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Merge pull request #4452 from sethalves/obj-reader-fixes
Obj reader fixes
This commit is contained in:
commit
e18d9fd81c
3 changed files with 226 additions and 50 deletions
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@ -31,6 +31,7 @@ public:
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};
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int nextToken();
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const QByteArray& getDatum() const { return _datum; }
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bool isNextTokenFloat();
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void skipLine() { _device->readLine(); }
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void pushBackToken(int token) { _pushedBackToken = token; }
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void ungetChar(char ch) { _device->ungetChar(ch); }
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@ -91,14 +92,32 @@ int OBJTokenizer::nextToken() {
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return NO_TOKEN;
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}
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bool OBJTokenizer::isNextTokenFloat() {
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if (nextToken() != OBJTokenizer::DATUM_TOKEN) {
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return false;
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}
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QByteArray token = getDatum();
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pushBackToken(OBJTokenizer::DATUM_TOKEN);
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bool ok;
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token.toFloat(&ok);
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return ok;
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}
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bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeometry &geometry) {
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bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping,
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FBXGeometry &geometry, QVector<glm::vec3>& faceNormals, QVector<int>& faceNormalIndexes) {
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FBXMesh &mesh = geometry.meshes[0];
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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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bool result = true;
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meshPart.diffuseColor = glm::vec3(1, 1, 1);
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meshPart.specularColor = glm::vec3(1, 1, 1);
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meshPart.emissiveColor = glm::vec3(0, 0, 0);
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meshPart.emissiveParams = glm::vec2(0, 1);
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meshPart.shininess = 40;
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meshPart.opacity = 1;
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meshPart.materialID = QString("dontknow") + QString::number(mesh.parts.count());
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meshPart.opacity = 1.0;
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meshPart._material = model::MaterialPointer(new model::Material());
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@ -131,11 +150,27 @@ bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeom
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break;
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}
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float x = std::stof(tokenizer.getDatum().data());
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// notice the order of z and y -- in OBJ files, up is the 3rd value
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
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break;
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}
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float y = std::stof(tokenizer.getDatum().data());
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
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break;
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}
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float z = std::stof(tokenizer.getDatum().data());
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while (tokenizer.isNextTokenFloat()) {
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// the spec(s) get(s) vague here. might be w, might be a color... chop it off.
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tokenizer.nextToken();
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}
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mesh.vertices.append(glm::vec3(x, y, z));
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} else if (token == "vn") {
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
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break;
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}
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float x = std::stof(tokenizer.getDatum().data());
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
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break;
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}
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@ -143,35 +178,74 @@ bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeom
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
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break;
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}
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// the spec gets vague here. might be w, might be a color... chop it off.
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tokenizer.skipLine();
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mesh.vertices.append(glm::vec3(x, y, z));
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mesh.colors.append(glm::vec3(1, 1, 1));
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float z = std::stof(tokenizer.getDatum().data());
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while (tokenizer.isNextTokenFloat()) {
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// the spec gets vague here. might be w
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tokenizer.nextToken();
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}
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faceNormals.append(glm::vec3(x, y, z));
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} else if (token == "f") {
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// a face can have 3 or more vertices
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QVector<int> indices;
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QVector<int> normalIndices;
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while (true) {
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) { goto done; }
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try {
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int vertexIndex = std::stoi(tokenizer.getDatum().data());
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// negative indexes count backward from the current end of the vertex list
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vertexIndex = (vertexIndex >= 0 ? vertexIndex : mesh.vertices.count() + vertexIndex + 1);
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// obj index is 1 based
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assert(vertexIndex >= 1);
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indices.append(vertexIndex - 1);
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if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
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if (indices.count() == 0) {
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goto done;
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}
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break;
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}
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catch(const std::exception& e) {
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// wasn't a number, but it back.
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// faces can be:
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// vertex-index
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// vertex-index/texture-index
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// vertex-index/texture-index/surface-normal-index
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QByteArray token = tokenizer.getDatum();
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QList<QByteArray> parts = token.split('/');
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assert(parts.count() >= 1);
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assert(parts.count() <= 3);
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QByteArray vertIndexBA = parts[ 0 ];
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bool ok;
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int vertexIndex = vertIndexBA.toInt(&ok);
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if (!ok) {
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// it wasn't #/#/#, put it back and exit this loop.
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tokenizer.pushBackToken(OBJTokenizer::DATUM_TOKEN);
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break;
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}
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// if (parts.count() > 1) {
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// QByteArray textureIndexBA = parts[ 1 ];
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// }
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if (parts.count() > 2) {
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QByteArray normalIndexBA = parts[ 2 ];
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bool ok;
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int normalIndex = normalIndexBA.toInt(&ok);
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if (ok) {
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normalIndices.append(normalIndex - 1);
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}
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}
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// negative indexes count backward from the current end of the vertex list
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vertexIndex = (vertexIndex >= 0 ? vertexIndex : mesh.vertices.count() + vertexIndex + 1);
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// obj index is 1 based
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assert(vertexIndex >= 1);
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indices.append(vertexIndex - 1);
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}
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if (indices.count() == 3) {
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// flip these around (because of the y/z swap above) so our triangles face outward
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meshPart.triangleIndices.append(indices[0]);
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meshPart.triangleIndices.append(indices[2]);
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meshPart.triangleIndices.append(indices[1]);
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meshPart.triangleIndices.append(indices[2]);
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if (normalIndices.count() == 3) {
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faceNormalIndexes.append(normalIndices[0]);
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faceNormalIndexes.append(normalIndices[1]);
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faceNormalIndexes.append(normalIndices[2]);
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} else {
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// hmm.
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}
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} else if (indices.count() == 4) {
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meshPart.quadIndices << indices;
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} else {
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@ -205,6 +279,10 @@ FBXGeometry readOBJ(const QByteArray& model, const QVariantHash& mapping) {
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FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
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FBXGeometry geometry;
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OBJTokenizer tokenizer(device);
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QVector<int> faceNormalIndexes;
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QVector<glm::vec3> faceNormals;
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faceNormalIndexes.clear();
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geometry.meshExtents.reset();
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geometry.meshes.append(FBXMesh());
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@ -216,7 +294,7 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
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// add a new meshPart to the geometry's single mesh.
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bool success = true;
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while (success) {
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success = parseOBJGroup(tokenizer, mapping, geometry);
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success = parseOBJGroup(tokenizer, mapping, geometry, faceNormals, faceNormalIndexes);
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}
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FBXMesh &mesh = geometry.meshes[0];
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@ -229,31 +307,34 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
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geometry.joints.resize(1);
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geometry.joints[0].isFree = false;
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// geometry.joints[0].freeLineage;
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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].boneRadius = 0;
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geometry.joints[0].translation = glm::vec3(0, 0, 0);
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// geometry.joints[0].preTransform = ;
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geometry.joints[0].preRotation = glm::quat(0, 0, 0, 1);
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geometry.joints[0].rotation = glm::quat(0, 0, 0, 1);
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geometry.joints[0].postRotation = glm::quat(0, 0, 0, 1);
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// geometry.joints[0].postTransform = ;
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// geometry.joints[0].transform = ;
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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].inverseDefaultRotation = glm::quat(0, 0, 0, 1);
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geometry.joints[0].inverseBindRotation = glm::quat(0, 0, 0, 1);
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// geometry.joints[0].bindTransform = ;
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geometry.joints[0].name = "OBJ";
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geometry.joints[0].shapePosition = glm::vec3(0, 0, 0);
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geometry.joints[0].shapeRotation = glm::quat(0, 0, 0, 1);
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geometry.joints[0].shapeType = SPHERE_SHAPE;
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geometry.joints[0].isSkeletonJoint = false;
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geometry.joints[0].isSkeletonJoint = true;
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geometry.jointIndices["x"] = 1;
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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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// The OBJ format has normals for faces. The FBXGeometry structure has normals for points.
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// run through all the faces, look-up (or determine) a normal and set the normal for the points
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// that make up each face.
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QVector<glm::vec3> pointNormalsSums;
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// add bogus normal data for this mesh
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mesh.normals.fill(glm::vec3(0,0,0), mesh.vertices.count());
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mesh.tangents.fill(glm::vec3(0,0,0), mesh.vertices.count());
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pointNormalsSums.fill(glm::vec3(0,0,0), mesh.vertices.count());
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foreach (FBXMeshPart meshPart, mesh.parts) {
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int triCount = meshPart.triangleIndices.count() / 3;
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@ -262,21 +343,43 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
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int p1Index = meshPart.triangleIndices[i*3+1];
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int p2Index = meshPart.triangleIndices[i*3+2];
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glm::vec3 p0 = mesh.vertices[p0Index];
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glm::vec3 p1 = mesh.vertices[p1Index];
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glm::vec3 p2 = mesh.vertices[p2Index];
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assert(p0Index < mesh.vertices.count());
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assert(p1Index < mesh.vertices.count());
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assert(p2Index < mesh.vertices.count());
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glm::vec3 n = glm::cross(p1 - p0, p2 - p0);
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glm::vec3 t = glm::cross(p2 - p0, n);
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glm::vec3 n0, n1, n2;
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if (i < faceNormalIndexes.count()) {
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int n0Index = faceNormalIndexes[i*3];
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int n1Index = faceNormalIndexes[i*3+1];
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int n2Index = faceNormalIndexes[i*3+2];
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n0 = faceNormals[n0Index];
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n1 = faceNormals[n1Index];
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n2 = faceNormals[n2Index];
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} else {
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// We didn't read normals, add bogus normal data for this face
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glm::vec3 p0 = mesh.vertices[p0Index];
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glm::vec3 p1 = mesh.vertices[p1Index];
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glm::vec3 p2 = mesh.vertices[p2Index];
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n0 = glm::cross(p1 - p0, p2 - p0);
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n1 = n0;
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n2 = n0;
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}
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mesh.normals[p0Index] = n;
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mesh.normals[p1Index] = n;
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mesh.normals[p2Index] = n;
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mesh.tangents[p0Index] = t;
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mesh.tangents[p1Index] = t;
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mesh.tangents[p2Index] = t;
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// we sum up the normal for each point and then divide by the count to get an average
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pointNormalsSums[p0Index] += n0;
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pointNormalsSums[p1Index] += n1;
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pointNormalsSums[p2Index] += n2;
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}
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int vertCount = mesh.vertices.count();
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for (int i = 0; i < vertCount; i++) {
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float length = glm::length(pointNormalsSums[i]);
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if (length > FLT_EPSILON) {
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mesh.normals[i] = glm::normalize(pointNormalsSums[i]);
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}
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}
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// XXX do same normal calculation for quadCount
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}
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}
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catch(const std::exception& e) {
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@ -285,3 +388,77 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
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return geometry;
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}
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void fbxDebugDump(const FBXGeometry& fbxgeo) {
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qDebug() << "---------------- fbxGeometry ----------------";
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qDebug() << " hasSkeletonJoints =" << fbxgeo.hasSkeletonJoints;
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qDebug() << " offset =" << fbxgeo.offset;
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qDebug() << " attachments.count() = " << fbxgeo.attachments.count();
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qDebug() << " meshes.count() =" << fbxgeo.meshes.count();
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foreach (FBXMesh mesh, fbxgeo.meshes) {
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qDebug() << " vertices.count() =" << mesh.vertices.count();
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qDebug() << " normals.count() =" << mesh.normals.count();
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if (mesh.normals.count() == mesh.vertices.count()) {
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for (int i = 0; i < mesh.normals.count(); i++) {
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qDebug() << " " << mesh.vertices[ i ] << mesh.normals[ i ];
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}
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}
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qDebug() << " tangents.count() =" << mesh.tangents.count();
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qDebug() << " colors.count() =" << mesh.colors.count();
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qDebug() << " texCoords.count() =" << mesh.texCoords.count();
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qDebug() << " texCoords1.count() =" << mesh.texCoords1.count();
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qDebug() << " clusterIndices.count() =" << mesh.clusterIndices.count();
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qDebug() << " clusterWeights.count() =" << mesh.clusterWeights.count();
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qDebug() << " meshExtents =" << mesh.meshExtents;
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qDebug() << " modelTransform =" << mesh.modelTransform;
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qDebug() << " parts.count() =" << mesh.parts.count();
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foreach (FBXMeshPart meshPart, mesh.parts) {
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qDebug() << " quadIndices.count() =" << meshPart.quadIndices.count();
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qDebug() << " triangleIndices.count() =" << meshPart.triangleIndices.count();
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qDebug() << " diffuseColor =" << meshPart.diffuseColor;
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qDebug() << " specularColor =" << meshPart.specularColor;
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qDebug() << " emissiveColor =" << meshPart.emissiveColor;
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qDebug() << " emissiveParams =" << meshPart.emissiveParams;
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qDebug() << " shininess =" << meshPart.shininess;
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qDebug() << " opacity =" << meshPart.opacity;
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qDebug() << " materialID =" << meshPart.materialID;
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}
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qDebug() << " clusters.count() =" << mesh.clusters.count();
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foreach (FBXCluster cluster, mesh.clusters) {
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qDebug() << " jointIndex =" << cluster.jointIndex;
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qDebug() << " inverseBindMatrix =" << cluster.inverseBindMatrix;
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}
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}
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qDebug() << " jointIndices =" << fbxgeo.jointIndices;
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qDebug() << " joints.count() =" << fbxgeo.joints.count();
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foreach (FBXJoint joint, fbxgeo.joints) {
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qDebug() << " isFree =" << joint.isFree;
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qDebug() << " freeLineage" << joint.freeLineage;
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qDebug() << " parentIndex" << joint.parentIndex;
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qDebug() << " distanceToParent" << joint.distanceToParent;
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qDebug() << " boneRadius" << joint.boneRadius;
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qDebug() << " translation" << joint.translation;
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qDebug() << " preTransform" << joint.preTransform;
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qDebug() << " preRotation" << joint.preRotation;
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qDebug() << " rotation" << joint.rotation;
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qDebug() << " postRotation" << joint.postRotation;
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qDebug() << " postTransform" << joint.postTransform;
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qDebug() << " transform" << joint.transform;
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qDebug() << " rotationMin" << joint.rotationMin;
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qDebug() << " rotationMax" << joint.rotationMax;
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qDebug() << " inverseDefaultRotation" << joint.inverseDefaultRotation;
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qDebug() << " inverseBindRotation" << joint.inverseBindRotation;
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qDebug() << " bindTransform" << joint.bindTransform;
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qDebug() << " name" << joint.name;
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qDebug() << " shapePosition" << joint.shapePosition;
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qDebug() << " shapeRotation" << joint.shapeRotation;
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qDebug() << " shapeType" << joint.shapeType;
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qDebug() << " isSkeletonJoint" << joint.isSkeletonJoint;
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}
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qDebug() << "\n";
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}
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@ -4,3 +4,4 @@
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FBXGeometry readOBJ(const QByteArray& model, const QVariantHash& mapping);
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FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping);
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void fbxDebugDump(const FBXGeometry& fbxgeo);
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@ -50,15 +50,13 @@ bool writeOBJ(QString outFileName, QVector<QVector<VHACD::IVHACD::ConvexHull>>&
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for (unsigned int i = 0; i < hull.m_nPoints; i++) {
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out << "v ";
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out << formatFloat(hull.m_points[i*3]) << " ";
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// swap y and z because up is 3rd value in OBJ
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out << formatFloat(hull.m_points[i*3+2]) << " ";
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out << formatFloat(hull.m_points[i*3+1]) << "\n";
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out << formatFloat(hull.m_points[i*3+1]) << " ";
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out << formatFloat(hull.m_points[i*3+2]) << "\n";
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}
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for (unsigned int i = 0; i < hull.m_nTriangles; i++) {
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out << "f ";
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// change order to flip normal (due to swapping y and z, above)
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out << hull.m_triangles[i*3+1] + 1 + pointStartOffset << " ";
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out << hull.m_triangles[i*3] + 1 + pointStartOffset << " ";
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out << hull.m_triangles[i*3+1] + 1 + pointStartOffset << " ";
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out << hull.m_triangles[i*3+2] + 1 + pointStartOffset << "\n";
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}
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out << "\n";
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