1 Commits
main ... v0.3

Author SHA1 Message Date
8d0b45e620 Update obj.cpp 2024-05-07 18:16:31 -04:00

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@@ -1,71 +1,49 @@
#include <iostream>
#include <types/model.h>
Vector3 ParseVertexCoordinatesFromOBJ(std::istringstream& stream) {
float x, y, z;
stream >> x >> y >> z;
return {x,y,z};
}
Vector2 ParseVertexTextureCoordinatesFromOBJ(std::istringstream& stream) {
float u, v;
stream >> u >> v;
return {u,v};
}
FaceIndices ParseFaceIndicesFromOBJ(std::istringstream& stream) {
FaceIndices face{};
char slash;
for (int i = 0; i < 3; ++i) {
unsigned int vI;
unsigned int tCI;
stream >> vI >> slash >> tCI;
face.vertexIndex[i] = vI;
face.texCoordIndex[i] = tCI;
// Shift vertexindex by 1
face.vertexIndex[i]--;
// shift texcoordindex by 1
face.texCoordIndex[i]--;
}
return face;
}
void Model::loadOBJ(const std::string& filename) {
std::ifstream file(filename);
if (!file.is_open())
std::cerr << filename << " not found." << std::endl;
//if (!file.is_open())
std::vector<Vector3> positions;
std::vector<Vector2> uvs;
TextureInformation tInfo = {};
std::string line;
// First: We read every (unique) vertex entry and textureCoord entry from the file.
// Then: Use Face data to map the bulk data into correct locations.
// TODO: Check the assumption that we can **always** read all "v", "vt" etc. tokens first,
// allowing us to perform a second-pass to reconstruct faces?
while (std::getline(file, line)) {
std::istringstream stream(line);
std::string prefix;
stream >> prefix;
if (prefix == "v") {
auto result = ParseVertexCoordinatesFromOBJ(stream);
positions.emplace_back(result);
float x, y, z;
stream >> x >> y >> z;
positions.emplace_back(x, y, z);
} else if (prefix == "vt") {
auto result = ParseVertexTextureCoordinatesFromOBJ(stream);
uvs.emplace_back(result);
float u, v;
stream >> u >> v;
uvs.emplace_back(u, v);
} else if (prefix == "f") {
auto result = ParseFaceIndicesFromOBJ(stream);
mapFaces(result, positions, uvs);
unsigned int vertexIndex[3], texCoordIndex[3];
char slash;
for (int i = 0; i < 3; ++i) {
stream >> vertexIndex[i] >> slash >> texCoordIndex[i];
vertexIndex[i]--;
texCoordIndex[i]--;
}
for (int i = 0; i < 3; ++i) {
Vertex vertex;
Vector2 textureCoordinate;
vertex = positions[vertexIndex[i]];
textureCoordinate = uvs[texCoordIndex[i]];
vertices.push_back(vertex);
tInfo.textureCoordinates.push_back(textureCoordinate);
indices.push_back(static_cast<unsigned int>(indices.size()));
}
}
}
textureInfo.push_back(tInfo);
file.close();
textureInfo.push_back({"", uvs});
};
// map face of model to positions and texture coords