Alex Sakhartchouk | 17bd28b | 2011-02-11 17:51:44 -0800 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (C) 2011 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | #include "ObjLoader.h" |
| 18 | #include <rsFileA3D.h> |
| 19 | #include <sstream> |
| 20 | |
| 21 | ObjLoader::ObjLoader() : |
| 22 | mPositionsStride(3), mNormalsStride(3), mTextureCoordsStride(2) { |
| 23 | |
| 24 | } |
| 25 | |
| 26 | bool isWhitespace(char c) { |
| 27 | const char whiteSpace[] = { ' ', '\n', '\t', '\f', '\r' }; |
| 28 | const uint32_t numWhiteSpaceChars = 5; |
| 29 | for (uint32_t i = 0; i < numWhiteSpaceChars; i ++) { |
| 30 | if (whiteSpace[i] == c) { |
| 31 | return true; |
| 32 | } |
| 33 | } |
| 34 | return false; |
| 35 | } |
| 36 | |
| 37 | void eatWhitespace(std::istream &is) { |
| 38 | while(is.good() && isWhitespace(is.peek())) { |
| 39 | is.get(); |
| 40 | } |
| 41 | } |
| 42 | |
| 43 | bool getToken(std::istream &is, std::string &token) { |
| 44 | eatWhitespace(is); |
| 45 | token.clear(); |
| 46 | char c; |
| 47 | while(is.good() && !isWhitespace(is.peek())) { |
| 48 | c = is.get(); |
| 49 | if (is.good()){ |
| 50 | token += c; |
| 51 | } |
| 52 | } |
| 53 | return token.size() > 0; |
| 54 | } |
| 55 | |
| 56 | void appendDataFromStream(std::vector<float> &dataVec, uint32_t numFloats, std::istream &is) { |
| 57 | std::string token; |
| 58 | for (uint32_t i = 0; i < numFloats; i ++){ |
| 59 | bool valid = getToken(is, token); |
| 60 | if (valid) { |
| 61 | dataVec.push_back((float)atof(token.c_str())); |
| 62 | } else { |
| 63 | fprintf(stderr, "Encountered error reading geometry data"); |
| 64 | dataVec.push_back(0.0f); |
| 65 | } |
| 66 | } |
| 67 | } |
| 68 | |
| 69 | bool checkNegativeIndex(int idx) { |
| 70 | if(idx < 0) { |
| 71 | fprintf(stderr, "Negative indices are not supported. Skipping face\n"); |
| 72 | return false; |
| 73 | } |
| 74 | return true; |
| 75 | } |
| 76 | |
| 77 | void ObjLoader::parseRawFaces(){ |
| 78 | // We need at least a triangle |
| 79 | if (mRawFaces.size() < 3) { |
| 80 | return; |
| 81 | } |
| 82 | |
| 83 | const char slash = '/'; |
| 84 | mParsedFaces.resize(mRawFaces.size()); |
| 85 | for (uint32_t i = 0; i < mRawFaces.size(); i ++) { |
| 86 | size_t firstSeparator = mRawFaces[i].find_first_of(slash); |
| 87 | size_t nextSeparator = mRawFaces[i].find_last_of(slash); |
| 88 | |
| 89 | // Use the string as a temp buffer to parse the index |
| 90 | // Insert 0 instead of the slash to avoid substrings |
| 91 | if (firstSeparator != std::string::npos) { |
| 92 | mRawFaces[i][firstSeparator] = 0; |
| 93 | } |
| 94 | // Simple case, only one index |
| 95 | int32_t vIdx = atoi(mRawFaces[i].c_str()); |
| 96 | // We do not support negative indices |
| 97 | if (!checkNegativeIndex(vIdx)) { |
| 98 | return; |
| 99 | } |
| 100 | // obj indices things beginning 1 |
| 101 | mParsedFaces[i].vertIdx = (uint32_t)vIdx - 1; |
| 102 | |
| 103 | if (nextSeparator != std::string::npos && nextSeparator != firstSeparator) { |
| 104 | mRawFaces[i][nextSeparator] = 0; |
| 105 | uint32_t nIdx = atoi(mRawFaces[i].c_str() + nextSeparator + 1); |
| 106 | if (!checkNegativeIndex(nIdx)) { |
| 107 | return; |
| 108 | } |
| 109 | // obj indexes things beginning 1 |
| 110 | mParsedFaces[i].normIdx = (uint32_t)nIdx - 1; |
| 111 | } |
| 112 | |
| 113 | // second case is where we have vertex and texture indices |
| 114 | if (nextSeparator != std::string::npos && |
| 115 | (nextSeparator > firstSeparator + 1 || nextSeparator == firstSeparator)) { |
| 116 | uint32_t tIdx = atoi(mRawFaces[i].c_str() + firstSeparator + 1); |
| 117 | if (!checkNegativeIndex(tIdx)) { |
| 118 | return; |
| 119 | } |
| 120 | // obj indexes things beginning 1 |
| 121 | mParsedFaces[i].texIdx = (uint32_t)tIdx - 1; |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | // Make sure a face list exists before we go adding to it |
| 126 | if (mMeshes.back().mUnfilteredFaces.size() == 0) { |
| 127 | mMeshes.back().appendUnfilteredFaces(mLastMtl); |
| 128 | } |
| 129 | |
| 130 | // Now we have our parsed face, that we need to triangulate as necessary |
| 131 | // Treat more complex polygons as fans. |
| 132 | // This approach will only work only for convex polygons |
| 133 | // but concave polygons need to be addressed elsewhere anyway |
| 134 | for (uint32_t next = 1; next < mParsedFaces.size() - 1; next ++) { |
| 135 | // push it to our current mesh |
| 136 | mMeshes.back().mUnfilteredFaces.back().push_back(mParsedFaces[0]); |
| 137 | mMeshes.back().mUnfilteredFaces.back().push_back(mParsedFaces[next]); |
| 138 | mMeshes.back().mUnfilteredFaces.back().push_back(mParsedFaces[next + 1]); |
| 139 | } |
| 140 | } |
| 141 | |
| 142 | void ObjLoader::checkNewMeshCreation(std::string &newGroup) { |
| 143 | // start a new mesh if we have some faces |
| 144 | // accumulated on the current mesh. |
| 145 | // It's possible to have multiple group statements |
| 146 | // but we only care to actually start a new mesh |
| 147 | // once we can have something we can draw on the previous one |
| 148 | if (mMeshes.back().mUnfilteredFaces.size()) { |
| 149 | mMeshes.push_back(ObjMesh()); |
| 150 | } |
| 151 | |
| 152 | mMeshes.back().mName = newGroup; |
| 153 | printf("Converting vertex group: %s\n", newGroup.c_str()); |
| 154 | } |
| 155 | |
| 156 | void ObjLoader::handleObjLine(char *line) { |
| 157 | const char* vtxToken = "v"; |
| 158 | const char* normToken = "vn"; |
| 159 | const char* texToken = "vt"; |
| 160 | const char* groupToken = "g"; |
| 161 | const char* mtlToken = "usemtl"; |
| 162 | const char* faceToken = "f"; |
| 163 | |
| 164 | std::istringstream lineStream(line, std::istringstream::in); |
| 165 | |
| 166 | std::string token; |
| 167 | bool valid = getToken(lineStream, token); |
| 168 | if (!valid) { |
| 169 | return; |
| 170 | } |
| 171 | |
| 172 | if (token == vtxToken) { |
| 173 | appendDataFromStream(mObjPositions, 3, lineStream); |
| 174 | } else if (token == normToken) { |
| 175 | appendDataFromStream(mObjNormals, 3, lineStream); |
| 176 | } else if (token == texToken) { |
| 177 | appendDataFromStream(mObjTextureCoords, 2, lineStream); |
| 178 | } else if (token == groupToken) { |
| 179 | valid = getToken(lineStream, token); |
| 180 | checkNewMeshCreation(token); |
| 181 | } else if (token == faceToken) { |
| 182 | mRawFaces.clear(); |
| 183 | while(getToken(lineStream, token)) { |
| 184 | mRawFaces.push_back(token); |
| 185 | } |
| 186 | parseRawFaces(); |
| 187 | } |
| 188 | // Ignore materials for now |
| 189 | else if (token == mtlToken) { |
| 190 | valid = getToken(lineStream, token); |
| 191 | mLastMtl = token; |
| 192 | |
| 193 | mMeshes.back().appendUnfilteredFaces(token); |
| 194 | } |
| 195 | } |
| 196 | |
| 197 | bool ObjLoader::init(const char *fileName) { |
| 198 | |
| 199 | std::ifstream ifs(fileName , std::ifstream::in); |
| 200 | if (!ifs.good()) { |
| 201 | fprintf(stderr, "Failed to read file %s.\n", fileName); |
| 202 | return false; |
| 203 | } |
| 204 | |
| 205 | mMeshes.clear(); |
| 206 | |
| 207 | const uint32_t maxBufferSize = 2048; |
| 208 | char *buffer = new char[maxBufferSize]; |
| 209 | |
| 210 | mMeshes.push_back(ObjMesh()); |
| 211 | |
| 212 | std::string token; |
| 213 | bool isDone = false; |
| 214 | while(!isDone) { |
| 215 | ifs.getline(buffer, maxBufferSize); |
| 216 | if (ifs.good() && ifs.gcount() > 0) { |
| 217 | handleObjLine(buffer); |
| 218 | } else { |
| 219 | isDone = true; |
| 220 | } |
| 221 | } |
| 222 | |
| 223 | ifs.close(); |
| 224 | delete buffer; |
| 225 | |
| 226 | reIndexGeometry(); |
| 227 | |
| 228 | return true; |
| 229 | } |
| 230 | |
Alex Sakhartchouk | 17bd28b | 2011-02-11 17:51:44 -0800 | [diff] [blame] | 231 | void ObjLoader::reIndexGeometry() { |
| 232 | // We want to know where each vertex lands |
| 233 | mVertexRemap.resize(mObjPositions.size() / mPositionsStride); |
| 234 | |
| 235 | for (uint32_t m = 0; m < mMeshes.size(); m ++) { |
| 236 | // clear the remap vector of old data |
| 237 | for (uint32_t r = 0; r < mVertexRemap.size(); r ++) { |
| 238 | mVertexRemap[r].clear(); |
| 239 | } |
| 240 | |
| 241 | for (uint32_t i = 0; i < mMeshes[m].mUnfilteredFaces.size(); i ++) { |
| 242 | mMeshes[m].mTriangleLists[i].reserve(mMeshes[m].mUnfilteredFaces[i].size() * 2); |
| 243 | for (uint32_t fI = 0; fI < mMeshes[m].mUnfilteredFaces[i].size(); fI ++) { |
| 244 | uint32_t newIndex = reIndexGeometryPrim(mMeshes[m], mMeshes[m].mUnfilteredFaces[i][fI]); |
| 245 | mMeshes[m].mTriangleLists[i].push_back(newIndex); |
| 246 | } |
| 247 | } |
| 248 | } |
| 249 | } |
| 250 | |
| 251 | uint32_t ObjLoader::reIndexGeometryPrim(ObjMesh &mesh, PrimitiveVtx &prim) { |
| 252 | |
| 253 | std::vector<float> &mPositions = mesh.mChannels[0].mData; |
| 254 | std::vector<float> &mNormals = mesh.mChannels[1].mData; |
| 255 | std::vector<float> &mTextureCoords = mesh.mChannels[2].mData; |
| 256 | |
| 257 | float posX = mObjPositions[prim.vertIdx * mPositionsStride + 0]; |
| 258 | float posY = mObjPositions[prim.vertIdx * mPositionsStride + 1]; |
| 259 | float posZ = mObjPositions[prim.vertIdx * mPositionsStride + 2]; |
| 260 | |
| 261 | float normX = 0.0f; |
| 262 | float normY = 0.0f; |
| 263 | float normZ = 0.0f; |
| 264 | if (prim.normIdx != MAX_INDEX) { |
| 265 | normX = mObjNormals[prim.normIdx * mNormalsStride + 0]; |
| 266 | normY = mObjNormals[prim.normIdx * mNormalsStride + 1]; |
| 267 | normZ = mObjNormals[prim.normIdx * mNormalsStride + 2]; |
| 268 | } |
| 269 | |
| 270 | float texCoordX = 0.0f; |
| 271 | float texCoordY = 0.0f; |
| 272 | if (prim.texIdx != MAX_INDEX) { |
| 273 | texCoordX = mObjTextureCoords[prim.texIdx * mTextureCoordsStride + 0]; |
| 274 | texCoordY = mObjTextureCoords[prim.texIdx * mTextureCoordsStride + 1]; |
| 275 | } |
| 276 | |
| 277 | std::vector<unsigned int> &ithRemapList = mVertexRemap[prim.vertIdx]; |
| 278 | // We may have some potential vertices we can reuse |
| 279 | // loop over all the potential candidates and see if any match our guy |
| 280 | for (unsigned int i = 0; i < ithRemapList.size(); i ++) { |
| 281 | |
| 282 | int ithRemap = ithRemapList[i]; |
| 283 | // compare existing vertex with the new one |
| 284 | if (mPositions[ithRemap * mPositionsStride + 0] != posX || |
| 285 | mPositions[ithRemap * mPositionsStride + 1] != posY || |
| 286 | mPositions[ithRemap * mPositionsStride + 2] != posZ) { |
| 287 | continue; |
| 288 | } |
| 289 | |
| 290 | // Now go over normals |
| 291 | if (prim.normIdx != MAX_INDEX) { |
| 292 | if (mNormals[ithRemap * mNormalsStride + 0] != normX || |
| 293 | mNormals[ithRemap * mNormalsStride + 1] != normY || |
| 294 | mNormals[ithRemap * mNormalsStride + 2] != normZ) { |
| 295 | continue; |
| 296 | } |
| 297 | } |
| 298 | |
| 299 | // And texcoords |
| 300 | if (prim.texIdx != MAX_INDEX) { |
| 301 | if (mTextureCoords[ithRemap * mTextureCoordsStride + 0] != texCoordX || |
| 302 | mTextureCoords[ithRemap * mTextureCoordsStride + 1] != texCoordY) { |
| 303 | continue; |
| 304 | } |
| 305 | } |
| 306 | |
| 307 | // If we got here the new vertex is identical to the one that we already stored |
| 308 | return ithRemap; |
| 309 | } |
| 310 | |
| 311 | // We did not encounter this vertex yet, store it and return its index |
| 312 | mPositions.push_back(posX); |
| 313 | mPositions.push_back(posY); |
| 314 | mPositions.push_back(posZ); |
| 315 | |
| 316 | if (prim.normIdx != MAX_INDEX) { |
| 317 | mNormals.push_back(normX); |
| 318 | mNormals.push_back(normY); |
| 319 | mNormals.push_back(normZ); |
| 320 | } |
| 321 | |
| 322 | if (prim.texIdx != MAX_INDEX) { |
| 323 | mTextureCoords.push_back(texCoordX); |
| 324 | mTextureCoords.push_back(texCoordY); |
| 325 | } |
| 326 | |
| 327 | // We need to remember this mapping. Since we are storing floats, not vec3's, need to |
| 328 | // divide by position size to get the right index |
| 329 | int currentVertexIndex = (mPositions.size()/mPositionsStride) - 1; |
| 330 | ithRemapList.push_back(currentVertexIndex); |
| 331 | |
| 332 | return currentVertexIndex; |
| 333 | } |