float) atof(tokens[2].c_str());
|
|
float b = (float) atof(tokens[3].c_str());
|
|
|
|
currentMaterial.Kd = Point3f(r, g, b);
|
|
}
|
|
else if (header.compare("Ks")==0)
|
|
{
|
|
float r = (float) atof(tokens[1].c_str());
|
|
float g = (float) atof(tokens[2].c_str());
|
|
float b = (float) atof(tokens[3].c_str());
|
|
|
|
currentMaterial.Ks = Point3f(r, g, b);
|
|
}
|
|
else if ( (header.compare("d")==0) ||
|
|
(header.compare("Tr")==0) ) // alpha
|
|
{
|
|
currentMaterial.Tr = (float) atof(tokens[1].c_str());
|
|
}
|
|
else if (header.compare("Ns")==0) // shininess
|
|
{
|
|
currentMaterial.Ns = float(atoi(tokens[1].c_str()));
|
|
}
|
|
else if (header.compare("illum")==0) // specular illumination on/off
|
|
{
|
|
int illumination = atoi(tokens[1].c_str());
|
|
//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;
|
|
|
|
// adding texture name into textures vector (if not already present)
|
|
// avoid adding the same name twice
|
|
bool found = false;
|
|
unsigned int size = static_cast<unsigned int>(textures.size());
|
|
unsigned j = 0;
|
|
while (!found && (j < size))
|
|
{
|
|
if (textureName.compare(textures[j])==0)
|
|
{
|
|
currentMaterial.index = (int)j;
|
|
found = true;
|
|
}
|
|
++j;
|
|
}
|
|
if (!found)
|
|
{
|
|
textures.push_back(textureName);
|
|
currentMaterial.index = (int)size;
|
|
}
|
|
}
|
|
// we simply ignore other situations
|
|
}
|
|
}
|
|
materials.push_back(currentMaterial); // add last read material
|
|
|
|
stream.close();
|
|
|
|
return true;
|
|
}
|
|
|
|
}; // end class
|
|
} // end Namespace tri
|
|
} // end Namespace io
|
|
} // end Namespace vcg
|
|
|
|
#endif // ndef __VCGLIB_IMPORT_OBJ
|