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#include "model.h"

#include <QFile>
#include <QSet>
#include <QTextStream>
#include <QVarLengthArray>

#include "GL/gl.h"

static Point3d readPoint(QTextStream &ts)
{
    Point3d p;
    ts >> p.x >> p.y >> p.z;
    return p;
}

struct Edge
{
    int pointA;
    int pointB;
};

uint qHash(const Edge &edge)
{
    return qHash(edge.pointA) ^ qHash(edge.pointB);
}

bool operator==(const Edge &a, const Edge &b)
{
    return (a.pointA == b.pointA && a.pointB == b.pointB)
        || (a.pointA == b.pointB && a.pointB == b.pointA);
}

Model::Model(const QString &filename)
{
    QFile file(filename);
    if (!file.open(QIODevice::ReadOnly))
        return;

    QSet<Edge> edges;

    Point3d min( 1e9, 1e9, 1e9);
    Point3d max(-1e9,-1e9,-1e9);

    QVector<Point3d> pointData;
    QVector<Point3d> normalData;

    QTextStream in(&file);
    while (!in.atEnd()) {
        QString input = in.readLine();

        if (input.isEmpty() || input[0] == '#')
            continue;

        QTextStream ts(&input);
        QString id;
        ts >> id;

        if (id == "v") {
            Point3d p = readPoint(ts);
            p.y = -p.y;
            pointData << p;
            normalData << Point3d();

            min.x = qMin(min.x, p.x);
            min.y = qMin(min.y, p.y);
            min.z = qMin(min.z, p.z);

            max.x = qMax(max.x, p.x);
            max.y = qMax(max.y, p.y);
            max.z = qMax(max.z, p.z);
        } else if (id == "f" || id == "fo") {
            QVarLengthArray<int, 4> p;

            while (!ts.atEnd()) {
                QString vertex;
                ts >> vertex;

                int index;
                QTextStream vertexStream(&vertex);
                vertexStream >> index;
                if (vertexStream.status() == QTextStream::Ok)
                    p.append(index - 1);
            }

            for (int i = 0; i < p.size(); ++i) {
                Edge edge = { p[i], p[(i + 1) % p.size()] };
                edges << edge;
            }

            for (int i = 0; i < 3; ++i)
                m_pointIndices << p[i];

            if (p.size() == 4)
                for (int i = 0; i < 3; ++i)
                    m_pointIndices << p[(i + 2) % 4];
        }
    }

#if 0
    for (int i = 0; i < m_pointIndices.size(); ++i) {
        Point3d p1 = pointData.at(m_pointIndices.at(i));
        for (int j = 0; j < m_pointIndices.at(i); ++j) {
            Point3d p2 = pointData.at(j);
            if (p1.x == p2.x && p1.y == p2.y && p1.z == p2.z) {
                m_pointIndices[i] = j;
                break;
            }
        }
    }
#endif

    Point3d bounds = max - min;
    qreal scale = 1 / qMax(bounds.x, qMax(bounds.y, bounds.z));

    for (int i = 0; i < pointData.size(); ++i) {
        Point3d &p = pointData[i];

        p.x -= min.x + bounds.x * 0.5;
        p.y -= min.y + bounds.y * 0.5;
        p.z -= min.z + bounds.z * 0.5;

        p.x *= scale;
        p.y *= scale;
        p.z *= scale;
    }

    QVector<int> counts(normalData.size());

    for (int i = 0; i < counts.size(); ++i)
        counts[i] = 0;

    for (int i = 0; i < m_pointIndices.size(); i += 3) {
        const Point3d a = pointData.at(m_pointIndices.at(i));
        const Point3d b = pointData.at(m_pointIndices.at(i+1));
        const Point3d c = pointData.at(m_pointIndices.at(i+2));

        Point3d normal = cross(c - a, b - a).normalize();

        for (int j = 0; j < 3; ++j) {
            Point3d old = normalData.at(m_pointIndices.at(i + j));
            normalData[m_pointIndices.at(i + j)] = old + normal;
            ++counts[m_pointIndices.at(i + j)];
        }
    }

    for (int i = 0; i < normalData.size(); ++i) {
        float r = 1. / counts.at(i);
        normalData[i] = normalData.at(i) * r;//.normalize();
    }

#if 0
    Point3d normal;
    for (int i = 0; i < m_pointIndices.size(); ++i) {
#if 0
        if ((i % 3) == 0) {
            Point3d a = pointData.at(m_pointIndices.at(i));
            Point3d b = pointData.at(m_pointIndices.at(i+1));
            Point3d c = pointData.at(m_pointIndices.at(i+2));

            normal = cross(c - a, b - a).normalize();

            //float len = normal.x * normal.x +normal.y * normal.y +normal.z * normal.z;
        }
#endif

        m_points << pointData.at(m_pointIndices.at(i));
        m_normals << normalData.at(m_pointIndices.at(i)).normalize();

#if 0
        Point3d p = m_points.last();
        Point3d n = m_normals.last();

        printf("Index: %d, point: %f %f %f, normal: %f %f %f\n", m_pointIndices.at(i),
                p.x, p.y, p.z,
                n.x, n.y, n.z);
#endif
    }
#endif

    m_points = pointData;
    m_normals = normalData;

    foreach(const Edge &edge, QVector<Edge>::fromList(edges.toList()))
        m_edges << pointData.at(edge.pointA) << pointData.at(edge.pointB);
}

void Model::render(bool wireframe, bool normals) const
{
    glEnableClientState(GL_VERTEX_ARRAY);
    if (wireframe) {
        glColor3f(0, 0, 0);
        glVertexPointer(3, GL_FLOAT, 0, m_edges.data());
        glDrawArrays(GL_LINES, 0, m_edges.size());
    } else {
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glEnable(GL_COLOR_MATERIAL);

        glShadeModel(GL_SMOOTH);

        glEnable(GL_DEPTH_TEST);

        glEnableClientState(GL_NORMAL_ARRAY);

        glVertexPointer(3, GL_FLOAT, 0, (float *)m_points.data());
        glNormalPointer(GL_FLOAT, 0, (float *)m_normals.data());

        glDrawElements(GL_TRIANGLES, m_pointIndices.size(), GL_UNSIGNED_INT, m_pointIndices.data());

        glDisableClientState(GL_NORMAL_ARRAY);

        glDisable(GL_DEPTH_TEST);

        glDisable(GL_COLOR_MATERIAL);
        glDisable(GL_LIGHT0);
        glDisable(GL_LIGHTING);
    }
    glDisableClientState(GL_VERTEX_ARRAY);

    if (normals) {
        glColor3f(1, 0, 0);
        glBegin(GL_LINES);
        for (int i = 0; i < m_normals.size(); ++i) {
            Point3d a = m_points.at(i);
            Point3d b = m_points.at(i) + m_normals.at(i) * 0.02;
            glVertex3f(a.x, a.y, a.z);
            glVertex3f(b.x, b.y, b.z);
        }
        glEnd();
    }
}