1 | #include "ObjConverter.h"
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2 | #include "SceneEntity.h"
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3 | #include "Transform3.h"
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4 | #include "Geometry.h"
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5 | #include "Shape.h"
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6 | #include "Material.h"
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7 | #include "Texture.h"
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8 | #include <map>
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9 |
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10 |
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11 | using namespace CHCDemoEngine;
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12 | using namespace std;
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13 |
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14 |
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15 | static void LoadIndices(char *str,
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16 | const VertexArray &vertices,
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17 | const VertexArray &normals,
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18 | const vector<pair<float, float> > &texcoords,
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19 | VertexArray &faceVertices,
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20 | VertexArray &faceNormals,
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21 | vector<pair<float, float> > &faceTexcoords
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22 | )
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23 | {
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24 | vector<char *> substrings;
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25 |
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26 | // extract the triples of the form v/t/n v/t/n ...
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27 | char *pch = strtok(str + 1, " ");
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28 |
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29 | while (pch != NULL)
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30 | {
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31 | substrings.push_back(pch);
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32 | pch = strtok(NULL, " ");
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33 | }
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34 |
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35 | vector<int> indices;
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36 | vector<int> nIndices;
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37 | vector<int> tIndices;
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38 |
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39 | for (size_t i = 0; i < substrings.size(); ++ i)
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40 | {
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41 | // vertex, normal and texture indices
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42 | char *str = strtok(substrings[i], "/");
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43 | int index = (int)strtol(str, NULL, 10) - 1;
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44 |
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45 | str = strtok(substrings[i], "/");
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46 | int tIndex = (int)strtol(str, NULL, 10) - 1;
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47 |
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48 | str = strtok(substrings[i], "/");
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49 | int nIndex = (int)strtol(str, NULL, 10) - 1;
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50 |
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51 | // store indices
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52 | if (index >= 0)
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53 | {
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54 | indices.push_back(index);
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55 | nIndices.push_back(nIndex);
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56 | tIndices.push_back(tIndex);
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57 | }
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58 |
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59 | // new triangle found
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60 | if (indices.size() > 2)
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61 | {
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62 | int idx2 = (int)indices.size() - 2;
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63 | int idx3 = (int)indices.size() - 1;
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64 |
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65 | faceVertices.push_back(vertices[indices[0]]);
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66 | faceVertices.push_back(vertices[indices[idx2]]);
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67 | faceVertices.push_back(vertices[indices[idx3]]);
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68 |
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69 | faceNormals.push_back(normals[nIndices[0]]);
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70 | faceNormals.push_back(normals[nIndices[idx2]]);
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71 | faceNormals.push_back(normals[nIndices[idx3]]);
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72 |
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73 | faceTexcoords.push_back(texcoords[tIndices[0]]);
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74 | faceTexcoords.push_back(texcoords[tIndices[idx2]]);
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75 | faceTexcoords.push_back(texcoords[tIndices[idx3]]);
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76 | }
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77 | }
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78 | }
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79 |
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80 |
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81 | static Shape *LoadShape(const VertexArray &faceVertices,
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82 | const VertexArray &faceNormals,
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83 | const vector<pair<float, float> > &faceTexcoords,
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84 | SceneEntity *parent)
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85 | {
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86 | int numElements = (int)faceVertices.size();
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87 |
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88 | // convert the triangles to geometry
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89 | Vector3 *_vertices = new Vector3[numElements];
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90 | Vector3 *_normals = new Vector3[numElements];
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91 | float *_texcoords = new float[numElements * 2];
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92 |
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93 | for (int i = 0; i < numElements; ++ i)
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94 | {
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95 | _vertices[i].x = faceVertices[i].x;
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96 | _vertices[i].y = -faceVertices[i].z;
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97 | _vertices[i].z = faceVertices[i].y;
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98 |
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99 | _normals[i].x = faceNormals[i].x;
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100 | _normals[i].y = -faceNormals[i].z;
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101 | _normals[i].z = faceNormals[i].y;
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102 |
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103 | //_texcoords[i * 2 + 0] = faceTexcoords[i].second;
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104 | //_texcoords[i * 2 + 1] = faceTexcoords[i].first;
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105 |
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106 | _texcoords[i * 2 + 0] = faceTexcoords[i].first;
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107 | _texcoords[i * 2 + 1] = faceTexcoords[i].second;
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108 | }
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109 |
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110 | cout<<"number of triangles in geometry: " << numElements / 3 << endl;
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111 |
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112 | // Material *mat = new Material(RgbaColor(0, 1, 0, 1));
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113 | Material *mat = new Material();
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114 | mat->SetAmbient(RgbaColor(0, 0, 0, 0));
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115 | mat->SetDiffuse(RgbaColor(0, 0, 0, 0));
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116 | mat->SetCullFaceEnabled(false);
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117 | Geometry *geom = new Geometry(_vertices, _normals, _texcoords, numElements, false);
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118 |
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119 | Shape *shape = new Shape(geom, mat, parent);
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120 | return shape;
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121 | }
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122 |
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123 |
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124 | SceneEntity * ObjConverter::Load(const string &filename) const
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125 | {
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126 | FILE *file;
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127 |
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128 | if ((file = fopen(filename.c_str(), "rt")) == NULL)
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129 | {
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130 | return NULL;
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131 | }
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132 |
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133 | Vector3 v(470.398f, 240.364f, 182.5f);
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134 | Matrix4x4 m = TranslationMatrix(v);
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135 | Transform3 *trafo = new Transform3(m);
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136 |
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137 | SceneEntity *sceneEntity = new SceneEntity(trafo);
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138 | LODLevel *lodLevel = new LODLevel(0);
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139 |
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140 | VertexArray faceVertices;
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141 | VertexArray faceNormals;
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142 | vector<pair<float, float> > faceTexcoords;
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143 |
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144 | VertexArray vertices;
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145 | VertexArray normals;
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146 | vector<pair<float, float> > texcoords;
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147 |
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148 | vector<int> indices;
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149 |
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150 | int line = 0;
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151 |
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152 | char str[100000];
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153 |
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154 | // hack
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155 | Texture *tex = new Texture(model_path + "wood.jpg");
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156 | tex->Create();
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157 |
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158 | while (fgets(str, 100000, file) != NULL)
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159 | {
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160 | switch (str[0])
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161 | {
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162 | case 'v': // vertex or normal
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163 | {
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164 | float x, y, z;
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165 |
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166 | switch (str[1])
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167 | {
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168 | case 'n' :
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169 | sscanf(str + 2, "%f %f %f", &x, &y, &z);
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170 | normals.push_back(Vector3(x, y, z));
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171 | break;
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172 | case 't':
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173 | sscanf(str + 2, "%f %f", &x, &y);
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174 | texcoords.push_back(pair<float, float>(x, y));
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175 | break;
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176 | default:
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177 | sscanf(str + 1, "%f %f %f", &x, &y, &z);
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178 | vertices.push_back(Vector3(x, y, z));
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179 | //cout <<"v " << x << " " << y << " "<< z << " ";
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180 | }
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181 | break;
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182 | }
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183 | case 'f':
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184 | {
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185 | //////////
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186 | //-- indices in the current line
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187 |
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188 | LoadIndices(str,
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189 | vertices, normals, texcoords,
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190 | faceVertices, faceNormals, faceTexcoords);
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191 |
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192 | break;
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193 | } // end face
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194 | case 'g':
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195 | #if 0
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196 | {
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197 | Shape *shape = LoadShape(faceVertices, faceNormals, faceTexcoords, sceneEntity);
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198 |
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199 | shape->GetMaterial()->SetTexture(tex);
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200 | sceneEntity->AddShape(shape);
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201 | lodLevel->AddShape(shape);
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202 |
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203 | faceVertices.clear();
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204 | faceNormals.clear();
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205 | faceTexcoords.clear();
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206 | }
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207 | #endif
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208 | break;
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209 | default:
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210 | break;
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211 | }
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212 |
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213 | ++ line;
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214 | }
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215 |
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216 | fclose(file);
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217 |
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218 | if (!faceVertices.empty())
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219 | {
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220 | Shape *shape = LoadShape(faceVertices, faceNormals, faceTexcoords, sceneEntity);
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221 |
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222 | //shape->GetMaterial()->SetTexture(tex);
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223 |
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224 | sceneEntity->AddShape(shape);
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225 | lodLevel->AddShape(shape);
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226 | }
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227 |
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228 | sceneEntity->AddLODLevel(lodLevel);
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229 |
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230 | return sceneEntity;
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231 | }
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