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obj_loader.cpp
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obj_loader.cpp
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#include "obj_loader.h"
#include <fstream>
#include <iostream>
#include <algorithm>
#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;
}