[1233] | 1 | #include <stdlib.h>
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[1221] | 2 | #include <iostream>
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| 3 | #include <list>
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| 4 | #include <map>
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[1976] | 5 | #include <math.h>
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| 6 |
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[1221] | 7 | #include "Vector3.h"
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| 8 | #include "Mesh.h"
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| 9 | #include "SceneGraph.h"
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| 10 |
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| 11 | #include "ObjParser.h"
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| 12 | //#include "Material.h"
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[1328] | 13 | #include "Triangle3.h"
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[1221] | 14 | #include "Environment.h"
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| 15 | #include "ResourceManager.h"
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[1315] | 16 | #include "IntersectableWrapper.h"
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[1221] | 17 |
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| 18 |
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[2176] | 19 | using namespace std;
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| 20 |
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[1221] | 21 | namespace GtpVisibilityPreprocessor {
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| 22 |
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[1344] | 23 | #define CONNECT_SEQUENTIAL_FACES 0
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[1221] | 24 | #define ROTATE_SCENE 0
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[1328] | 25 |
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[1976] | 26 | // hack: define this as in the intel ray tracer
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| 27 | #define FLT_EPSILON 1.192092896e-07f
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| 28 |
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[1221] | 29 | // HACK
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[1328] | 30 | static void RotateMesh(Mesh *mesh)
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| 31 | {
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| 32 | VertexContainer::iterator it, it_end = mesh->mVertices.end();
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[1221] | 33 |
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[1328] | 34 | const float angle = 30.0f * PI / 180.0f;
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| 35 | const Matrix4x4 rot = RotationYMatrix(angle);
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[1221] | 36 |
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[1328] | 37 | for (it = mesh->mVertices.begin(); it != it_end; ++ it)
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| 38 | {
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| 39 | (*it) = rot * (*it);
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[1221] | 40 | }
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[1328] | 41 | }
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[1221] | 42 |
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[1344] | 43 |
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[1328] | 44 | struct ltstr
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| 45 | {
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| 46 | bool operator()(const string s1, const string s2) const
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[1221] | 47 | {
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[1328] | 48 | return s1 < s2;
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| 49 | }
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| 50 | };
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[1221] | 51 |
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| 52 |
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[1328] | 53 | static Face *LoadFace(char *str,
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| 54 | const VertexContainer &vertices,
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| 55 | map<int, Vector3> &hashTable)
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[1221] | 56 | {
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[1328] | 57 | char *pch = strtok(str + 1, " ");
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[1221] | 58 |
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| 59 | VertexIndexContainer indices;
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| 60 | while (pch != NULL)
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| 61 | {
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| 62 | const int index = (int)strtol(pch, NULL, 10) - 1;
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| 63 | //Debug << index << " x ";
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| 64 |
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| 65 | // store vertex in hash table
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| 66 | hashTable[index] = vertices[index];
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| 67 | indices.push_back(index);
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| 68 |
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| 69 | pch = strtok(NULL, " ");
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| 70 | }
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| 71 |
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| 72 | return new Face(indices);
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| 73 | }
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| 74 |
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| 75 |
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[1972] | 76 | static void LoadTriangles(char *str,
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| 77 | const VertexContainer &vertices,
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[1979] | 78 | vector<Triangle3> &triangles,
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| 79 | const int line)
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[1221] | 80 | {
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[2539] | 81 | vector<char *> substrings;
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| 82 |
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| 83 | // extract the triples of the form v/t/n v/t/n ...
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[1328] | 84 | char *pch = strtok(str + 1, " ");
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[2539] | 85 |
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| 86 | while (pch != NULL)
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| 87 | {
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| 88 | substrings.push_back(pch);
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| 89 | pch = strtok(NULL, " ");
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| 90 | }
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| 91 |
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| 92 | //for (int i = 0; i < substrings.size(); ++ i)
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| 93 | // cout << "sub: " << substrings[i] << " ";
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| 94 |
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[1328] | 95 | VertexIndexContainer indices;
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[2539] | 96 |
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| 97 | for (int i = 0; i < substrings.size(); ++ i)
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| 98 | {
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| 99 | // discard normal and texture indices
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| 100 | // and only keep first index
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| 101 |
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| 102 | char *str = strtok(substrings[i], "/");
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| 103 | const int index = (int)strtol(str, NULL, 10) - 1;
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| 104 |
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| 105 | // store indices
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| 106 | if (index >= 0)
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| 107 | indices.push_back(index);
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| 108 |
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| 109 | //cout << "i " << index << " ";
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| 110 |
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| 111 | // new triangle found
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| 112 | // problem: don't know how intel ray tracer tesselates
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| 113 | if ((int)indices.size() > 2)
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[1972] | 114 | {
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[2539] | 115 | const int idx2 = (int)indices.size() - 2;
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| 116 | const int idx3 = (int)indices.size() - 1;
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[1972] | 117 |
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| 118 | triangles.push_back(Triangle3(vertices[indices[0]],
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[2539] | 119 | vertices[indices[idx2]],
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| 120 | vertices[indices[idx3]]));
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[1972] | 121 | }
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[1328] | 122 | }
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| 123 | }
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| 124 |
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| 125 |
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| 126 | static Mesh *CreateMesh(FaceContainer &faces,
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| 127 | const map<int, Vector3> &hashTable)
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| 128 | {
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[1221] | 129 | Mesh *mesh = MeshManager::GetSingleton()->CreateResource();
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| 130 |
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| 131 | FaceContainer::const_iterator fit, fit_end = faces.end();
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| 132 |
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| 133 | for (fit = faces.begin(); fit != fit_end; ++ fit)
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| 134 | {
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| 135 | Face *face = *fit;
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| 136 | VertexIndexContainer::iterator vit, vit_end = face->mVertexIndices.end();
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| 137 |
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| 138 | for (vit = face->mVertexIndices.begin(); vit != vit_end; ++ vit)
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| 139 | {
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| 140 | // go through indices
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[2307] | 141 | const int index = *vit;
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[1221] | 142 | map<int, Vector3>::const_iterator hit = hashTable.find(index);
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| 143 |
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| 144 | // correct face index (nust be relative to start of verices)
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[1314] | 145 | (*vit) = (int)distance(hashTable.begin(), hit);
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[1221] | 146 | }
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| 147 | }
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| 148 |
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| 149 | VertexContainer vertices;
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| 150 |
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| 151 | map<int, Vector3>::const_iterator hit, hit_end = hashTable.end();
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| 152 |
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| 153 | // store vertices in given order
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| 154 | for (hit = hashTable.begin(); hit != hit_end; ++ hit)
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| 155 | {
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| 156 | mesh->mVertices.push_back((*hit).second);
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| 157 | }
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| 158 |
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| 159 | mesh->mFaces = faces;
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[1292] | 160 | // can't do cleanup because coupling with kdf file for intel ray tracer
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| 161 | mesh->Preprocess(false);
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| 162 |
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[1221] | 163 | return mesh;
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| 164 | }
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| 165 |
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| 166 |
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| 167 | // HACK: associate mesh instances with triangles
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[1328] | 168 | static void AssociateFacesWithInstance(MeshInstance *mi,
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| 169 | vector<FaceParentInfo> &parents)
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[1221] | 170 | {
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[1344] | 171 | Mesh *mesh = mi->GetMesh();
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| 172 |
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| 173 | int i = 0;
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[1655] | 174 | FaceContainer::const_iterator fit, fit_end = mesh->mFaces.end();
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| 175 |
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[1344] | 176 | for (fit = mesh->mFaces.begin(); fit != fit_end; ++ fit, i++)
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[1221] | 177 | {
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[1344] | 178 | parents.push_back(FaceParentInfo(mi, i));
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[1221] | 179 | }
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| 180 | }
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| 181 |
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| 182 |
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[1328] | 183 | static void ProcessMesh(FaceContainer &faces,
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| 184 | map<int, Vector3> &hashTable,
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[2600] | 185 | SceneGraphLeaf *root,
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[1328] | 186 | vector<FaceParentInfo> *parents)
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| 187 | {
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| 188 | Mesh *mesh = CreateMesh(faces, hashTable);
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| 189 | // make an instance of this mesh
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| 190 | MeshInstance *mi = new MeshInstance(mesh);
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| 191 |
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| 192 | if (parents)
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| 193 | {
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| 194 | AssociateFacesWithInstance(mi, *parents);
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| 195 | }
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| 196 |
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| 197 | root->mGeometry.push_back(mi);
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| 198 |
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| 199 | // reset tables
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| 200 | hashTable.clear();
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| 201 | faces.clear();
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| 202 | }
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| 203 |
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| 204 |
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[1973] | 205 | bool TriangleValid(const Triangle3 &triangle)
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| 206 | {
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[1976] | 207 | const Vector3 a = triangle.mVertices[0] - triangle.mVertices[1];
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| 208 | const Vector3 b = triangle.mVertices[0] - triangle.mVertices[2];
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| 209 | const Vector3 cross_a_b = CrossProd(a, b);
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[1973] | 210 |
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[2575] | 211 | #define SMALL_FLT 1e-5
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| 212 |
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| 213 | if (SqrMagnitude(cross_a_b) <= 0.0001 * SMALL_FLT * SMALL_FLT)
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[1976] | 214 | {
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[1978] | 215 | // v0, v1 & v2 lies on a line (area == 0)
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[1976] | 216 | return false;
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| 217 | }
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[1973] | 218 |
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[1976] | 219 | return true;
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[1973] | 220 | }
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| 221 |
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[1976] | 222 |
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[1221] | 223 | bool ObjParser::ParseFile(const string filename,
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[2600] | 224 | SceneGraphLeaf *root,
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[1379] | 225 | const bool loadMeshes,
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[1281] | 226 | vector<FaceParentInfo> *parents)
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[1221] | 227 | {
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| 228 | FILE *file;
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| 229 | if ((file = fopen(filename.c_str(), "rt")) == NULL)
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[1344] | 230 | {
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[1221] | 231 | return false;
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[1344] | 232 | }
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| 233 |
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[1221] | 234 | map<int, Vector3> hashTable; // table associating indices with vectors
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[1327] | 235 | VertexContainer vertices; // table for vertices
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[1221] | 236 | FaceContainer faces;
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| 237 |
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[1979] | 238 | int line = 0;
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| 239 |
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[2307] | 240 | char str[100000];
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[1221] | 241 | int meshGrouping;
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| 242 | Environment::GetSingleton()->GetIntValue("ObjParser.meshGrouping", meshGrouping);
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| 243 |
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[1292] | 244 | int nMaxFaces = meshGrouping;
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| 245 |
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[2307] | 246 | while (fgets(str, 100000, file) != NULL)
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[2119] | 247 | {
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[2539] | 248 | switch (str[0])
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[1221] | 249 | {
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[1876] | 250 | case 'v': // vertex or normal
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[2119] | 251 | {
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[2539] | 252 | switch (str[1])
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| 253 | {
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| 254 | case 'n' :
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| 255 | // do nothing for normals
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| 256 | break;
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| 257 | case 't':
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| 258 | // do nothing for textures
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| 259 | break;
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| 260 | default:
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| 261 | float x, y, z; //cout << "v";
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| 262 | sscanf(str + 1, "%f %f %f", &x, &y, &z);
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| 263 | vertices.push_back(Vector3(x,y,z));
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| 264 |
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| 265 | }
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[2119] | 266 | break;
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[1233] | 267 | }
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[1221] | 268 | case 'f':
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| 269 | {
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[1421] | 270 | if (loadMeshes)
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| 271 | {
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| 272 | Face *face = LoadFace(str, vertices, hashTable);
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[2119] | 273 |
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[1421] | 274 | if (!face) break;
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[2539] | 275 |
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[1421] | 276 | faces.push_back(face);
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[1328] | 277 |
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[2307] | 278 | if ((int)faces.size() >= nMaxFaces)
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[1421] | 279 | {
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| 280 | ProcessMesh(faces, hashTable, root, parents);
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| 281 | }
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| 282 | }
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| 283 | else
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[1221] | 284 | {
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[2307] | 285 | ++ line;
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[2539] | 286 |
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| 287 | //////////
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| 288 | // construct the triangles given in the current line
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| 289 |
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[1972] | 290 | vector<Triangle3> triangles;
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[1979] | 291 | LoadTriangles(str, vertices, triangles, line);
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[1978] | 292 |
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[1972] | 293 | vector<Triangle3>::const_iterator tit, tit_end = triangles.end();
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[1344] | 294 |
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[1972] | 295 | for (tit = triangles.begin(); tit != tit_end; ++ tit)
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[1421] | 296 | {
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[2575] | 297 | // test if it is a valid triangle
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| 298 | if (!TriangleValid(*tit))
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| 299 | continue;
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[1979] | 300 |
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[2575] | 301 | TriangleIntersectable *obj = new TriangleIntersectable(*tit);
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| 302 | root->mGeometry.push_back(obj);
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[1421] | 303 | }
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[1344] | 304 | }
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[1221] | 305 | break;
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[1314] | 306 | } // end face
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[1221] | 307 | default:
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| 308 | break;
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| 309 | }
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| 310 | }
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[2539] | 311 |
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[2307] | 312 | //cout << "\n**** " << root->mGeometry.size() << " " << " lines: " << line << endl;
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[1421] | 313 | if (loadMeshes)
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| 314 | {
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| 315 | // there could be faces remaining
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| 316 | if (!faces.empty())
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| 317 | {
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| 318 | ProcessMesh(faces, hashTable, root, parents);
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| 319 | }
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[1221] | 320 | }
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[1421] | 321 |
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[1344] | 322 | // reset tables
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| 323 | hashTable.clear();
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| 324 | faces.clear();
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[1221] | 325 | fclose(file);
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[1344] | 326 |
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[1221] | 327 | return true;
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| 328 | }
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| 329 |
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[1272] | 330 | }
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