Files
libremetaverse/PrimMesher/ObjMesh.cs
2017-09-03 18:25:24 -05:00

221 lines
7.5 KiB
C#

/*
* Copyright (c) Contributors
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text.RegularExpressions;
namespace PrimMesher
{
public class ObjMesh
{
List<Coord> coords = new List<Coord>();
List<Coord> normals = new List<Coord>();
List<UVCoord> uvs = new List<UVCoord>();
public string meshName = string.Empty;
public List<List<ViewerVertex>> viewerVertices = new List<List<ViewerVertex>>();
public List<List<ViewerPolygon>> viewerPolygons = new List<List<ViewerPolygon>>();
List<ViewerVertex> faceVertices = new List<ViewerVertex>();
List<ViewerPolygon> facePolygons = new List<ViewerPolygon>();
public int numPrimFaces;
Dictionary<int, int> viewerVertexLookup = new Dictionary<int, int>();
public ObjMesh(string path)
{
ProcessStream(new StreamReader(path));
}
public ObjMesh(StreamReader sr)
{
ProcessStream(sr);
}
private void ProcessStream(StreamReader s)
{
numPrimFaces = 0;
while (!s.EndOfStream)
{
string line = s.ReadLine().Trim();
string[] tokens = Regex.Split(line, @"\s+");
// Skip blank lines and comments
if (tokens.Length > 0 && tokens[0] != String.Empty && !tokens[0].StartsWith("#"))
ProcessTokens(tokens);
}
MakePrimFace();
}
public VertexIndexer GetVertexIndexer()
{
VertexIndexer vi = new VertexIndexer();
vi.numPrimFaces = this.numPrimFaces;
vi.viewerPolygons = this.viewerPolygons;
vi.viewerVertices = this.viewerVertices;
return vi;
}
private void ProcessTokens(string[] tokens)
{
switch (tokens[0].ToLower())
{
case "o":
meshName = tokens[1];
break;
case "v":
coords.Add(ParseCoord(tokens));
break;
case "vt":
{
uvs.Add(ParseUVCoord(tokens));
break;
}
case "vn":
normals.Add(ParseCoord(tokens));
break;
case "g":
MakePrimFace();
break;
case "s":
break;
case "f":
int[] vertIndices = new int[3];
for (int vertexIndex = 1; vertexIndex <= 3; vertexIndex++)
{
string[] indices = tokens[vertexIndex].Split('/');
int positionIndex = int.Parse(indices[0],
CultureInfo.InvariantCulture) - 1;
int texCoordIndex = -1;
int normalIndex = -1;
if (indices.Length > 1)
{
if (int.TryParse(indices[1], System.Globalization.NumberStyles.Integer, CultureInfo.InvariantCulture, out texCoordIndex))
texCoordIndex--;
else texCoordIndex = -1;
}
if (indices.Length > 2)
{
if (int.TryParse(indices[1], System.Globalization.NumberStyles.Integer, CultureInfo.InvariantCulture, out normalIndex))
normalIndex--;
else normalIndex = -1;
}
int hash = hashInts(positionIndex, texCoordIndex, normalIndex);
if (viewerVertexLookup.ContainsKey(hash))
vertIndices[vertexIndex - 1] = viewerVertexLookup[hash];
else
{
ViewerVertex vv = new ViewerVertex();
vv.v = coords[positionIndex];
if (normalIndex > -1)
vv.n = normals[normalIndex];
if (texCoordIndex > -1)
vv.uv = uvs[texCoordIndex];
faceVertices.Add(vv);
vertIndices[vertexIndex - 1] = viewerVertexLookup[hash] = faceVertices.Count - 1;
}
}
facePolygons.Add(new ViewerPolygon(vertIndices[0], vertIndices[1], vertIndices[2]));
break;
case "mtllib":
break;
case "usemtl":
break;
default:
break;
}
}
private void MakePrimFace()
{
if (faceVertices.Count > 0 && facePolygons.Count > 0)
{
viewerVertices.Add(faceVertices);
faceVertices = new List<ViewerVertex>();
viewerPolygons.Add(facePolygons);
facePolygons = new List<ViewerPolygon>();
viewerVertexLookup = new Dictionary<int, int>();
numPrimFaces++;
}
}
private UVCoord ParseUVCoord(string[] tokens)
{
return new UVCoord(
float.Parse(tokens[1], CultureInfo.InvariantCulture),
float.Parse(tokens[1], CultureInfo.InvariantCulture));
}
private Coord ParseCoord(string[] tokens)
{
return new Coord(
float.Parse(tokens[1], CultureInfo.InvariantCulture),
float.Parse(tokens[2], CultureInfo.InvariantCulture),
float.Parse(tokens[3], CultureInfo.InvariantCulture));
}
private int hashInts(int i1, int i2, int i3)
{
return (i1.ToString() + " " + i2.ToString() + " " + i3.ToString()).GetHashCode();
}
}
}