mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 06:00:12 +00:00
4a705d1e03
Fix uninitialized variable jointDamping/jointFriction in SDF importer Add SDF <pose> parsing in visual, inertial, collision elements. Slight improvement in TinyRender loading performance of largish meshes (30k vertices) Reduce #define MAX_SDF_BODIES to 500, due to some issue in client code, todo: figure out what the issue is. b3RobotSimAPI support SDF file loading Tiny improvement in OpenGL hardware renderer lighting, to distinguish faces without textures
172 lines
5.1 KiB
C++
172 lines
5.1 KiB
C++
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include "model.h"
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Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_() {
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std::ifstream in;
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in.open (filename, std::ifstream::in);
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if (in.fail()) return;
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std::string line;
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while (!in.eof()) {
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std::getline(in, line);
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std::istringstream iss(line.c_str());
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char trash;
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if (!line.compare(0, 2, "v ")) {
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iss >> trash;
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Vec3f v;
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for (int i=0;i<3;i++) iss >> v[i];
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verts_.push_back(v);
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} else if (!line.compare(0, 3, "vn ")) {
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iss >> trash >> trash;
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Vec3f n;
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for (int i=0;i<3;i++) iss >> n[i];
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norms_.push_back(n);
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} else if (!line.compare(0, 3, "vt ")) {
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iss >> trash >> trash;
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Vec2f uv;
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for (int i=0;i<2;i++) iss >> uv[i];
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uv_.push_back(uv);
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} else if (!line.compare(0, 2, "f ")) {
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std::vector<Vec3i> f;
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Vec3i tmp;
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iss >> trash;
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while (iss >> tmp[0] >> trash >> tmp[1] >> trash >> tmp[2]) {
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for (int i=0; i<3; i++) tmp[i]--; // in wavefront obj all indices start at 1, not zero
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f.push_back(tmp);
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}
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faces_.push_back(f);
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}
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}
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std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl;
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load_texture(filename, "_diffuse.tga", diffusemap_);
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load_texture(filename, "_nm_tangent.tga", normalmap_);
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load_texture(filename, "_spec.tga", specularmap_);
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}
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Model::Model():verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_()
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{
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}
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void Model::setDiffuseTextureFromData(unsigned char* textureImage,int textureWidth,int textureHeight)
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{
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diffusemap_ = TGAImage(textureWidth, textureHeight, TGAImage::RGB);
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for (int i=0;i<textureWidth;i++)
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{
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for (int j=0;j<textureHeight;j++)
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{
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TGAColor color;
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color.bgra[0] = textureImage[(i+j*textureWidth)*3+0];
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color.bgra[1] = textureImage[(i+j*textureWidth)*3+1];
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color.bgra[2] = textureImage[(i+j*textureWidth)*3+2];
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color.bgra[3] = 255;
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color.bytespp = 3;
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diffusemap_.set(i,j,color);
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}
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}
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diffusemap_.flip_vertically();
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}
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void Model::loadDiffuseTexture(const char* relativeFileName)
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{
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diffusemap_.read_tga_file(relativeFileName);
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}
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void Model::reserveMemory(int numVertices, int numIndices)
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{
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verts_.reserve(numVertices);
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norms_.reserve(numVertices);
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uv_.reserve(numVertices);
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faces_.reserve(numIndices);
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}
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void Model::addVertex(float x,float y,float z, float normalX, float normalY, float normalZ, float u, float v)
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{
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verts_.push_back(Vec3f(x,y,z));
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norms_.push_back(Vec3f(normalX,normalY,normalZ));
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uv_.push_back(Vec2f(u,v));
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}
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void Model::addTriangle(int vertexposIndex0, int normalIndex0, int uvIndex0,
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int vertexposIndex1, int normalIndex1, int uvIndex1,
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int vertexposIndex2, int normalIndex2, int uvIndex2)
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{
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std::vector<Vec3i> f;
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f.push_back(Vec3i(vertexposIndex0, normalIndex0, uvIndex0));
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f.push_back(Vec3i(vertexposIndex1, normalIndex1, uvIndex1));
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f.push_back(Vec3i(vertexposIndex2, normalIndex2, uvIndex2));
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faces_.push_back(f);
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}
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Model::~Model() {}
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int Model::nverts() {
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return (int)verts_.size();
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}
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int Model::nfaces() {
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return (int)faces_.size();
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}
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std::vector<int> Model::face(int idx) {
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std::vector<int> face;
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for (int i=0; i<(int)faces_[idx].size(); i++) face.push_back(faces_[idx][i][0]);
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return face;
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}
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Vec3f Model::vert(int i) {
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return verts_[i];
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}
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Vec3f Model::vert(int iface, int nthvert) {
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return verts_[faces_[iface][nthvert][0]];
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}
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void Model::load_texture(std::string filename, const char *suffix, TGAImage &img) {
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std::string texfile(filename);
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size_t dot = texfile.find_last_of(".");
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if (dot!=std::string::npos) {
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texfile = texfile.substr(0,dot) + std::string(suffix);
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std::cerr << "texture file " << texfile << " loading " << (img.read_tga_file(texfile.c_str()) ? "ok" : "failed") << std::endl;
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img.flip_vertically();
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}
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}
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TGAColor Model::diffuse(Vec2f uvf) {
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if (diffusemap_.get_width() && diffusemap_.get_height())
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{
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Vec2i uv(uvf[0]*diffusemap_.get_width(), uvf[1]*diffusemap_.get_height());
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return diffusemap_.get(uv[0], uv[1]);
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}
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return TGAColor(255,255,255,255);
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}
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Vec3f Model::normal(Vec2f uvf) {
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Vec2i uv(uvf[0]*normalmap_.get_width(), uvf[1]*normalmap_.get_height());
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TGAColor c = normalmap_.get(uv[0], uv[1]);
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Vec3f res;
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for (int i=0; i<3; i++)
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res[2-i] = (float)c[i]/255.f*2.f - 1.f;
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return res;
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}
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Vec2f Model::uv(int iface, int nthvert) {
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return uv_[faces_[iface][nthvert][1]];
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}
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float Model::specular(Vec2f uvf) {
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Vec2i uv(uvf[0]*specularmap_.get_width(), uvf[1]*specularmap_.get_height());
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return specularmap_.get(uv[0], uv[1])[0]/1.f;
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}
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Vec3f Model::normal(int iface, int nthvert) {
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int idx = faces_[iface][nthvert][2];
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return norms_[idx].normalize();
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}
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