1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
|
#include "obj_loader.h"
#include <algorithm>
#include <fstream>
#include <iostream>
#include <map>
static bool CompareOBJIndexPtr(const OBJIndex * a, const OBJIndex * b);
static inline unsigned int FindNextChar(unsigned int start, const char * str, unsigned int length, char token);
static inline unsigned int ParseOBJIndexValue(const std::string & token, unsigned int start, unsigned int end);
static inline float ParseOBJFloatValue(const std::string & token, unsigned int start, unsigned int end);
static inline std::vector<std::string> SplitString(const std::string & s, char delim);
OBJModel::OBJModel(const std::string & fileName)
{
hasUVs = false;
hasNormals = false;
std::ifstream file;
file.open(fileName.c_str());
std::string line;
if (file.is_open()) {
while (file.good()) {
getline(file, line);
unsigned int lineLength = line.length();
if (lineLength < 2)
continue;
const char * lineCStr = line.c_str();
switch (lineCStr[0]) {
case 'v':
if (lineCStr[1] == 't')
this->uvs.push_back(ParseOBJVec2(line));
else if (lineCStr[1] == 'n')
this->normals.push_back(ParseOBJVec3(line));
else if (lineCStr[1] == ' ' || lineCStr[1] == '\t')
this->vertices.push_back(ParseOBJVec3(line));
break;
case 'f':
CreateOBJFace(line);
break;
default:
break;
};
}
}
else {
std::cerr << "Unable to load mesh: " << fileName << std::endl;
}
}
void
IndexedModel::CalcNormals()
{
for (unsigned int i = 0; i < indices.size(); i += 3) {
int i0 = indices[i];
int i1 = indices[i + 1];
int i2 = indices[i + 2];
glm::vec3 v1 = positions[i1] - positions[i0];
glm::vec3 v2 = positions[i2] - positions[i0];
glm::vec3 normal = glm::normalize(glm::cross(v1, v2));
normals[i0] += normal;
normals[i1] += normal;
normals[i2] += normal;
}
for (unsigned int i = 0; i < positions.size(); i++)
normals[i] = glm::normalize(normals[i]);
}
IndexedModel
OBJModel::ToIndexedModel()
{
IndexedModel result;
IndexedModel normalModel;
unsigned int numIndices = OBJIndices.size();
std::vector<OBJIndex *> indexLookup;
for (unsigned int i = 0; i < numIndices; i++)
indexLookup.push_back(&OBJIndices[i]);
std::sort(indexLookup.begin(), indexLookup.end(), CompareOBJIndexPtr);
std::map<OBJIndex, unsigned int> normalModelIndexMap;
std::map<unsigned int, unsigned int> indexMap;
for (unsigned int i = 0; i < numIndices; i++) {
OBJIndex * currentIndex = &OBJIndices[i];
glm::vec3 currentPosition = vertices[currentIndex->vertexIndex];
glm::vec2 currentTexCoord;
glm::vec3 currentNormal;
if (hasUVs)
currentTexCoord = uvs[currentIndex->uvIndex];
else
currentTexCoord = glm::vec2(0, 0);
if (hasNormals)
currentNormal = normals[currentIndex->normalIndex];
else
currentNormal = glm::vec3(0, 0, 0);
unsigned int normalModelIndex;
unsigned int resultModelIndex;
// Create model to properly generate normals on
std::map<OBJIndex, unsigned int>::iterator it = normalModelIndexMap.find(*currentIndex);
if (it == normalModelIndexMap.end()) {
normalModelIndex = normalModel.positions.size();
normalModelIndexMap.insert(std::pair<OBJIndex, unsigned int>(*currentIndex, normalModelIndex));
normalModel.positions.push_back(currentPosition);
normalModel.texCoords.push_back(currentTexCoord);
normalModel.normals.push_back(currentNormal);
}
else
normalModelIndex = it->second;
// Create model which properly separates texture coordinates
unsigned int previousVertexLocation = FindLastVertexIndex(indexLookup, currentIndex, result);
if (previousVertexLocation == (unsigned int)-1) {
resultModelIndex = result.positions.size();
result.positions.push_back(currentPosition);
result.texCoords.push_back(currentTexCoord);
result.normals.push_back(currentNormal);
}
else
resultModelIndex = previousVertexLocation;
normalModel.indices.push_back(normalModelIndex);
result.indices.push_back(resultModelIndex);
indexMap.insert(std::pair<unsigned int, unsigned int>(resultModelIndex, normalModelIndex));
}
if (!hasNormals) {
normalModel.CalcNormals();
for (unsigned int i = 0; i < result.positions.size(); i++)
result.normals[i] = normalModel.normals[indexMap[i]];
}
return result;
};
unsigned int
OBJModel::FindLastVertexIndex(
const std::vector<OBJIndex *> & indexLookup, const OBJIndex * currentIndex, const IndexedModel & result)
{
unsigned int start = 0;
unsigned int end = indexLookup.size();
unsigned int current = (end - start) / 2 + start;
unsigned int previous = start;
while (current != previous) {
OBJIndex * testIndex = indexLookup[current];
if (testIndex->vertexIndex == currentIndex->vertexIndex) {
unsigned int countStart = current;
for (unsigned int i = 0; i < current; i++) {
OBJIndex * possibleIndex = indexLookup[current - i];
if (possibleIndex == currentIndex)
continue;
if (possibleIndex->vertexIndex != currentIndex->vertexIndex)
break;
countStart--;
}
for (unsigned int i = countStart; i < indexLookup.size() - countStart; i++) {
OBJIndex * possibleIndex = indexLookup[current + i];
if (possibleIndex == currentIndex)
continue;
if (possibleIndex->vertexIndex != currentIndex->vertexIndex)
break;
else if ((!hasUVs || possibleIndex->uvIndex == currentIndex->uvIndex)
&& (!hasNormals || possibleIndex->normalIndex == currentIndex->normalIndex)) {
glm::vec3 currentPosition = vertices[currentIndex->vertexIndex];
glm::vec2 currentTexCoord;
glm::vec3 currentNormal;
if (hasUVs)
currentTexCoord = uvs[currentIndex->uvIndex];
else
currentTexCoord = glm::vec2(0, 0);
if (hasNormals)
currentNormal = normals[currentIndex->normalIndex];
else
currentNormal = glm::vec3(0, 0, 0);
for (unsigned int j = 0; j < result.positions.size(); j++) {
if (currentPosition == result.positions[j]
&& ((!hasUVs || currentTexCoord == result.texCoords[j])
&& (!hasNormals || currentNormal == result.normals[j]))) {
return j;
}
}
}
}
return -1;
}
else {
if (testIndex->vertexIndex < currentIndex->vertexIndex)
start = current;
else
end = current;
}
previous = current;
current = (end - start) / 2 + start;
}
return -1;
}
void
OBJModel::CreateOBJFace(const std::string & line)
{
std::vector<std::string> tokens = SplitString(line, ' ');
this->OBJIndices.push_back(ParseOBJIndex(tokens[1], &this->hasUVs, &this->hasNormals));
this->OBJIndices.push_back(ParseOBJIndex(tokens[2], &this->hasUVs, &this->hasNormals));
this->OBJIndices.push_back(ParseOBJIndex(tokens[3], &this->hasUVs, &this->hasNormals));
if ((int)tokens.size() > 4) {
this->OBJIndices.push_back(ParseOBJIndex(tokens[1], &this->hasUVs, &this->hasNormals));
this->OBJIndices.push_back(ParseOBJIndex(tokens[3], &this->hasUVs, &this->hasNormals));
this->OBJIndices.push_back(ParseOBJIndex(tokens[4], &this->hasUVs, &this->hasNormals));
}
}
OBJIndex
OBJModel::ParseOBJIndex(const std::string & token, bool * hasUVs, bool * hasNormals)
{
unsigned int tokenLength = token.length();
const char * tokenString = token.c_str();
unsigned int vertIndexStart = 0;
unsigned int vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, '/');
OBJIndex result;
result.vertexIndex = ParseOBJIndexValue(token, vertIndexStart, vertIndexEnd);
result.uvIndex = 0;
result.normalIndex = 0;
if (vertIndexEnd >= tokenLength)
return result;
vertIndexStart = vertIndexEnd + 1;
vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, '/');
result.uvIndex = ParseOBJIndexValue(token, vertIndexStart, vertIndexEnd);
*hasUVs = true;
if (vertIndexEnd >= tokenLength)
return result;
vertIndexStart = vertIndexEnd + 1;
vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, '/');
result.normalIndex = ParseOBJIndexValue(token, vertIndexStart, vertIndexEnd);
*hasNormals = true;
return result;
}
glm::vec3
OBJModel::ParseOBJVec3(const std::string & line)
{
unsigned int tokenLength = line.length();
const char * tokenString = line.c_str();
unsigned int vertIndexStart = 2;
while (vertIndexStart < tokenLength) {
if (tokenString[vertIndexStart] != ' ')
break;
vertIndexStart++;
}
unsigned int vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' ');
float x = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd);
vertIndexStart = vertIndexEnd + 1;
vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' ');
float y = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd);
vertIndexStart = vertIndexEnd + 1;
vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' ');
float z = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd);
return glm::vec3(x, y, z);
// glm::vec3(atof(tokens[1].c_str()), atof(tokens[2].c_str()), atof(tokens[3].c_str()))
}
glm::vec2
OBJModel::ParseOBJVec2(const std::string & line)
{
unsigned int tokenLength = line.length();
const char * tokenString = line.c_str();
unsigned int vertIndexStart = 3;
while (vertIndexStart < tokenLength) {
if (tokenString[vertIndexStart] != ' ')
break;
vertIndexStart++;
}
unsigned int vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' ');
float x = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd);
vertIndexStart = vertIndexEnd + 1;
vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' ');
float y = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd);
return glm::vec2(x, y);
}
static bool
CompareOBJIndexPtr(const OBJIndex * a, const OBJIndex * b)
{
return a->vertexIndex < b->vertexIndex;
}
static inline unsigned int
FindNextChar(unsigned int start, const char * str, unsigned int length, char token)
{
unsigned int result = start;
while (result < length) {
result++;
if (str[result] == token)
break;
}
return result;
}
static inline unsigned int
ParseOBJIndexValue(const std::string & token, unsigned int start, unsigned int end)
{
return atoi(token.substr(start, end - start).c_str()) - 1;
}
static inline float
ParseOBJFloatValue(const std::string & token, unsigned int start, unsigned int end)
{
return atof(token.substr(start, end - start).c_str());
}
static inline std::vector<std::string>
SplitString(const std::string & s, char delim)
{
std::vector<std::string> elems;
const char * cstr = s.c_str();
unsigned int strLength = s.length();
unsigned int start = 0;
unsigned int end = 0;
while (end <= strLength) {
while (end <= strLength) {
if (cstr[end] == delim)
break;
end++;
}
elems.push_back(s.substr(start, end - start));
start = end + 1;
end = start;
}
return elems;
}
|