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October 20, 2017 17:02
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#include "ModelLoader.h" | |
using namespace std; | |
namespace ModelLoader | |
{ | |
void LoadVertices(ObjMesh& mesh, string& buffer); | |
void LoadFaces(ObjMesh& mesh, string &buffer); | |
void LoadTexCoords(ObjMesh& mesh, string &buffer); | |
void LoadNormals(ObjMesh& mesh, string &buffer); | |
std::vector<Vertex> tempVertices; | |
std::vector<Textures> tempTextures; | |
std::vector<Vertex> tempNormals; | |
void LoadVertices(ObjMesh & mesh, string& buffer) | |
{ | |
if (buffer[0] == 'v' && buffer[1] == ' ') | |
{ | |
//string buffer; | |
Vertex temp3; | |
float tmpX, tmpY, tmpZ; | |
sscanf_s(buffer.c_str(), "v %f %f %f", &tmpX, &tmpY, &tmpZ); | |
temp3.x = tmpX; | |
temp3.y = tmpY; | |
temp3.z = tmpZ; | |
tempVertices.push_back(temp3); | |
} | |
} | |
void LoadTexCoords(ObjMesh & mesh, string& buffer) | |
{ | |
if (buffer[0] == 'v' && buffer[1] == 't') | |
{ | |
Textures temp2; | |
float tmpU, tmpV; | |
sscanf_s(buffer.c_str(), "vt %f %f", &tmpU, &tmpV); | |
temp2.u = tmpU; | |
temp2.v = tmpV; | |
tempTextures.push_back(temp2); | |
} | |
} | |
void LoadNormals(ObjMesh & mesh, string& buffer) | |
{ | |
if (buffer[0] == 'v' && buffer[1] == 'n') | |
{ | |
Vertex temp3; | |
float tmpX, tmpY, tmpZ; | |
sscanf_s(buffer.c_str(), "vn %f %f %f", &tmpX, &tmpY, &tmpZ); | |
temp3.x = tmpX; | |
temp3.y = tmpY; | |
temp3.z = tmpZ; | |
tempNormals.push_back(temp3); | |
} | |
} | |
void LoadFaces(ObjMesh & mesh, string& buffer) | |
{ | |
if (buffer[0] == 'f' && buffer[1] == ' ') | |
{ | |
if (sscanf_s(buffer.c_str(), "f %i//%i %i//%i %i//%i", &mesh.vertexIndex[0], &mesh.normalIndex[0], &mesh.vertexIndex[1], &mesh.normalIndex[1], &mesh.vertexIndex[2], &mesh.normalIndex[2]) == 6) //Vertex and normal | |
{ | |
mesh.vertexIndices.push_back(mesh.vertexIndex[0]); | |
mesh.vertexIndices.push_back(mesh.vertexIndex[1]); | |
mesh.vertexIndices.push_back(mesh.vertexIndex[2]); | |
mesh.normalIndices.push_back(mesh.normalIndex[0]); | |
mesh.normalIndices.push_back(mesh.normalIndex[1]); | |
mesh.normalIndices.push_back(mesh.normalIndex[2]); | |
} | |
if (sscanf_s(buffer.c_str(), "f %i/%i/%i %i/%i/%i %i/%i/%i", &mesh.vertexIndex[0], &mesh.uvIndex[0], &mesh.normalIndex[0], | |
&mesh.vertexIndex[1], &mesh.uvIndex[1], &mesh.normalIndex[1], | |
&mesh.vertexIndex[2], &mesh.uvIndex[2], &mesh.normalIndex[2]) == 9) //vertex normal and texture | |
{ | |
mesh.textureEnabled = true; | |
mesh.vertexIndices.push_back(mesh.vertexIndex[0]); | |
mesh.vertexIndices.push_back(mesh.vertexIndex[1]); | |
mesh.vertexIndices.push_back(mesh.vertexIndex[2]); | |
mesh.normalIndices.push_back(mesh.normalIndex[0]); | |
mesh.normalIndices.push_back(mesh.normalIndex[1]); | |
mesh.normalIndices.push_back(mesh.normalIndex[2]); | |
mesh.uvIndices.push_back(mesh.uvIndex[0]); | |
mesh.uvIndices.push_back(mesh.uvIndex[1]); | |
mesh.uvIndices.push_back(mesh.uvIndex[2]); | |
} | |
if (sscanf_s(buffer.c_str(), "f %i/%i %i/%i %i/%i", &mesh.vertexIndex[0], &mesh.uvIndex[0], &mesh.vertexIndex[1], &mesh.uvIndex[1], &mesh.vertexIndex[2], &mesh.uvIndex[2]) == 6) //vertex and texture | |
{ | |
mesh.textureEnabled = true; | |
mesh.vertexIndices.push_back(mesh.vertexIndex[0]); | |
mesh.vertexIndices.push_back(mesh.vertexIndex[1]); | |
mesh.vertexIndices.push_back(mesh.vertexIndex[2]); | |
mesh.uvIndices.push_back(mesh.uvIndex[0]); | |
mesh.uvIndices.push_back(mesh.uvIndex[1]); | |
mesh.uvIndices.push_back(mesh.uvIndex[2]); | |
} | |
} | |
} | |
ObjMesh * ModelLoader::Load(char * path) | |
{ | |
ObjMesh* objMesh = new ObjMesh(); | |
ifstream file; | |
file.open(path); | |
string buffer; | |
if (!file.good()) | |
{ | |
cerr << "Can't open texture file " << path << endl; | |
return nullptr; | |
} | |
while (!file.eof()) | |
{ | |
getline(file, buffer); | |
if (buffer[0] == '#') | |
{ | |
continue; | |
} | |
else | |
{ | |
LoadVertices(*objMesh, buffer); | |
LoadNormals(*objMesh, buffer); | |
LoadTexCoords(*objMesh, buffer); | |
LoadFaces(*objMesh, buffer); | |
} | |
} | |
file.close(); | |
for (unsigned int i = 0; i < objMesh->vertexIndices.size(); i++) | |
{ | |
unsigned int vertexIndex = objMesh->vertexIndices[i]; | |
Vertex faceVertices; | |
faceVertices = tempVertices[vertexIndex - 1]; | |
objMesh->vertices.push_back(faceVertices); | |
} | |
for (unsigned int i = 0; i < objMesh->normalIndices.size(); i++) | |
{ | |
unsigned int normalIndex = objMesh->normalIndices[i]; | |
Vertex faceNormals; | |
faceNormals = tempNormals[normalIndex - 1]; | |
objMesh->normals.push_back(faceNormals); | |
} | |
for (unsigned int i = 0; i < objMesh->uvIndices.size(); i++) | |
{ | |
unsigned int uvIndex = objMesh->uvIndices[i]; | |
Textures faceTextures; | |
faceTextures = tempTextures[uvIndex - 1]; | |
objMesh->textures.push_back(faceTextures); | |
} | |
tempNormals.clear(); //Microsoft function which will clear the temp arrays allowing me to load in new arrays | |
tempTextures.clear(); | |
tempVertices.clear(); | |
return objMesh; | |
} | |
} | |
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