bullet3/examples/Importers/ImportObjDemo/Wavefront2GLInstanceGraphicsShape.cpp
2016-05-13 18:45:56 -07:00

162 lines
6.1 KiB
C++

#include "Wavefront2GLInstanceGraphicsShape.h"
#include "../../OpenGLWindow/GLInstancingRenderer.h"
#include "../../OpenGLWindow/GLInstanceGraphicsShape.h"
#include "btBulletDynamicsCommon.h"
#include "../../OpenGLWindow/SimpleOpenGL3App.h"
#include "Wavefront2GLInstanceGraphicsShape.h"
#include "../../OpenGLWindow/GLInstancingRenderer.h"
#include "../../OpenGLWindow/GLInstanceGraphicsShape.h"
GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tinyobj::shape_t>& shapes, bool flatShading)
{
b3AlignedObjectArray<GLInstanceVertex>* vertices = new b3AlignedObjectArray<GLInstanceVertex>;
{
// int numVertices = obj->vertexCount;
// int numIndices = 0;
b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
for (int s=0;s<(int)shapes.size();s++)
{
tinyobj::shape_t& shape = shapes[s];
int faceCount = shape.mesh.indices.size();
for (int f=0;f<faceCount;f+=3)
{
//btVector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
if (1)
{
btVector3 normal(0,1,0);
int vtxBaseIndex = vertices->size();
GLInstanceVertex vtx0;
vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f]*3+0];
vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f]*3+1];
vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f]*3+2];
vtx0.xyzw[3] = 0.f;
if (shape.mesh.texcoords.size())
{
vtx0.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f]*2+0];
vtx0.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f]*2+1];
} else
{
vtx0.uv[0] = 0.5;
vtx0.uv[1] = 0.5;
}
GLInstanceVertex vtx1;
vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+1]*3+0];
vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+1]*3+1];
vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+1]*3+2];
vtx1.xyzw[3]= 0.f;
if (shape.mesh.texcoords.size())
{
vtx1.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f+1]*2+0];
vtx1.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f+1]*2+1];
} else
{
vtx1.uv[0] = 0.5f;
vtx1.uv[1] = 0.5f;
}
GLInstanceVertex vtx2;
vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+2]*3+0];
vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+2]*3+1];
vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+2]*3+2];
vtx2.xyzw[3] = 0.f;
if (shape.mesh.texcoords.size())
{
vtx2.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f+2]*2+0];
vtx2.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f+2]*2+1];
} else
{
vtx2.uv[0] = 0.5;
vtx2.uv[1] = 0.5;
}
btVector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
btVector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
btVector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
unsigned int maxIndex = 0;
maxIndex = b3Max(maxIndex,shape.mesh.indices[f]*3+0);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f]*3+1);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f]*3+2);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f+1]*3+0);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f+1]*3+1);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f+1]*3+2);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f+2]*3+0);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f+2]*3+1);
maxIndex = b3Max(maxIndex,shape.mesh.indices[f+2]*3+2);
bool hasNormals = (shape.mesh.normals.size() && maxIndex<shape.mesh.normals.size() );
if (flatShading || !hasNormals)
{
normal = (v1-v0).cross(v2-v0);
btScalar len2 = normal.length2();
//skip degenerate triangles
if (len2 > SIMD_EPSILON)
{
normal.normalize();
} else
{
normal.setValue(0,0,0);
}
vtx0.normal[0] = normal[0];
vtx0.normal[1] = normal[1];
vtx0.normal[2] = normal[2];
vtx1.normal[0] = normal[0];
vtx1.normal[1] = normal[1];
vtx1.normal[2] = normal[2];
vtx2.normal[0] = normal[0];
vtx2.normal[1] = normal[1];
vtx2.normal[2] = normal[2];
} else
{
vtx0.normal[0] = shape.mesh.normals[shape.mesh.indices[f]*3+0];
vtx0.normal[1] = shape.mesh.normals[shape.mesh.indices[f]*3+1];
vtx0.normal[2] = shape.mesh.normals[shape.mesh.indices[f]*3+2]; //shape.mesh.indices[f+1]*3+0
vtx1.normal[0] = shape.mesh.normals[shape.mesh.indices[f+1]*3+0];
vtx1.normal[1] = shape.mesh.normals[shape.mesh.indices[f+1]*3+1];
vtx1.normal[2] = shape.mesh.normals[shape.mesh.indices[f+1]*3+2];
vtx2.normal[0] = shape.mesh.normals[shape.mesh.indices[f+2]*3+0];
vtx2.normal[1] = shape.mesh.normals[shape.mesh.indices[f+2]*3+1];
vtx2.normal[2] = shape.mesh.normals[shape.mesh.indices[f+2]*3+2];
}
vertices->push_back(vtx0);
vertices->push_back(vtx1);
vertices->push_back(vtx2);
indicesPtr->push_back(vtxBaseIndex);
indicesPtr->push_back(vtxBaseIndex+1);
indicesPtr->push_back(vtxBaseIndex+2);
}
}
}
GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape;
gfxShape->m_vertices = vertices;
gfxShape->m_numvertices = vertices->size();
gfxShape->m_indices = indicesPtr;
gfxShape->m_numIndices = indicesPtr->size();
for (int i=0;i<4;i++)
gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
return gfxShape;
}
}