Created
May 4, 2020 03:03
-
-
Save ForeverZer0/561695ce308028b77f98ef3bf1868fcd to your computer and use it in GitHub Desktop.
Simplified loader for creating a mesh from Wavefront OBJ (*.obj) format.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
* MIT License | |
* | |
* Copyright (c) 2020 Eric Freed | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
* | |
*/ | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Numerics; | |
using System.Runtime.InteropServices; | |
namespace Anvil | |
{ | |
/// <summary> | |
/// Standard vertex definition, with a position, UV coordinates, and normal vector. | |
/// </summary> | |
[StructLayout(LayoutKind.Sequential)] | |
public readonly struct Vertex | |
{ | |
/// <summary> | |
/// The vertex position. | |
/// </summary> | |
public readonly Vector3 Position; | |
/// <summary> | |
/// The texture coordinates (OpenGL style). | |
/// </summary> | |
public readonly Vector2 UV; | |
/// <summary> | |
/// The normal vector. | |
/// </summary> | |
public readonly Vector3 Normal; | |
/// <summary> | |
/// Creates a new instance of the <see cref="Vertex"/> structure. | |
/// </summary> | |
/// <param name="position">The position of the vertex in 3D space.</param> | |
/// <param name="uv">The texture UV coordinates.</param> | |
/// <param name="normal">The normal vector.</param> | |
public Vertex(Vector3 position, Vector2 uv, Vector3 normal) | |
{ | |
Position = position; | |
UV = uv; | |
Normal = normal; | |
} | |
} | |
/// <summary> | |
/// A basic mesh class containing a collection of vertices and elements for creating a VBO and EBO/IBO. | |
/// </summary> | |
public class Mesh | |
{ | |
private const string VERTEX = "v"; | |
private const string UV = "vt"; | |
private const string NORMAL = "vn"; | |
private const string FACE = "f"; | |
/// <summary> | |
/// An array of vertex data. | |
/// </summary> | |
public Vertex[] Vertices; | |
/// <summary> | |
/// An array of vertex indices, to use with <c>glDrawArrays</c>. | |
/// </summary> | |
public uint[] Elements; | |
/// <summary> | |
/// Creates a new instance of the <see cref="Mesh"/> class. | |
/// </summary> | |
/// <param name="vertices">A collection of vertex data.</param> | |
/// <param name="elements">A collection of corresponding indices for the vertices.</param> | |
public Mesh(IEnumerable<Vertex> vertices, IEnumerable<uint> elements) | |
{ | |
Vertices = vertices.ToArray(); | |
Elements = elements.ToArray(); | |
} | |
/// <summary> | |
/// Loads a Wavefront OBJ file into a mesh. | |
/// <para>Assumes the data contains 3 component vectors for position and normal, and 2 component vector for texture coordinates.</para> | |
/// </summary> | |
/// <param name="filename">The path to the file.</param> | |
/// <returns>A newly created <see cref="Mesh"/>.</returns> | |
public static Mesh Load(string filename) | |
{ | |
var positions = new List<Vector3>(); | |
var uvs = new List<Vector2>(); | |
var normals = new List<Vector3>(); | |
var elements = new List<uint>(); | |
Vector3 vec3 = default; | |
Vector2 vec2 = default; | |
var vertices = new List<Vertex>(); | |
uint elementCount = 0; | |
using (var reader = new StreamReader(filename)) | |
{ | |
string line; | |
while ((line = reader.ReadLine()) != null) | |
{ | |
var split = line.Split(' '); | |
if (split.Length == 0) | |
continue; | |
switch (split[0]) | |
{ | |
case VERTEX: | |
ParseVector3(split, ref vec3); | |
positions.Add(vec3); | |
break; | |
case UV: | |
vec2.X = float.Parse(split[1]); | |
vec2.Y = 1.0f - float.Parse(split[2]); | |
uvs.Add(vec2); | |
break; | |
case NORMAL: | |
ParseVector3(split, ref vec3); | |
normals.Add(vec3); | |
break; | |
case FACE: | |
for (var i = 1; i <= 3; i++) | |
{ | |
var data = split[i].Split('/'); | |
vertices.Add(new Vertex( | |
positions[int.Parse(data[0]) - 1], | |
uvs[int.Parse(data[1]) - 1], | |
normals[int.Parse(data[2]) - 1] | |
)); | |
elements.Add(elementCount++); | |
} | |
break; | |
default: | |
continue; | |
} | |
} | |
} | |
return new Mesh(vertices, elements); | |
} | |
private static void ParseVector3(string[] parts, ref Vector3 vec3) | |
{ | |
vec3.X = float.Parse(parts[1]); | |
vec3.Y = float.Parse(parts[2]); | |
vec3.Z = float.Parse(parts[3]); | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment