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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "meshloader_p.h"
#include <QtCore/QFile>
#include <QtCore/QStringList>
#include <QtCore/QList>
#include <QtGui/QVector2D>
QT_BEGIN_NAMESPACE
QString slashTag = QStringLiteral("/");
bool MeshLoader::loadOBJ(const QString &path, QList<QVector3D> &out_vertices,
QList<QVector2D> &out_uvs, QList<QVector3D> &out_normals)
{
QList<unsigned int> vertexIndices, uvIndices, normalIndices;
QList<QVector3D> temp_vertices;
QList<QVector2D> temp_uvs;
QList<QVector3D> temp_normals;
QFile file(path);
if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) {
qWarning("Cannot open the file");
return false;
}
QTextStream textIn(&file);
while (!textIn.atEnd()) {
QString line = textIn.readLine();
QStringList lineContents = line.split(QStringLiteral(" "));
if (!lineContents.at(0).compare(QStringLiteral("v"))) {
QVector3D vertex;
vertex.setX(lineContents.at(1).toFloat());
vertex.setY(lineContents.at(2).toFloat());
vertex.setZ(lineContents.at(3).toFloat());
temp_vertices.append(vertex);
}
else if (!lineContents.at(0).compare(QStringLiteral("vt"))) {
QVector2D uv;
uv.setX(lineContents.at(1).toFloat());
uv.setY(lineContents.at(2).toFloat()); // invert this if using DDS textures
temp_uvs.append(uv);
}
else if (!lineContents.at(0).compare(QStringLiteral("vn"))) {
QVector3D normal;
normal.setX(lineContents.at(1).toFloat());
normal.setY(lineContents.at(2).toFloat());
normal.setZ(lineContents.at(3).toFloat());
temp_normals.append(normal);
}
else if (!lineContents.at(0).compare(QStringLiteral("f"))) {
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
QStringList set1 = lineContents.at(1).split(slashTag);
QStringList set2 = lineContents.at(2).split(slashTag);
QStringList set3 = lineContents.at(3).split(slashTag);
vertexIndex[0] = set1.at(0).toUInt();
vertexIndex[1] = set2.at(0).toUInt();
vertexIndex[2] = set3.at(0).toUInt();
uvIndex[0] = set1.at(1).toUInt();
uvIndex[1] = set2.at(1).toUInt();
uvIndex[2] = set3.at(1).toUInt();
normalIndex[0] = set1.at(2).toUInt();
normalIndex[1] = set2.at(2).toUInt();
normalIndex[2] = set3.at(2).toUInt();
vertexIndices.append(vertexIndex[0]);
vertexIndices.append(vertexIndex[1]);
vertexIndices.append(vertexIndex[2]);
uvIndices.append(uvIndex[0]);
uvIndices.append(uvIndex[1]);
uvIndices.append(uvIndex[2]);
normalIndices.append(normalIndex[0]);
normalIndices.append(normalIndex[1]);
normalIndices.append(normalIndex[2]);
}
}
// For each vertex of each triangle
for (int i = 0; i < vertexIndices.size(); i++) {
// Get the indices of its attributes
unsigned int vertexIndex = vertexIndices[i];
unsigned int uvIndex = uvIndices[i];
unsigned int normalIndex = normalIndices[i];
// Get the attributes thanks to the index
QVector3D vertex = temp_vertices[vertexIndex - 1];
QVector2D uv = temp_uvs[uvIndex - 1];
QVector3D normal = temp_normals[normalIndex - 1];
// Put the attributes in buffers
out_vertices.append(vertex);
out_uvs.append(uv);
out_normals.append(normal);
}
return true;
}
QT_END_NAMESPACE
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