irrlicht/source/Irrlicht/COBJMeshFileLoader.cpp
Desour 2bf1d12353 Reformat the code, using:
find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # filter for source files
  grep -v '/mt_' |  # filter out generated files
  grep -v '/vendor/' | # and vendored GL
  grep -v '/test/image_loader_test.cpp' |  # and this file (has giant literals arrays)
  xargs -n 1 -P $(nproc) clang-format -i  # reformat everything

Co-authored-by: numzero <numzer0@yandex.ru>
2024-03-20 19:35:52 +01:00

551 lines
15 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COBJMeshFileLoader.h"
#include "IMeshManipulator.h"
#include "IVideoDriver.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "fast_atof.h"
#include "coreutil.h"
#include "os.h"
namespace irr
{
namespace scene
{
#ifdef _DEBUG
#define _IRR_DEBUG_OBJ_LOADER_
#endif
//! Constructor
COBJMeshFileLoader::COBJMeshFileLoader(scene::ISceneManager *smgr) :
SceneManager(smgr)
{
#ifdef _DEBUG
setDebugName("COBJMeshFileLoader");
#endif
}
//! destructor
COBJMeshFileLoader::~COBJMeshFileLoader()
{
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool COBJMeshFileLoader::isALoadableFileExtension(const io::path &filename) const
{
return core::hasFileExtension(filename, "obj");
}
//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
IAnimatedMesh *COBJMeshFileLoader::createMesh(io::IReadFile *file)
{
if (!file)
return 0;
const long filesize = file->getSize();
if (!filesize)
return 0;
const u32 WORD_BUFFER_LENGTH = 512;
core::array<core::vector3df> vertexBuffer(1000);
core::array<core::vector3df> normalsBuffer(1000);
core::array<core::vector2df> textureCoordBuffer(1000);
SObjMtl *currMtl = new SObjMtl();
Materials.push_back(currMtl);
u32 smoothingGroup = 0;
const io::path fullName = file->getFileName();
c8 *buf = new c8[filesize + 1]; // plus null-terminator
memset(buf, 0, filesize + 1);
file->read((void *)buf, filesize);
const c8 *const bufEnd = buf + filesize;
// Process obj information
const c8 *bufPtr = buf;
core::stringc grpName, mtlName;
bool mtlChanged = false;
bool useGroups = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_GROUPS);
bool useMaterials = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_MATERIAL_FILES);
[[maybe_unused]] irr::u32 lineNr = 1; // only counts non-empty lines, still useful in debugging to locate errors
core::array<int> faceCorners;
faceCorners.reallocate(32); // should be large enough
const core::stringc TAG_OFF = "off";
irr::u32 degeneratedFaces = 0;
while (bufPtr != bufEnd) {
switch (bufPtr[0]) {
case 'm': // mtllib (material)
{
if (useMaterials) {
c8 name[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(name, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Ignoring material file", name);
#endif
}
} break;
case 'v': // v, vn, vt
switch (bufPtr[1]) {
case ' ': // vertex
{
core::vector3df vec;
bufPtr = readVec3(bufPtr, vec, bufEnd);
vertexBuffer.push_back(vec);
} break;
case 'n': // normal
{
core::vector3df vec;
bufPtr = readVec3(bufPtr, vec, bufEnd);
normalsBuffer.push_back(vec);
} break;
case 't': // texcoord
{
core::vector2df vec;
bufPtr = readUV(bufPtr, vec, bufEnd);
textureCoordBuffer.push_back(vec);
} break;
}
break;
case 'g': // group name
{
c8 grp[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(grp, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Loaded group start", grp, ELL_DEBUG);
#endif
if (useGroups) {
if (0 != grp[0])
grpName = grp;
else
grpName = "default";
}
mtlChanged = true;
} break;
case 's': // smoothing can be a group or off (equiv. to 0)
{
c8 smooth[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(smooth, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Loaded smoothing group start", smooth, ELL_DEBUG);
#endif
if (TAG_OFF == smooth)
smoothingGroup = 0;
else
smoothingGroup = core::strtoul10(smooth);
(void)smoothingGroup; // disable unused variable warnings
} break;
case 'u': // usemtl
// get name of material
{
c8 matName[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(matName, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
#ifdef _IRR_DEBUG_OBJ_LOADER_
os::Printer::log("Loaded material start", matName, ELL_DEBUG);
#endif
mtlName = matName;
mtlChanged = true;
}
break;
case 'f': // face
{
c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data
video::S3DVertex v;
// Assign vertex color from currently active material's diffuse color
if (mtlChanged) {
// retrieve the material
SObjMtl *useMtl = findMtl(mtlName, grpName);
// only change material if we found it
if (useMtl)
currMtl = useMtl;
mtlChanged = false;
}
if (currMtl)
v.Color = currMtl->Meshbuffer->Material.DiffuseColor;
// get all vertices data in this face (current line of obj file)
const core::stringc wordBuffer = copyLine(bufPtr, bufEnd);
const c8 *linePtr = wordBuffer.c_str();
const c8 *const endPtr = linePtr + wordBuffer.size();
faceCorners.set_used(0); // fast clear
// read in all vertices
linePtr = goNextWord(linePtr, endPtr);
while (0 != linePtr[0]) {
// Array to communicate with retrieveVertexIndices()
// sends the buffer sizes and gets the actual indices
// if index not set returns -1
s32 Idx[3];
Idx[0] = Idx[1] = Idx[2] = -1;
// read in next vertex's data
u32 wlength = copyWord(vertexWord, linePtr, WORD_BUFFER_LENGTH, endPtr);
// this function will also convert obj's 1-based index to c++'s 0-based index
retrieveVertexIndices(vertexWord, Idx, vertexWord + wlength + 1, vertexBuffer.size(), textureCoordBuffer.size(), normalsBuffer.size());
if (Idx[0] >= 0 && Idx[0] < (irr::s32)vertexBuffer.size())
v.Pos = vertexBuffer[Idx[0]];
else {
os::Printer::log("Invalid vertex index in this line", wordBuffer.c_str(), ELL_ERROR);
delete[] buf;
cleanUp();
return 0;
}
if (Idx[1] >= 0 && Idx[1] < (irr::s32)textureCoordBuffer.size())
v.TCoords = textureCoordBuffer[Idx[1]];
else
v.TCoords.set(0.0f, 0.0f);
if (Idx[2] >= 0 && Idx[2] < (irr::s32)normalsBuffer.size())
v.Normal = normalsBuffer[Idx[2]];
else {
v.Normal.set(0.0f, 0.0f, 0.0f);
currMtl->RecalculateNormals = true;
}
int vertLocation;
auto n = currMtl->VertMap.find(v);
if (n != currMtl->VertMap.end()) {
vertLocation = n->second;
} else {
currMtl->Meshbuffer->Vertices.push_back(v);
vertLocation = currMtl->Meshbuffer->Vertices.size() - 1;
currMtl->VertMap.emplace(v, vertLocation);
}
faceCorners.push_back(vertLocation);
// go to next vertex
linePtr = goNextWord(linePtr, endPtr);
}
if (faceCorners.size() < 3) {
os::Printer::log("Too few vertices in this line", wordBuffer.c_str(), ELL_ERROR);
delete[] buf;
cleanUp();
return 0;
}
// triangulate the face
const int c = faceCorners[0];
for (u32 i = 1; i < faceCorners.size() - 1; ++i) {
// Add a triangle
const int a = faceCorners[i + 1];
const int b = faceCorners[i];
if (a != b && a != c && b != c) // ignore degenerated faces. We can get them when we merge vertices above in the VertMap.
{
currMtl->Meshbuffer->Indices.push_back(a);
currMtl->Meshbuffer->Indices.push_back(b);
currMtl->Meshbuffer->Indices.push_back(c);
} else {
++degeneratedFaces;
}
}
} break;
case '#': // comment
default:
break;
} // end switch(bufPtr[0])
// eat up rest of line
bufPtr = goNextLine(bufPtr, bufEnd);
++lineNr;
} // end while(bufPtr && (bufPtr-buf<filesize))
if (degeneratedFaces > 0) {
irr::core::stringc log(degeneratedFaces);
log += " degenerated faces removed in ";
log += irr::core::stringc(fullName);
os::Printer::log(log.c_str(), ELL_INFORMATION);
}
SMesh *mesh = new SMesh();
// Combine all the groups (meshbuffers) into the mesh
for (u32 m = 0; m < Materials.size(); ++m) {
if (Materials[m]->Meshbuffer->getIndexCount() > 0) {
Materials[m]->Meshbuffer->recalculateBoundingBox();
if (Materials[m]->RecalculateNormals)
SceneManager->getMeshManipulator()->recalculateNormals(Materials[m]->Meshbuffer);
mesh->addMeshBuffer(Materials[m]->Meshbuffer);
}
}
// Create the Animated mesh if there's anything in the mesh
SAnimatedMesh *animMesh = 0;
if (0 != mesh->getMeshBufferCount()) {
mesh->recalculateBoundingBox();
animMesh = new SAnimatedMesh();
animMesh->Type = EAMT_OBJ;
animMesh->addMesh(mesh);
animMesh->recalculateBoundingBox();
}
// Clean up the allocate obj file contents
delete[] buf;
// more cleaning up
cleanUp();
mesh->drop();
return animMesh;
}
//! Read RGB color
const c8 *COBJMeshFileLoader::readColor(const c8 *bufPtr, video::SColor &color, const c8 *const bufEnd)
{
const u32 COLOR_BUFFER_LENGTH = 16;
c8 colStr[COLOR_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
color.setRed((u32)core::round32(core::fast_atof(colStr) * 255.f));
bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
color.setGreen((u32)core::round32(core::fast_atof(colStr) * 255.f));
bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
color.setBlue((u32)core::round32(core::fast_atof(colStr) * 255.f));
return bufPtr;
}
//! Read 3d vector of floats
const c8 *COBJMeshFileLoader::readVec3(const c8 *bufPtr, core::vector3df &vec, const c8 *const bufEnd)
{
const u32 WORD_BUFFER_LENGTH = 256;
c8 wordBuffer[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.X = -core::fast_atof(wordBuffer); // change handedness
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.Y = core::fast_atof(wordBuffer);
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.Z = core::fast_atof(wordBuffer);
return bufPtr;
}
//! Read 2d vector of floats
const c8 *COBJMeshFileLoader::readUV(const c8 *bufPtr, core::vector2df &vec, const c8 *const bufEnd)
{
const u32 WORD_BUFFER_LENGTH = 256;
c8 wordBuffer[WORD_BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.X = core::fast_atof(wordBuffer);
bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
vec.Y = 1 - core::fast_atof(wordBuffer); // change handedness
return bufPtr;
}
//! Read boolean value represented as 'on' or 'off'
const c8 *COBJMeshFileLoader::readBool(const c8 *bufPtr, bool &tf, const c8 *const bufEnd)
{
const u32 BUFFER_LENGTH = 8;
c8 tfStr[BUFFER_LENGTH];
bufPtr = goAndCopyNextWord(tfStr, bufPtr, BUFFER_LENGTH, bufEnd);
tf = strcmp(tfStr, "off") != 0;
return bufPtr;
}
COBJMeshFileLoader::SObjMtl *COBJMeshFileLoader::findMtl(const core::stringc &mtlName, const core::stringc &grpName)
{
COBJMeshFileLoader::SObjMtl *defMaterial = 0;
// search existing Materials for best match
// exact match does return immediately, only name match means a new group
for (u32 i = 0; i < Materials.size(); ++i) {
if (Materials[i]->Name == mtlName) {
if (Materials[i]->Group == grpName)
return Materials[i];
else
defMaterial = Materials[i];
}
}
// we found a partial match
if (defMaterial) {
Materials.push_back(new SObjMtl(*defMaterial));
Materials.getLast()->Group = grpName;
return Materials.getLast();
}
// we found a new group for a non-existent material
else if (grpName.size()) {
Materials.push_back(new SObjMtl(*Materials[0]));
Materials.getLast()->Group = grpName;
return Materials.getLast();
}
return 0;
}
//! skip space characters and stop on first non-space
const c8 *COBJMeshFileLoader::goFirstWord(const c8 *buf, const c8 *const bufEnd, bool acrossNewlines)
{
// skip space characters
if (acrossNewlines)
while ((buf != bufEnd) && core::isspace(*buf))
++buf;
else
while ((buf != bufEnd) && core::isspace(*buf) && (*buf != '\n'))
++buf;
return buf;
}
//! skip current word and stop at beginning of next one
const c8 *COBJMeshFileLoader::goNextWord(const c8 *buf, const c8 *const bufEnd, bool acrossNewlines)
{
// skip current word
while ((buf != bufEnd) && !core::isspace(*buf))
++buf;
return goFirstWord(buf, bufEnd, acrossNewlines);
}
//! Read until line break is reached and stop at the next non-space character
const c8 *COBJMeshFileLoader::goNextLine(const c8 *buf, const c8 *const bufEnd)
{
// look for newline characters
while (buf != bufEnd) {
// found it, so leave
if (*buf == '\n' || *buf == '\r')
break;
++buf;
}
return goFirstWord(buf, bufEnd);
}
u32 COBJMeshFileLoader::copyWord(c8 *outBuf, const c8 *const inBuf, u32 outBufLength, const c8 *const bufEnd)
{
if (!outBufLength)
return 0;
if (!inBuf) {
*outBuf = 0;
return 0;
}
u32 i = 0;
while (inBuf[i]) {
if (core::isspace(inBuf[i]) || &(inBuf[i]) == bufEnd)
break;
++i;
}
u32 length = core::min_(i, outBufLength - 1);
for (u32 j = 0; j < length; ++j)
outBuf[j] = inBuf[j];
outBuf[length] = 0;
return length;
}
core::stringc COBJMeshFileLoader::copyLine(const c8 *inBuf, const c8 *bufEnd)
{
if (!inBuf)
return core::stringc();
const c8 *ptr = inBuf;
while (ptr < bufEnd) {
if (*ptr == '\n' || *ptr == '\r')
break;
++ptr;
}
// we must avoid the +1 in case the array is used up
return core::stringc(inBuf, (u32)(ptr - inBuf + ((ptr < bufEnd) ? 1 : 0)));
}
const c8 *COBJMeshFileLoader::goAndCopyNextWord(c8 *outBuf, const c8 *inBuf, u32 outBufLength, const c8 *bufEnd)
{
inBuf = goNextWord(inBuf, bufEnd, false);
copyWord(outBuf, inBuf, outBufLength, bufEnd);
return inBuf;
}
bool COBJMeshFileLoader::retrieveVertexIndices(c8 *vertexData, s32 *idx, const c8 *bufEnd, u32 vbsize, u32 vtsize, u32 vnsize)
{
const u32 BUFFER_LENGTH = 16;
c8 word[BUFFER_LENGTH];
const c8 *p = goFirstWord(vertexData, bufEnd);
u32 idxType = 0; // 0 = posIdx, 1 = texcoordIdx, 2 = normalIdx
u32 i = 0;
while (p != bufEnd) {
if (i >= BUFFER_LENGTH) {
return false;
}
if ((core::isdigit(*p)) || (*p == '-')) {
// build up the number
word[i++] = *p;
} else if (*p == '/' || *p == ' ' || *p == '\0') {
// number is completed. Convert and store it
word[i] = '\0';
// if no number was found index will become 0 and later on -1 by decrement
idx[idxType] = core::strtol10(word);
if (idx[idxType] < 0) {
switch (idxType) {
case 0:
idx[idxType] += vbsize;
break;
case 1:
idx[idxType] += vtsize;
break;
case 2:
idx[idxType] += vnsize;
break;
}
} else
idx[idxType] -= 1;
// reset the word
word[0] = '\0';
i = 0;
// go to the next kind of index type
if (*p == '/') {
if (++idxType > 2) {
// error checking, shouldn't reach here unless file is wrong
idxType = 0;
}
} else {
// set all missing values to disable (=-1)
while (++idxType < 3)
idx[idxType] = -1;
++p;
break; // while
}
}
// go to the next char
++p;
}
return true;
}
void COBJMeshFileLoader::cleanUp()
{
for (u32 i = 0; i < Materials.size(); ++i) {
Materials[i]->Meshbuffer->drop();
delete Materials[i];
}
Materials.clear();
}
} // end namespace scene
} // end namespace irr