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Fixing formatting issues; renamed ::getVec3Vec3 to ::getVertex.
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parent
ff3e9263ef
commit
559e2e0ebb
2 changed files with 16 additions and 12 deletions
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@ -123,7 +123,7 @@ glm::vec3 OBJTokenizer::getVec3() {
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}
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return v;
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}
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bool OBJTokenizer::getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor) {
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bool OBJTokenizer::getVertex(glm::vec3& vertex, glm::vec3& vertexColor) {
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// Used for vertices which may also have a vertex color (RGB [0,1]) to follow.
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// NOTE: Returns true if there is a vertex color.
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auto x = getFloat(); // N.B.: getFloat() has side-effect
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@ -134,10 +134,11 @@ bool OBJTokenizer::getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor) {
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auto r = 1.0f, g = 1.0f, b = 1.0f;
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bool hasVertexColor = false;
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if (isNextTokenFloat()) {
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// 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,
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// so we're making the assumption that if a float follows (unless it's only a single value) that it's a vertex color.
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// If there's another float it's one of two things: a W component or an R component. The standard OBJ spec
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// doesn't output a W component, so we're making the assumption that if a float follows (unless it's
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// only a single value) that it's a vertex color.
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r = getFloat();
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if(isNextTokenFloat()) {
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if (isNextTokenFloat()) {
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// Safe to assume the following values are the green/blue components.
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g = getFloat();
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b = getFloat();
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@ -167,7 +168,8 @@ void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) {
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}
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// OBJFace
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// 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.
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// NOTE (trent, 7/20/17): The vertexColors vector being passed-in isn't necessary here, but I'm just
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// pairing it with the vertices vector for consistency.
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bool OBJFace::add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& vertexColors) {
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bool ok;
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int index = vertexIndex.toInt(&ok);
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@ -412,7 +414,7 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi
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} else if (token == "v") {
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glm::vec3 vertex, vertexColor;
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bool hasVertexColor = tokenizer.getVec3Vec3(vertex, vertexColor);
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bool hasVertexColor = tokenizer.getVertex(vertex, vertexColor);
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vertices.append(vertex);
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if(hasVertexColor) {
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@ -445,7 +447,8 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi
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assert(parts.count() >= 1);
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assert(parts.count() <= 3);
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const QByteArray noData {};
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face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData, vertices, vertexColors);
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face.add(parts[0], (parts.count() > 1) ? parts[1] : noData, (parts.count() > 2) ? parts[2] : noData,
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vertices, vertexColors);
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face.groupName = currentGroup;
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face.materialName = currentMaterialName;
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}
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@ -576,8 +579,8 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
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glm::vec3 vc0, vc1, vc2;
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bool hasVertexColors = ( vertexColors.size( ) > 0 );
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if(hasVertexColors) {
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bool hasVertexColors = (vertexColors.size() > 0);
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if (hasVertexColors) {
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// If there are any vertex colors, it's safe to assume all meshes had them exported.
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vc0 = checked_at(vertexColors, face.vertexIndices[0]);
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vc1 = checked_at(vertexColors, face.vertexIndices[1]);
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@ -599,7 +602,7 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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meshPart.triangleIndices.append(mesh.vertices.count());
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mesh.vertices << v2;
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if( hasVertexColors ) {
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if (hasVertexColors) {
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// Add vertex colors.
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mesh.colors << vc0;
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mesh.colors << vc1;
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@ -20,7 +20,7 @@ public:
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void ungetChar(char ch) { _device->ungetChar(ch); }
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const QString getComment() const { return _comment; }
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glm::vec3 getVec3();
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bool getVec3Vec3(glm::vec3& vertex, glm::vec3& vertexColor);
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bool getVertex(glm::vec3& vertex, glm::vec3& vertexColor);
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glm::vec2 getVec2();
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float getFloat() { return std::stof((nextToken() != OBJTokenizer::DATUM_TOKEN) ? nullptr : getDatum().data()); }
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@ -39,7 +39,8 @@ public:
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QString groupName; // We don't make use of hierarchical structure, but it can be preserved for debugging and future use.
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QString materialName;
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// Add one more set of vertex data. Answers true if successful
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bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex, const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& vertexColors);
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bool add(const QByteArray& vertexIndex, const QByteArray& textureIndex, const QByteArray& normalIndex,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& vertexColors);
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// Return a set of one or more OBJFaces from this one, in which each is just a triangle.
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// 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.
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QVector<OBJFace> triangulate();
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