diff options
author | Guillermo A. Amaral <gamaral@kdab.com> | 2016-10-12 12:48:46 -0700 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2017-01-20 13:56:25 +0000 |
commit | 4338a85487788bb553cef0eaa5e5a3f929934eea (patch) | |
tree | 8befa1065412ecaa90a1c931968d7876a9e24413 /src/plugins/geometryloaders/default/objgeometryloader.cpp | |
parent | cef6d5406267787d22deee75600ee9d3653a3109 (diff) |
QMesh geometry loading via plugin system
Ported ObjLoader to a plugin based system.
Change-Id: I4bf50fe869f04173c022b6a22c45944ecdad4703
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/plugins/geometryloaders/default/objgeometryloader.cpp')
-rw-r--r-- | src/plugins/geometryloaders/default/objgeometryloader.cpp | 255 |
1 files changed, 255 insertions, 0 deletions
diff --git a/src/plugins/geometryloaders/default/objgeometryloader.cpp b/src/plugins/geometryloaders/default/objgeometryloader.cpp new file mode 100644 index 000000000..cd979d9a0 --- /dev/null +++ b/src/plugins/geometryloaders/default/objgeometryloader.cpp @@ -0,0 +1,255 @@ +/**************************************************************************** +** +** Copyright (C) 2017 The Qt Company Ltd and/or its subsidiary(-ies). +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "objgeometryloader.h" + +#include <QtCore/QLoggingCategory> + +QT_BEGIN_NAMESPACE + +namespace Qt3DRender { + +Q_LOGGING_CATEGORY(ObjGeometryLoaderLog, "Qt3D.ObjGeometryLoader") + +static void addFaceVertex(const FaceIndices &faceIndices, + QVector<FaceIndices>& faceIndexVector, + QHash<FaceIndices, unsigned int>& faceIndexMap); + +inline uint qHash(const FaceIndices &faceIndices) +{ + return faceIndices.positionIndex + + 10 * faceIndices.texCoordIndex + + 100 * faceIndices.normalIndex; +} + +bool ObjGeometryLoader::doLoad(QIODevice *ioDev, const QString &subMesh) +{ + int faceCount = 0; + + // Parse faces taking into account each vertex in a face can index different indices + // for the positions, normals and texture coords; + // Generate unique vertices (in OpenGL parlance) and output to points, texCoords, + // normals and calculate mapping from faces to unique indices + QVector<QVector3D> positions; + QVector<QVector3D> normals; + QVector<QVector2D> texCoords; + QHash<FaceIndices, unsigned int> faceIndexMap; + QVector<FaceIndices> faceIndexVector; + + bool skipping = false; + int positionsOffset = 0; + int normalsOffset = 0; + int texCoordsOffset = 0; + + QRegExp subMeshMatch(subMesh); + if (!subMeshMatch.isValid()) + subMeshMatch.setPattern(QLatin1String("^(") + subMesh + QLatin1String(")$")); + Q_ASSERT(subMeshMatch.isValid()); + + char lineBuffer[1024]; + const char *line; + QByteArray longLine; + while (!ioDev->atEnd()) { + // try to read into lineBuffer first, if the line fits (common case) we can do this without expensive allocations + // if not, fall back to dynamically allocated QByteArrays + auto lineSize = ioDev->readLine(lineBuffer, sizeof(lineBuffer)); + if (lineSize == sizeof(lineBuffer) - 1 && lineBuffer[lineSize - 1] != '\n') { + longLine = QByteArray(lineBuffer, lineSize); + longLine += ioDev->readLine(); + line = longLine.constData(); + lineSize = longLine.size(); + } else { + line = lineBuffer; + } + + if (lineSize > 0 && line[0] != '#') { + if (line[lineSize - 1] == '\n') + --lineSize; // chop newline + + const ByteArraySplitter tokens(line, line + lineSize, ' ', QString::SkipEmptyParts); + + if (qstrncmp(tokens.charPtrAt(0), "v ", 2) == 0) { + if (tokens.size() < 4) { + qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex"; + } else { + if (!skipping) { + float x = tokens.floatAt(1); + float y = tokens.floatAt(2); + float z = tokens.floatAt(3); + positions.append(QVector3D(x, y, z)); + } else { + positionsOffset++; + } + } + } else if (m_loadTextureCoords && qstrncmp(tokens.charPtrAt(0), "vt ", 3) == 0) { + if (tokens.size() < 3) { + qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in texture coordinate"; + } else { + if (!skipping) { + // Process texture coordinate + float s = tokens.floatAt(1); + float t = tokens.floatAt(2); + texCoords.append(QVector2D(s, t)); + } else { + texCoordsOffset++; + } + } + } else if (qstrncmp(tokens.charPtrAt(0), "vn ", 3) == 0) { + if (tokens.size() < 4) { + qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex normal"; + } else { + if (!skipping) { + float x = tokens.floatAt(1); + float y = tokens.floatAt(2); + float z = tokens.floatAt(3); + normals.append(QVector3D(x, y, z)); + } else { + normalsOffset++; + } + } + } else if (!skipping && qstrncmp(tokens.charPtrAt(0), "f ", 2) == 0) { + // Process face + ++faceCount; + + int faceVertices = tokens.size() - 1; + + QVarLengthArray<FaceIndices, 4> face; // try to avoid allocations in the common case of triangulated data + face.reserve(faceVertices); + + for (int i = 0; i < faceVertices; i++) { + FaceIndices faceIndices; + const ByteArraySplitter indices = tokens.splitterAt(i + 1, '/', QString::KeepEmptyParts); + switch (indices.size()) { + case 3: + faceIndices.normalIndex = indices.intAt(2) - 1 - normalsOffset; // fall through + case 2: + faceIndices.texCoordIndex = indices.intAt(1) - 1 - texCoordsOffset; // fall through + case 1: + faceIndices.positionIndex = indices.intAt(0) - 1 - positionsOffset; + break; + default: + qCWarning(ObjGeometryLoaderLog) << "Unsupported number of indices in face element"; + } + + face.append(faceIndices); + } + + // If number of edges in face is greater than 3, + // decompose into triangles as a triangle fan. + FaceIndices v0 = face[0]; + FaceIndices v1 = face[1]; + FaceIndices v2 = face[2]; + + // First face + addFaceVertex(v0, faceIndexVector, faceIndexMap); + addFaceVertex(v1, faceIndexVector, faceIndexMap); + addFaceVertex(v2, faceIndexVector, faceIndexMap); + + for (int i = 3; i < face.size(); ++i) { + v1 = v2; + v2 = face[i]; + addFaceVertex(v0, faceIndexVector, faceIndexMap); + addFaceVertex(v1, faceIndexVector, faceIndexMap); + addFaceVertex(v2, faceIndexVector, faceIndexMap); + } + + // end of face + } else if (qstrncmp(tokens.charPtrAt(0), "o ", 2) == 0) { + if (tokens.size() < 2) { + qCWarning(ObjGeometryLoaderLog) << "Missing submesh name"; + } else { + if (!subMesh.isEmpty() ) { + const QString objName = tokens.stringAt(1); + skipping = subMeshMatch.indexIn(objName) < 0; + } + } + } + } // empty input line + } // while (!ioDev->atEnd()) + + // Iterate over the faceIndexMap and pull out pos, texCoord and normal data + // thereby generating unique vertices of data (by OpenGL definition) + const int vertexCount = faceIndexMap.size(); + const bool hasTexCoords = !texCoords.isEmpty(); + const bool hasNormals = !normals.isEmpty(); + + m_points.resize(vertexCount); + m_texCoords.clear(); + if (hasTexCoords) + m_texCoords.resize(vertexCount); + m_normals.clear(); + if (hasNormals) + m_normals.resize(vertexCount); + + for (QHash<FaceIndices, unsigned int>::const_iterator it = faceIndexMap.begin(), endIt = faceIndexMap.end(); it != endIt; ++it) { + m_points[it.value()] = positions[it.key().positionIndex]; + if (hasTexCoords) + m_texCoords[it.value()] = std::numeric_limits<unsigned int>::max() != it.key().texCoordIndex ? texCoords[it.key().texCoordIndex] : QVector2D(); + if (hasNormals) + m_normals[it.value()] = normals[it.key().normalIndex]; + } + + // Now iterate over the face indices and lookup the unique vertex index + const int indexCount = faceIndexVector.size(); + m_indices.clear(); + m_indices.reserve(indexCount); + for (const FaceIndices faceIndices : faceIndexVector) { + const unsigned int i = faceIndexMap.value(faceIndices); + m_indices.append(i); + } + + return true; +} + +static void addFaceVertex(const FaceIndices &faceIndices, + QVector<FaceIndices>& faceIndexVector, + QHash<FaceIndices, unsigned int>&faceIndexMap) +{ + if (faceIndices.positionIndex != std::numeric_limits<unsigned int>::max()) { + faceIndexVector.append(faceIndices); + if (!faceIndexMap.contains(faceIndices)) + faceIndexMap.insert(faceIndices, faceIndexMap.size()); + } else { + qCWarning(ObjGeometryLoaderLog) << "Missing position index"; + } +} + +} // namespace Qt3DRender + +QT_END_NAMESPACE |