Fixing formatting issues; renamed ::getVec3Vec3 to ::getVertex.

This commit is contained in:
trent 2017-07-20 13:09:17 -04:00
parent ff3e9263ef
commit 559e2e0ebb
2 changed files with 16 additions and 12 deletions

View file

@ -123,7 +123,7 @@ glm::vec3 OBJTokenizer::getVec3() {
}
return v;
}
bool OBJTokenizer::getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor) {
bool OBJTokenizer::getVertex(glm::vec3& vertex, glm::vec3& vertexColor) {
// Used for vertices which may also have a vertex color (RGB [0,1]) to follow.
// NOTE: Returns true if there is a vertex color.
auto x = getFloat(); // N.B.: getFloat() has side-effect
@ -134,10 +134,11 @@ bool OBJTokenizer::getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor) {
auto r = 1.0f, g = 1.0f, b = 1.0f;
bool hasVertexColor = false;
if (isNextTokenFloat()) {
// If there's another float it's one of two things: a W component or an R component. The standard OBJ spec doesn't output a W component,
// so we're making the assumption that if a float follows (unless it's only a single value) that it's a vertex color.
// If there's another float it's one of two things: a W component or an R component. The standard OBJ spec
// doesn't output a W component, so we're making the assumption that if a float follows (unless it's
// only a single value) that it's a vertex color.
r = getFloat();
if(isNextTokenFloat()) {
if (isNextTokenFloat()) {
// Safe to assume the following values are the green/blue components.
g = getFloat();
b = getFloat();
@ -167,7 +168,8 @@ void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) {
}
// OBJFace
// NOTE (trent, 7/20/17): The vertexColors vector being passed-in isn't necessary here, but I'm just pairing it with the vertices vector for consistency.
// NOTE (trent, 7/20/17): The vertexColors vector being passed-in isn't necessary here, but I'm just
// pairing it with the vertices vector for consistency.
bool OBJFace::add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& vertexColors) {
bool ok;
int index = vertexIndex.toInt(&ok);
@ -412,7 +414,7 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi
} else if (token == "v") {
glm::vec3 vertex, vertexColor;
bool hasVertexColor = tokenizer.getVec3Vec3(vertex, vertexColor);
bool hasVertexColor = tokenizer.getVertex(vertex, vertexColor);
vertices.append(vertex);
if(hasVertexColor) {
@ -445,7 +447,8 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi
assert(parts.count() >= 1);
assert(parts.count() <= 3);
const QByteArray noData {};
face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData, vertices, vertexColors);
face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData,
vertices, vertexColors);
face.groupName = currentGroup;
face.materialName = currentMaterialName;
}
@ -576,8 +579,8 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
glm::vec3 vc0, vc1, vc2;
bool hasVertexColors = ( vertexColors.size( ) > 0 );
if(hasVertexColors) {
bool hasVertexColors = (vertexColors.size() > 0);
if (hasVertexColors) {
// If there are any vertex colors, it's safe to assume all meshes had them exported.
vc0 = checked_at(vertexColors, face.vertexIndices[0]);
vc1 = checked_at(vertexColors, face.vertexIndices[1]);
@ -599,7 +602,7 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
meshPart.triangleIndices.append(mesh.vertices.count());
mesh.vertices << v2;
if( hasVertexColors ) {
if (hasVertexColors) {
// Add vertex colors.
mesh.colors << vc0;
mesh.colors << vc1;

View file

@ -20,7 +20,7 @@ public:
void ungetChar(char ch) { _device->ungetChar(ch); }
const QString getComment() const { return _comment; }
glm::vec3 getVec3();
bool getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor);
bool getVertex(glm::vec3& vertex, glm::vec3& vertexColor);
glm::vec2 getVec2();
float getFloat() { return std::stof((nextToken() != OBJTokenizer::DATUM_TOKEN) ? nullptr : getDatum().data()); }
@ -39,7 +39,8 @@ public:
QString groupName; // We don't make use of hierarchical structure, but it can be preserved for debugging and future use.
QString materialName;
// Add one more set of vertex data. Answers true if successful
bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& vertexColors);
bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex,
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& vertexColors);
// Return a set of one or more OBJFaces from this one, in which each is just a triangle.
// Even though FBXMeshPart can handle quads, it would be messy to try to keep track of mixed-size faces, so we treat everything as triangles.
QVector<OBJFace> triangulate();