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diff --git a/source/game/render/obj_loader.cpp b/source/game/render/obj_loader.cpp
index 8d981aa..23bbc03 100644
--- a/source/game/render/obj_loader.cpp
+++ b/source/game/render/obj_loader.cpp
@@ -1,149 +1,149 @@
#include "render/obj_loader.h"
#include "compat/misc.h"
#include <stdio.h>
#include <string.h>
#include <iostream>
#include <fstream>
#include <string>
#include <map>
namespace render {
struct VertexIndex {
- int a, b, c;
+ unsigned int a, b, c;
VertexIndex(int A, int B, int C) : a(A), b(B), c(C) {}
bool operator<(const VertexIndex& other) const {
return memcmp(this, &other, sizeof(int) * 3) < 0;
}
};
void loadMeshOBJ(const char* filename, Mesh& mesh) {
// Read all the appropriate separate data arrays
std::vector<vec3f> vertices;
std::vector<vec3f> normals;
std::vector<float> ucoord;
std::vector<float> vcoord;
float scale = 1.f;
std::string line;
std::ifstream file(filename);
vec3f vec;
std::map<VertexIndex, unsigned> vertex_map;
if(file.is_open()) {
while(file.good()) {
std::getline(file, line);
if(line.size() == 0)
continue;
switch(line[0]) {
case 's':
if(line[1] == 'c') { //Non-standard extension 'scaling factor'
sscanf(line.c_str(), "sc %f", &scale);
}
break;
case 'v':
switch(line[1]) {
case ' ':
// Vertex
sscanf(line.c_str(), "v %f %f %f", &vec.x, &vec.y, &vec.z);
vec *= scale;
vertices.push_back(vec);
break;
case 'n':
// Normal
sscanf(line.c_str(), "vn %f %f %f", &vec.x, &vec.y, &vec.z);
normals.push_back(vec);
break;
case 't':
// Texture
float u, v;
sscanf(line.c_str(), "vt %f %f", &u, &v);
ucoord.push_back(u);
vcoord.push_back(v);
break;
}
break;
case 'f':
// Face
int vertsThisLine = 3;
int vertexIndex[4];
int uvIndex[4];
int normalIndex[4];
int elemIndex[4];
int items = sscanf(line.c_str(), "f %d/%d/%d %d/%d/%d %d/%d/%d %d/%d/%d",
&vertexIndex[0], &uvIndex[0], &normalIndex[0],
&vertexIndex[1], &uvIndex[1], &normalIndex[1],
&vertexIndex[2], &uvIndex[2], &normalIndex[2],
&vertexIndex[3], &uvIndex[3], &normalIndex[3]);
vertsThisLine = items / 3;
int vertCount = (int)vertices.size();
int normCount = (int)normals.size();
int uvCount = (int)ucoord.size();
for(int i = 0; i < vertsThisLine; ++i) {
if(vertexIndex[i] > 0)
vertexIndex[i] -= 1;
if(normalIndex[i] > 0)
normalIndex[i] -= 1;
if(uvIndex[i] > 0)
uvIndex[i] -= 1;
if(vertexIndex[i] >= vertCount || vertexIndex[i] < -vertCount)
goto ignoreFace;
if(normalIndex[i] >= normCount || normalIndex[i] < -normCount)
goto ignoreFace;
if(uvIndex[i] >= uvCount || uvIndex[i] < -uvCount)
goto ignoreFace;
if(vertexIndex[i] < 0)
vertexIndex[i] = vertCount + vertexIndex[i];
if(normalIndex[i] < 0)
normalIndex[i] = normCount + normalIndex[i];
if(uvIndex[i] < 0)
uvIndex[i] = uvCount + uvIndex[i];
VertexIndex ind(vertexIndex[i], normalIndex[i], uvIndex[i]);
auto it = vertex_map.find(ind);
if(it == vertex_map.end()) {
Vertex v;
v.position = vertices[vertexIndex[i]];
v.normal = normals[normalIndex[i]];
v.u = ucoord[uvIndex[i]];
v.v = 1.f - vcoord[uvIndex[i]];
elemIndex[i] = mesh.vertices.size();
mesh.vertices.push_back(v);
vertex_map[ind] = elemIndex[i];
}
else {
elemIndex[i] = it->second;
}
}
if(vertsThisLine >= 3)
mesh.faces.push_back(Mesh::Face(elemIndex[0], elemIndex[1], elemIndex[2]));
if(vertsThisLine >= 4)
mesh.faces.push_back(Mesh::Face(elemIndex[0], elemIndex[2], elemIndex[3]));
ignoreFace:
break;
}
}
file.close();
}
}
};
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