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Committing this work-in-progress loader as an example of how not to do this.
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2 changed files with 104 additions and 96 deletions
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@ -302,9 +302,10 @@ QNetworkReply* OBJReader::request(QUrl& url, bool isTest) {
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}
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bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess) {
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bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess, int index) {
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FaceGroup faces;
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FBXMesh& mesh = geometry.meshes[0];
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geometry.meshes.append(FBXMesh());
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FBXMesh& mesh = geometry.meshes.last();
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mesh.parts.append(FBXMeshPart());
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FBXMeshPart& meshPart = mesh.parts.last();
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bool sawG = false;
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@ -433,111 +434,118 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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_url = url;
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geometry.meshExtents.reset();
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geometry.meshes.append(FBXMesh());
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// geometry.meshes.append(FBXMesh());
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try {
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// call parseOBJGroup as long as it's returning true. Each successful call will
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// add a new meshPart to the geometry's single mesh.
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while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {}
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int i = 0;
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while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess, i)) {
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++i;
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}
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FBXMesh& mesh = geometry.meshes[0];
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mesh.meshIndex = 0;
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geometry.joints.resize(1);
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geometry.joints[0].isFree = false;
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geometry.joints[0].parentIndex = -1;
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geometry.joints[0].distanceToParent = 0;
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geometry.joints[0].translation = glm::vec3(0, 0, 0);
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geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
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geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
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geometry.joints[0].name = "OBJ";
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geometry.joints[0].isSkeletonJoint = true;
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geometry.joints.resize(1);
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geometry.joints[0].isFree = false;
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geometry.joints[0].parentIndex = -1;
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geometry.joints[0].distanceToParent = 0;
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geometry.joints[0].translation = glm::vec3(0, 0, 0);
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geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
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geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
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geometry.joints[0].name = "OBJ";
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geometry.joints[0].isSkeletonJoint = true;
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geometry.jointIndices["x"] = 1;
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geometry.jointIndices["x"] = 1;
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for (int i = 0; i < geometry.meshes.count(); i++) {
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FBXMesh& mesh = geometry.meshes[i];
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mesh.meshIndex = i;
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FBXCluster cluster;
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cluster.jointIndex = 0;
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cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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mesh.clusters.append(cluster);
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FBXCluster cluster;
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cluster.jointIndex = 0;
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cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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mesh.clusters.append(cluster);
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for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
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FBXMeshPart& meshPart = mesh.parts[i];
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FaceGroup faceGroup = faceGroups[meshPartCount];
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bool specifiesUV = false;
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foreach(OBJFace face, faceGroup) {
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glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
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glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
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glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
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meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
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mesh.vertices << v0;
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices << v1;
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices << v2;
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for (int meshPartCount = 0; meshPartCount < mesh.parts.count( ); ++meshPartCount) {
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FBXMeshPart& meshPart = mesh.parts[meshPartCount];
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FaceGroup faceGroup = faceGroups[meshPartCount];
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bool specifiesUV = false;
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glm::vec3 n0, n1, n2;
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if (face.normalIndices.count()) {
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n0 = checked_at(normals, face.normalIndices[0]);
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n1 = checked_at(normals, face.normalIndices[1]);
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n2 = checked_at(normals, face.normalIndices[2]);
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} else { // generate normals from triangle plane if not provided
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n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
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}
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mesh.normals << n0 << n1 << n2;
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if (face.textureUVIndices.count()) {
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specifiesUV = true;
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mesh.texCoords <<
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checked_at(textureUVs, face.textureUVIndices[0]) <<
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checked_at(textureUVs, face.textureUVIndices[1]) <<
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checked_at(textureUVs, face.textureUVIndices[2]);
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} else {
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glm::vec2 corner(0.0f, 1.0f);
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mesh.texCoords << corner << corner << corner;
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}
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}
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// All the faces in the same group will have the same name and material.
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OBJFace leadFace = faceGroup[0];
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QString groupMaterialName = leadFace.materialName;
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if (groupMaterialName.isEmpty() && specifiesUV) {
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#ifdef WANT_DEBUG
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qCDebug(modelformat) << "OBJ Reader WARNING: " << url
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<< " needs a texture that isn't specified. Using default mechanism.";
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#endif
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groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
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}
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if (!groupMaterialName.isEmpty()) {
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OBJMaterial& material = materials[groupMaterialName];
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if (specifiesUV) {
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material.userSpecifiesUV = true; // Note might not be true in a later usage.
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}
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if (specifiesUV || (0 != groupMaterialName.compare("none", Qt::CaseInsensitive))) {
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// Blender has a convention that a material named "None" isn't really used (or defined).
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material.used = true;
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needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
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}
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materials[groupMaterialName] = material;
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meshPart.materialID = groupMaterialName;
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}
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foreach(OBJFace face, faceGroup) {
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glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
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glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
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glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
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meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
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mesh.vertices << v0;
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices << v1;
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices << v2;
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glm::vec3 n0, n1, n2;
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if (face.normalIndices.count()) {
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n0 = checked_at(normals, face.normalIndices[0]);
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n1 = checked_at(normals, face.normalIndices[1]);
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n2 = checked_at(normals, face.normalIndices[2]);
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}
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else { // generate normals from triangle plane if not provided
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n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
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}
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mesh.normals << n0 << n1 << n2;
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if (face.textureUVIndices.count()) {
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specifiesUV = true;
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mesh.texCoords <<
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checked_at(textureUVs, face.textureUVIndices[0]) <<
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checked_at(textureUVs, face.textureUVIndices[1]) <<
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checked_at(textureUVs, face.textureUVIndices[2]);
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}
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else {
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glm::vec2 corner(0.0f, 1.0f);
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mesh.texCoords << corner << corner << corner;
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}
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}
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// All the faces in the same group will have the same name and material.
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OBJFace leadFace = faceGroup[0];
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QString groupMaterialName = leadFace.materialName;
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if (groupMaterialName.isEmpty() && specifiesUV) {
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#ifdef WANT_DEBUG
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qCDebug(modelformat) << "OBJ Reader WARNING: " << url
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<< " needs a texture that isn't specified. Using default mechanism.";
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#endif
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groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
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}
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if (!groupMaterialName.isEmpty()) {
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OBJMaterial& material = materials[groupMaterialName];
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if (specifiesUV) {
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material.userSpecifiesUV = true; // Note might not be true in a later usage.
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}
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if (specifiesUV || (0 != groupMaterialName.compare("none", Qt::CaseInsensitive))) {
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// Blender has a convention that a material named "None" isn't really used (or defined).
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material.used = true;
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needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
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}
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materials[groupMaterialName] = material;
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meshPart.materialID = groupMaterialName;
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}
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}
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// if we got a hint about units, scale all the points
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if (scaleGuess != 1.0f) {
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for (int i = 0; i < mesh.vertices.size(); i++) {
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mesh.vertices[i] *= scaleGuess;
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}
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}
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mesh.meshExtents.reset();
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foreach(const glm::vec3& vertex, mesh.vertices) {
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mesh.meshExtents.addPoint(vertex);
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geometry.meshExtents.addPoint(vertex);
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}
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FBXReader::buildModelMesh(mesh, url.toString());
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}
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// if we got a hint about units, scale all the points
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if (scaleGuess != 1.0f) {
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for (int i = 0; i < mesh.vertices.size(); i++) {
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mesh.vertices[i] *= scaleGuess;
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}
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}
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mesh.meshExtents.reset();
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foreach (const glm::vec3& vertex, mesh.vertices) {
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mesh.meshExtents.addPoint(vertex);
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geometry.meshExtents.addPoint(vertex);
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}
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FBXReader::buildModelMesh(mesh, url.toString());
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// fbxDebugDump(geometry);
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} catch(const std::exception& e) {
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qCDebug(modelformat) << "OBJ reader fail: " << e.what();
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@ -79,7 +79,7 @@ private:
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QUrl _url;
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QHash<QByteArray, bool> librariesSeen;
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bool parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess);
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bool parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry, float& scaleGuess, int index);
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void parseMaterialLibrary(QIODevice* device);
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bool isValidTexture(const QByteArray &filename); // true if the file exists. TODO?: check content-type header and that it is a supported format.
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};
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