#include #include #include #include "model.h" #include "Bullet3Common/b3Logging.h" #include // memcpy Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_() { std::ifstream in; in.open (filename, std::ifstream::in); if (in.fail()) return; std::string line; while (!in.eof()) { std::getline(in, line); std::istringstream iss(line.c_str()); char trash; if (!line.compare(0, 2, "v ")) { iss >> trash; Vec3f v; for (int i=0;i<3;i++) iss >> v[i]; verts_.push_back(v); } else if (!line.compare(0, 3, "vn ")) { iss >> trash >> trash; Vec3f n; for (int i=0;i<3;i++) iss >> n[i]; norms_.push_back(n); } else if (!line.compare(0, 3, "vt ")) { iss >> trash >> trash; Vec2f uv; for (int i=0;i<2;i++) iss >> uv[i]; uv_.push_back(uv); } else if (!line.compare(0, 2, "f ")) { std::vector f; Vec3i tmp; iss >> trash; while (iss >> tmp[0] >> trash >> tmp[1] >> trash >> tmp[2]) { for (int i=0; i<3; i++) tmp[i]--; // in wavefront obj all indices start at 1, not zero f.push_back(tmp); } faces_.push_back(f); } } std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl; load_texture(filename, "_diffuse.tga", diffusemap_); load_texture(filename, "_nm_tangent.tga", normalmap_); load_texture(filename, "_spec.tga", specularmap_); } Model::Model():verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_() { } void Model::setDiffuseTextureFromData(unsigned char* textureImage,int textureWidth,int textureHeight) { { B3_PROFILE("new TGAImage"); diffusemap_ = TGAImage(textureWidth, textureHeight, TGAImage::RGB); } TGAColor color; color.bgra[3] = 255; color.bytespp = 3; { B3_PROFILE("copy texels"); memcpy(diffusemap_.buffer(), textureImage, textureHeight*textureWidth * 3); } { B3_PROFILE("flip_vertically"); diffusemap_.flip_vertically(); } } void Model::loadDiffuseTexture(const char* relativeFileName) { diffusemap_.read_tga_file(relativeFileName); } void Model::reserveMemory(int numVertices, int numIndices) { verts_.reserve(numVertices); norms_.reserve(numVertices); uv_.reserve(numVertices); faces_.reserve(numIndices); } void Model::addVertex(float x,float y,float z, float normalX, float normalY, float normalZ, float u, float v) { verts_.push_back(Vec3f(x,y,z)); norms_.push_back(Vec3f(normalX,normalY,normalZ)); uv_.push_back(Vec2f(u,v)); } void Model::addTriangle(int vertexposIndex0, int normalIndex0, int uvIndex0, int vertexposIndex1, int normalIndex1, int uvIndex1, int vertexposIndex2, int normalIndex2, int uvIndex2) { std::vector f; f.push_back(Vec3i(vertexposIndex0, normalIndex0, uvIndex0)); f.push_back(Vec3i(vertexposIndex1, normalIndex1, uvIndex1)); f.push_back(Vec3i(vertexposIndex2, normalIndex2, uvIndex2)); faces_.push_back(f); } Model::~Model() {} int Model::nverts() { return (int)verts_.size(); } int Model::nfaces() { return (int)faces_.size(); } std::vector Model::face(int idx) { std::vector face; for (int i=0; i<(int)faces_[idx].size(); i++) face.push_back(faces_[idx][i][0]); return face; } Vec3f Model::vert(int i) { return verts_[i]; } Vec3f Model::vert(int iface, int nthvert) { return verts_[faces_[iface][nthvert][0]]; } void Model::load_texture(std::string filename, const char *suffix, TGAImage &img) { std::string texfile(filename); size_t dot = texfile.find_last_of("."); if (dot!=std::string::npos) { texfile = texfile.substr(0,dot) + std::string(suffix); std::cerr << "texture file " << texfile << " loading " << (img.read_tga_file(texfile.c_str()) ? "ok" : "failed") << std::endl; img.flip_vertically(); } } TGAColor Model::diffuse(Vec2f uvf) { if (diffusemap_.get_width() && diffusemap_.get_height()) { double val; // bool repeat = true; // if (repeat) { uvf[0] = modf(uvf[0],&val); uvf[1] = modf(uvf[1],&val); } Vec2i uv(uvf[0]*diffusemap_.get_width(), uvf[1]*diffusemap_.get_height()); return diffusemap_.get(uv[0], uv[1]); } return TGAColor(255,255,255,255); } Vec3f Model::normal(Vec2f uvf) { Vec2i uv(uvf[0]*normalmap_.get_width(), uvf[1]*normalmap_.get_height()); TGAColor c = normalmap_.get(uv[0], uv[1]); Vec3f res; for (int i=0; i<3; i++) res[2-i] = (float)c[i]/255.f*2.f - 1.f; return res; } Vec2f Model::uv(int iface, int nthvert) { return uv_[faces_[iface][nthvert][1]]; } float Model::specular(Vec2f uvf) { if (specularmap_.get_width() && specularmap_.get_height()) { Vec2i uv(uvf[0]*specularmap_.get_width(), uvf[1]*specularmap_.get_height()); return specularmap_.get(uv[0], uv[1])[0]/1.f; } return 2.0; } Vec3f Model::normal(int iface, int nthvert) { int idx = faces_[iface][nthvert][2]; return norms_[idx].normalize(); }