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98df6eae77
Lots of places where coders did not realize our Printer::log with hint adds a ": " string between message and hint Which caused uglier messages in a few places (added documentation for that, maybe helps?) Some added info in a few places Some whitespace unification Some spelling unification git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6414 dfc29bdd-3216-0410-991c-e03cc46cb475
606 lines
16 KiB
C++
606 lines
16 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "COBJMeshFileLoader.h"
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#include "IMeshManipulator.h"
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#include "IVideoDriver.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "SAnimatedMesh.h"
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#include "IReadFile.h"
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#include "IAttributes.h"
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#include "fast_atof.h"
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#include "coreutil.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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#ifdef _DEBUG
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#define _IRR_DEBUG_OBJ_LOADER_
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#endif
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//! Constructor
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COBJMeshFileLoader::COBJMeshFileLoader(scene::ISceneManager* smgr)
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: SceneManager(smgr)
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{
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#ifdef _DEBUG
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setDebugName("COBJMeshFileLoader");
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#endif
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}
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//! destructor
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COBJMeshFileLoader::~COBJMeshFileLoader()
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{
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}
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//! returns true if the file maybe is able to be loaded by this class
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//! based on the file extension (e.g. ".bsp")
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bool COBJMeshFileLoader::isALoadableFileExtension(const io::path& filename) const
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{
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return core::hasFileExtension ( filename, "obj" );
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}
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//! creates/loads an animated mesh from the file.
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)
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{
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if (!file)
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return 0;
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const long filesize = file->getSize();
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if (!filesize)
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return 0;
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const u32 WORD_BUFFER_LENGTH = 512;
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core::array<core::vector3df> vertexBuffer(1000);
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core::array<core::vector3df> normalsBuffer(1000);
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core::array<core::vector2df> textureCoordBuffer(1000);
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SObjMtl * currMtl = new SObjMtl();
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Materials.push_back(currMtl);
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u32 smoothingGroup=0;
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const io::path fullName = file->getFileName();
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c8* buf = new c8[filesize];
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memset(buf, 0, filesize);
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file->read((void*)buf, filesize);
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const c8* const bufEnd = buf+filesize;
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// Process obj information
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const c8* bufPtr = buf;
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core::stringc grpName, mtlName;
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bool mtlChanged=false;
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bool useGroups = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_GROUPS);
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bool useMaterials = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_MATERIAL_FILES);
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irr::u32 lineNr = 1; // only counts non-empty lines, still useful in debugging to locate errors
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core::array<int> faceCorners;
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faceCorners.reallocate(32); // should be large enough
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const core::stringc TAG_OFF = "off";
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irr::u32 degeneratedFaces = 0;
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while(bufPtr != bufEnd)
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{
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switch(bufPtr[0])
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{
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case 'm': // mtllib (material)
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{
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if (useMaterials)
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{
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c8 name[WORD_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(name, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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#ifdef _IRR_DEBUG_OBJ_LOADER_
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os::Printer::log("Reading material file",name);
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#endif
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}
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}
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break;
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case 'v': // v, vn, vt
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switch(bufPtr[1])
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{
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case ' ': // vertex
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{
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core::vector3df vec;
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bufPtr = readVec3(bufPtr, vec, bufEnd);
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vertexBuffer.push_back(vec);
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}
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break;
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case 'n': // normal
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{
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core::vector3df vec;
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bufPtr = readVec3(bufPtr, vec, bufEnd);
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normalsBuffer.push_back(vec);
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}
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break;
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case 't': // texcoord
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{
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core::vector2df vec;
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bufPtr = readUV(bufPtr, vec, bufEnd);
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textureCoordBuffer.push_back(vec);
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}
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break;
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}
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break;
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case 'g': // group name
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{
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c8 grp[WORD_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(grp, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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#ifdef _IRR_DEBUG_OBJ_LOADER_
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os::Printer::log("Loaded group start",grp, ELL_DEBUG);
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#endif
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if (useGroups)
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{
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if (0 != grp[0])
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grpName = grp;
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else
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grpName = "default";
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}
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mtlChanged=true;
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}
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break;
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case 's': // smoothing can be a group or off (equiv. to 0)
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{
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c8 smooth[WORD_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(smooth, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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#ifdef _IRR_DEBUG_OBJ_LOADER_
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os::Printer::log("Loaded smoothing group start",smooth, ELL_DEBUG);
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#endif
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if (TAG_OFF==smooth)
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smoothingGroup=0;
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else
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smoothingGroup=core::strtoul10(smooth);
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(void)smoothingGroup; // disable unused variable warnings
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}
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break;
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case 'u': // usemtl
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// get name of material
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{
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c8 matName[WORD_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(matName, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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#ifdef _IRR_DEBUG_OBJ_LOADER_
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os::Printer::log("Loaded material start",matName, ELL_DEBUG);
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#endif
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mtlName=matName;
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mtlChanged=true;
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}
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break;
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case 'f': // face
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{
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c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data
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video::S3DVertex v;
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// Assign vertex color from currently active material's diffuse color
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if (mtlChanged)
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{
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// retrieve the material
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SObjMtl *useMtl = findMtl(mtlName, grpName);
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// only change material if we found it
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if (useMtl)
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currMtl = useMtl;
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mtlChanged=false;
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}
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if (currMtl)
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v.Color = currMtl->Meshbuffer->Material.DiffuseColor;
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// get all vertices data in this face (current line of obj file)
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const core::stringc wordBuffer = copyLine(bufPtr, bufEnd);
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const c8* linePtr = wordBuffer.c_str();
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const c8* const endPtr = linePtr+wordBuffer.size();
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faceCorners.set_used(0); // fast clear
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// read in all vertices
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linePtr = goNextWord(linePtr, endPtr);
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while (0 != linePtr[0])
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{
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// Array to communicate with retrieveVertexIndices()
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// sends the buffer sizes and gets the actual indices
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// if index not set returns -1
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s32 Idx[3];
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Idx[0] = Idx[1] = Idx[2] = -1;
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// read in next vertex's data
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u32 wlength = copyWord(vertexWord, linePtr, WORD_BUFFER_LENGTH, endPtr);
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// this function will also convert obj's 1-based index to c++'s 0-based index
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retrieveVertexIndices(vertexWord, Idx, vertexWord+wlength+1, vertexBuffer.size(), textureCoordBuffer.size(), normalsBuffer.size());
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if ( -1 != Idx[0] && Idx[0] < (irr::s32)vertexBuffer.size() )
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v.Pos = vertexBuffer[Idx[0]];
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else
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{
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os::Printer::log("Invalid vertex index in this line", wordBuffer.c_str(), ELL_ERROR);
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delete [] buf;
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return 0;
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}
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if ( -1 != Idx[1] && Idx[1] < (irr::s32)textureCoordBuffer.size() )
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v.TCoords = textureCoordBuffer[Idx[1]];
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else
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v.TCoords.set(0.0f,0.0f);
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if ( -1 != Idx[2] && Idx[2] < (irr::s32)normalsBuffer.size() )
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v.Normal = normalsBuffer[Idx[2]];
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else
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{
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v.Normal.set(0.0f,0.0f,0.0f);
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currMtl->RecalculateNormals=true;
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}
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int vertLocation;
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auto n = currMtl->VertMap.find(v);
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if (n != currMtl->VertMap.end())
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{
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vertLocation = n->second;
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}
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else
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{
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currMtl->Meshbuffer->Vertices.push_back(v);
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vertLocation = currMtl->Meshbuffer->Vertices.size() -1;
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currMtl->VertMap.emplace(v, vertLocation);
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}
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faceCorners.push_back(vertLocation);
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// go to next vertex
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linePtr = goNextWord(linePtr, endPtr);
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}
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// triangulate the face
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const int c = faceCorners[0];
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for ( u32 i = 1; i < faceCorners.size() - 1; ++i )
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{
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// Add a triangle
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const int a = faceCorners[i + 1];
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const int b = faceCorners[i];
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if (a != b && a != c && b != c) // ignore degenerated faces. We can get them when we merge vertices above in the VertMap.
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{
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currMtl->Meshbuffer->Indices.push_back(a);
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currMtl->Meshbuffer->Indices.push_back(b);
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currMtl->Meshbuffer->Indices.push_back(c);
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}
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else
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{
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++degeneratedFaces;
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}
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}
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}
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break;
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case '#': // comment
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default:
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break;
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} // end switch(bufPtr[0])
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// eat up rest of line
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bufPtr = goNextLine(bufPtr, bufEnd);
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++lineNr;
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} // end while(bufPtr && (bufPtr-buf<filesize))
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if ( degeneratedFaces > 0 )
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{
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irr::core::stringc log(degeneratedFaces);
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log += " degenerated faces removed in ";
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log += irr::core::stringc(fullName);
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os::Printer::log(log.c_str(), ELL_INFORMATION);
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}
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SMesh* mesh = new SMesh();
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// Combine all the groups (meshbuffers) into the mesh
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for ( u32 m = 0; m < Materials.size(); ++m )
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{
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if ( Materials[m]->Meshbuffer->getIndexCount() > 0 )
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{
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Materials[m]->Meshbuffer->recalculateBoundingBox();
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if (Materials[m]->RecalculateNormals)
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SceneManager->getMeshManipulator()->recalculateNormals(Materials[m]->Meshbuffer);
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mesh->addMeshBuffer( Materials[m]->Meshbuffer );
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}
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}
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// Create the Animated mesh if there's anything in the mesh
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SAnimatedMesh* animMesh = 0;
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if ( 0 != mesh->getMeshBufferCount() )
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{
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mesh->recalculateBoundingBox();
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animMesh = new SAnimatedMesh();
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animMesh->Type = EAMT_OBJ;
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animMesh->addMesh(mesh);
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animMesh->recalculateBoundingBox();
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}
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// Clean up the allocate obj file contents
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delete [] buf;
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// more cleaning up
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cleanUp();
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mesh->drop();
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return animMesh;
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}
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//! Read RGB color
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const c8* COBJMeshFileLoader::readColor(const c8* bufPtr, video::SColor& color, const c8* const bufEnd)
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{
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const u32 COLOR_BUFFER_LENGTH = 16;
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c8 colStr[COLOR_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
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color.setRed((u32)core::round32(core::fast_atof(colStr)*255.f));
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bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
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color.setGreen((u32)core::round32(core::fast_atof(colStr)*255.f));
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bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd);
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color.setBlue((u32)core::round32(core::fast_atof(colStr)*255.f));
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return bufPtr;
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}
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//! Read 3d vector of floats
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const c8* COBJMeshFileLoader::readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const bufEnd)
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{
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const u32 WORD_BUFFER_LENGTH = 256;
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c8 wordBuffer[WORD_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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vec.X=-core::fast_atof(wordBuffer); // change handedness
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bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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vec.Y=core::fast_atof(wordBuffer);
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bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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vec.Z=core::fast_atof(wordBuffer);
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return bufPtr;
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}
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//! Read 2d vector of floats
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const c8* COBJMeshFileLoader::readUV(const c8* bufPtr, core::vector2df& vec, const c8* const bufEnd)
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{
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const u32 WORD_BUFFER_LENGTH = 256;
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c8 wordBuffer[WORD_BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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vec.X=core::fast_atof(wordBuffer);
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bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd);
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vec.Y=1-core::fast_atof(wordBuffer); // change handedness
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return bufPtr;
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}
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//! Read boolean value represented as 'on' or 'off'
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const c8* COBJMeshFileLoader::readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd)
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{
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const u32 BUFFER_LENGTH = 8;
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c8 tfStr[BUFFER_LENGTH];
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bufPtr = goAndCopyNextWord(tfStr, bufPtr, BUFFER_LENGTH, bufEnd);
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tf = strcmp(tfStr, "off") != 0;
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return bufPtr;
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}
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COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mtlName, const core::stringc& grpName)
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{
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COBJMeshFileLoader::SObjMtl* defMaterial = 0;
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// search existing Materials for best match
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// exact match does return immediately, only name match means a new group
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for (u32 i = 0; i < Materials.size(); ++i)
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{
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if ( Materials[i]->Name == mtlName )
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{
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if ( Materials[i]->Group == grpName )
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return Materials[i];
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else
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defMaterial = Materials[i];
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}
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}
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// we found a partial match
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if (defMaterial)
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{
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Materials.push_back(new SObjMtl(*defMaterial));
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Materials.getLast()->Group = grpName;
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return Materials.getLast();
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}
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// we found a new group for a non-existant material
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else if (grpName.size())
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{
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Materials.push_back(new SObjMtl(*Materials[0]));
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Materials.getLast()->Group = grpName;
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return Materials.getLast();
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}
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return 0;
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}
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//! skip space characters and stop on first non-space
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const c8* COBJMeshFileLoader::goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines)
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{
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// skip space characters
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if (acrossNewlines)
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while((buf != bufEnd) && core::isspace(*buf))
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++buf;
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else
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while((buf != bufEnd) && core::isspace(*buf) && (*buf != '\n'))
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++buf;
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return buf;
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}
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//! skip current word and stop at beginning of next one
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const c8* COBJMeshFileLoader::goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines)
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{
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// skip current word
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while(( buf != bufEnd ) && !core::isspace(*buf))
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++buf;
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return goFirstWord(buf, bufEnd, acrossNewlines);
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}
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//! Read until line break is reached and stop at the next non-space character
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const c8* COBJMeshFileLoader::goNextLine(const c8* buf, const c8* const bufEnd)
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{
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// look for newline characters
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while(buf != bufEnd)
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{
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// found it, so leave
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if (*buf=='\n' || *buf=='\r')
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break;
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++buf;
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}
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return goFirstWord(buf, bufEnd);
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}
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u32 COBJMeshFileLoader::copyWord(c8* outBuf, const c8* const inBuf, u32 outBufLength, const c8* const bufEnd)
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{
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if (!outBufLength)
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return 0;
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if (!inBuf)
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{
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*outBuf = 0;
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return 0;
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}
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u32 i = 0;
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while(inBuf[i])
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{
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if (core::isspace(inBuf[i]) || &(inBuf[i]) == bufEnd)
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break;
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++i;
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}
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u32 length = core::min_(i, outBufLength-1);
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for (u32 j=0; j<length; ++j)
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outBuf[j] = inBuf[j];
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outBuf[length] = 0;
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return length;
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}
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core::stringc COBJMeshFileLoader::copyLine(const c8* inBuf, const c8* bufEnd)
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{
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if (!inBuf)
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return core::stringc();
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const c8* ptr = inBuf;
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while (ptr<bufEnd)
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{
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if (*ptr=='\n' || *ptr=='\r')
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break;
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++ptr;
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}
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// we must avoid the +1 in case the array is used up
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return core::stringc(inBuf, (u32)(ptr-inBuf+((ptr < bufEnd) ? 1 : 0)));
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}
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const c8* COBJMeshFileLoader::goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* bufEnd)
|
|
{
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|
inBuf = goNextWord(inBuf, bufEnd, false);
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|
copyWord(outBuf, inBuf, outBufLength, bufEnd);
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|
return inBuf;
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|
}
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|
|
|
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bool COBJMeshFileLoader::retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize)
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|
{
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|
const u32 BUFFER_LENGTH = 16;
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|
c8 word[BUFFER_LENGTH];
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|
const c8* p = goFirstWord(vertexData, bufEnd);
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|
u32 idxType = 0; // 0 = posIdx, 1 = texcoordIdx, 2 = normalIdx
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|
|
|
u32 i = 0;
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|
while ( p != bufEnd )
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|
{
|
|
if ( i >= BUFFER_LENGTH )
|
|
{
|
|
return false;
|
|
}
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|
if ( ( core::isdigit(*p)) || (*p == '-') )
|
|
{
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|
// build up the number
|
|
word[i++] = *p;
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|
}
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|
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
|