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#include "model.h"

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

#include "GL/gl.h"

struct Edge
{
    Edge() : pointA(0), pointB(0) {}
    Edge(int pa, int pb) : pointA(pa), pointB(pb) {}

    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;

    // use a set to avoid duplicate edges
    QSet<Edge> edges;

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

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

        // empty or comment?
        if (input.isEmpty() || input[0] == '#')
            continue;

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

        if (id == "v") {
            Point3d p;
            ts >> p.x >> p.y >> p.z;
            m_points << p;

            for (int i = 0; i < 3; ++i) {
                min[i] = qMin(min[i], p[i]);
                max[i] = qMax(max[i], p[i]);
            }
        } 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)
                edges << Edge(p[i], p[(i + 1) % p.size()]);

            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];
        }
    }

    const Point3d bounds = max - min;
    const qreal scale = 1 / qMax(bounds.x, qMax(bounds.y, bounds.z));
    for (int i = 0; i < m_points.size(); ++i)
        m_points[i] = (m_points[i] - (min + bounds * 0.5)) * scale;

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

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

        for (int j = 0; j < 3; ++j) {
            Point3d &n = m_normals[m_pointIndices.at(i + j)];
            n = n + normal;
        }
    }

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

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

void Model::render(bool wireframe, bool normals) const
{
    glEnable(GL_DEPTH_TEST);
    glEnableClientState(GL_VERTEX_ARRAY);
    if (wireframe) {
        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);

        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_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();
    }
    glDisable(GL_DEPTH_TEST);
}