Committing this work-in-progress loader as an example of how not to do this.

This commit is contained in:
trent 2017-03-28 18:41:38 -04:00
parent e5326d146e
commit 2d0fac794e
2 changed files with 104 additions and 96 deletions

View file

@ -302,9 +302,10 @@ QNetworkReply* OBJReader::request(QUrl& url, bool isTest) {
}
bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess) {
bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess, int index) {
FaceGroup faces;
FBXMesh& mesh = geometry.meshes[0];
geometry.meshes.append(FBXMesh());
FBXMesh& mesh = geometry.meshes.last();
mesh.parts.append(FBXMeshPart());
FBXMeshPart& meshPart = mesh.parts.last();
bool sawG = false;
@ -433,111 +434,118 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
_url = url;
geometry.meshExtents.reset();
geometry.meshes.append(FBXMesh());
// geometry.meshes.append(FBXMesh());
try {
// call parseOBJGroup as long as it's returning true. Each successful call will
// add a new meshPart to the geometry's single mesh.
while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {}
int i = 0;
while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess, i)) {
++i;
}
FBXMesh& mesh = geometry.meshes[0];
mesh.meshIndex = 0;
geometry.joints.resize(1);
geometry.joints[0].isFree = false;
geometry.joints[0].parentIndex = -1;
geometry.joints[0].distanceToParent = 0;
geometry.joints[0].translation = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
geometry.joints[0].name = "OBJ";
geometry.joints[0].isSkeletonJoint = true;
geometry.joints.resize(1);
geometry.joints[0].isFree = false;
geometry.joints[0].parentIndex = -1;
geometry.joints[0].distanceToParent = 0;
geometry.joints[0].translation = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
geometry.joints[0].name = "OBJ";
geometry.joints[0].isSkeletonJoint = true;
geometry.jointIndices["x"] = 1;
geometry.jointIndices["x"] = 1;
for (int i = 0; i < geometry.meshes.count(); i++) {
FBXMesh& mesh = geometry.meshes[i];
mesh.meshIndex = i;
FBXCluster cluster;
cluster.jointIndex = 0;
cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
mesh.clusters.append(cluster);
FBXCluster cluster;
cluster.jointIndex = 0;
cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
mesh.clusters.append(cluster);
for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
FBXMeshPart& meshPart = mesh.parts[i];
FaceGroup faceGroup = faceGroups[meshPartCount];
bool specifiesUV = false;
foreach(OBJFace face, faceGroup) {
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
mesh.vertices << v0;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v1;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v2;
for (int meshPartCount = 0; meshPartCount < mesh.parts.count( ); ++meshPartCount) {
FBXMeshPart& meshPart = mesh.parts[meshPartCount];
FaceGroup faceGroup = faceGroups[meshPartCount];
bool specifiesUV = false;
glm::vec3 n0, n1, n2;
if (face.normalIndices.count()) {
n0 = checked_at(normals, face.normalIndices[0]);
n1 = checked_at(normals, face.normalIndices[1]);
n2 = checked_at(normals, face.normalIndices[2]);
} else { // generate normals from triangle plane if not provided
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
}
mesh.normals << n0 << n1 << n2;
if (face.textureUVIndices.count()) {
specifiesUV = true;
mesh.texCoords <<
checked_at(textureUVs, face.textureUVIndices[0]) <<
checked_at(textureUVs, face.textureUVIndices[1]) <<
checked_at(textureUVs, face.textureUVIndices[2]);
} else {
glm::vec2 corner(0.0f, 1.0f);
mesh.texCoords << corner << corner << corner;
}
}
// All the faces in the same group will have the same name and material.
OBJFace leadFace = faceGroup[0];
QString groupMaterialName = leadFace.materialName;
if (groupMaterialName.isEmpty() && specifiesUV) {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
<< " needs a texture that isn't specified. Using default mechanism.";
#endif
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
}
if (!groupMaterialName.isEmpty()) {
OBJMaterial& material = materials[groupMaterialName];
if (specifiesUV) {
material.userSpecifiesUV = true; // Note might not be true in a later usage.
}
if (specifiesUV || (0 != groupMaterialName.compare("none", Qt::CaseInsensitive))) {
// Blender has a convention that a material named "None" isn't really used (or defined).
material.used = true;
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
}
materials[groupMaterialName] = material;
meshPart.materialID = groupMaterialName;
}
foreach(OBJFace face, faceGroup) {
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
mesh.vertices << v0;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v1;
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v2;
glm::vec3 n0, n1, n2;
if (face.normalIndices.count()) {
n0 = checked_at(normals, face.normalIndices[0]);
n1 = checked_at(normals, face.normalIndices[1]);
n2 = checked_at(normals, face.normalIndices[2]);
}
else { // generate normals from triangle plane if not provided
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
}
mesh.normals << n0 << n1 << n2;
if (face.textureUVIndices.count()) {
specifiesUV = true;
mesh.texCoords <<
checked_at(textureUVs, face.textureUVIndices[0]) <<
checked_at(textureUVs, face.textureUVIndices[1]) <<
checked_at(textureUVs, face.textureUVIndices[2]);
}
else {
glm::vec2 corner(0.0f, 1.0f);
mesh.texCoords << corner << corner << corner;
}
}
// All the faces in the same group will have the same name and material.
OBJFace leadFace = faceGroup[0];
QString groupMaterialName = leadFace.materialName;
if (groupMaterialName.isEmpty() && specifiesUV) {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
<< " needs a texture that isn't specified. Using default mechanism.";
#endif
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
}
if (!groupMaterialName.isEmpty()) {
OBJMaterial& material = materials[groupMaterialName];
if (specifiesUV) {
material.userSpecifiesUV = true; // Note might not be true in a later usage.
}
if (specifiesUV || (0 != groupMaterialName.compare("none", Qt::CaseInsensitive))) {
// Blender has a convention that a material named "None" isn't really used (or defined).
material.used = true;
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
}
materials[groupMaterialName] = material;
meshPart.materialID = groupMaterialName;
}
}
// if we got a hint about units, scale all the points
if (scaleGuess != 1.0f) {
for (int i = 0; i < mesh.vertices.size(); i++) {
mesh.vertices[i] *= scaleGuess;
}
}
mesh.meshExtents.reset();
foreach(const glm::vec3& vertex, mesh.vertices) {
mesh.meshExtents.addPoint(vertex);
geometry.meshExtents.addPoint(vertex);
}
FBXReader::buildModelMesh(mesh, url.toString());
}
// if we got a hint about units, scale all the points
if (scaleGuess != 1.0f) {
for (int i = 0; i < mesh.vertices.size(); i++) {
mesh.vertices[i] *= scaleGuess;
}
}
mesh.meshExtents.reset();
foreach (const glm::vec3& vertex, mesh.vertices) {
mesh.meshExtents.addPoint(vertex);
geometry.meshExtents.addPoint(vertex);
}
FBXReader::buildModelMesh(mesh, url.toString());
// fbxDebugDump(geometry);
} catch(const std::exception& e) {
qCDebug(modelformat) << "OBJ reader fail: " << e.what();

View file

@ -79,7 +79,7 @@ private:
QUrl _url;
QHash<QByteArray, bool> librariesSeen;
bool parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess);
bool parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess, int index);
void parseMaterialLibrary(QIODevice* device);
bool isValidTexture(const QByteArray &filename); // true if the file exists. TODO?: check content-type header and that it is a supported format.
};