#include "Wavefront2GLInstanceGraphicsShape.h" #include "../../OpenGLWindow/GLInstancingRenderer.h" #include "../../OpenGLWindow/GLInstanceGraphicsShape.h" #include "btBulletDynamicsCommon.h" #include "../../OpenGLWindow/SimpleOpenGL3App.h" #include "Wavefront2GLInstanceGraphicsShape.h" #include "../../OpenGLWindow/GLInstancingRenderer.h" #include "../../OpenGLWindow/GLInstanceGraphicsShape.h" GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector& shapes, bool flatShading) { b3AlignedObjectArray* vertices = new b3AlignedObjectArray; { // int numVertices = obj->vertexCount; // int numIndices = 0; b3AlignedObjectArray* indicesPtr = new b3AlignedObjectArray; for (int s=0;s<(int)shapes.size();s++) { tinyobj::shape_t& shape = shapes[s]; int faceCount = shape.mesh.indices.size(); for (int f=0;fsize(); GLInstanceVertex vtx0; vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f]*3+0]; vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f]*3+1]; vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f]*3+2]; vtx0.xyzw[3] = 0.f; if (shape.mesh.texcoords.size()) { vtx0.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f]*2+0]; vtx0.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f]*2+1]; } else { vtx0.uv[0] = 0.5; vtx0.uv[1] = 0.5; } GLInstanceVertex vtx1; vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+1]*3+0]; vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+1]*3+1]; vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+1]*3+2]; vtx1.xyzw[3]= 0.f; if (shape.mesh.texcoords.size()) { vtx1.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f+1]*2+0]; vtx1.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f+1]*2+1]; } else { vtx1.uv[0] = 0.5f; vtx1.uv[1] = 0.5f; } GLInstanceVertex vtx2; vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+2]*3+0]; vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+2]*3+1]; vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+2]*3+2]; vtx2.xyzw[3] = 0.f; if (shape.mesh.texcoords.size()) { vtx2.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f+2]*2+0]; vtx2.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f+2]*2+1]; } else { vtx2.uv[0] = 0.5; vtx2.uv[1] = 0.5; } btVector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]); btVector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]); btVector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]); unsigned int maxIndex = 0; maxIndex = b3Max(maxIndex,shape.mesh.indices[f]*3+0); maxIndex = b3Max(maxIndex,shape.mesh.indices[f]*3+1); maxIndex = b3Max(maxIndex,shape.mesh.indices[f]*3+2); maxIndex = b3Max(maxIndex,shape.mesh.indices[f+1]*3+0); maxIndex = b3Max(maxIndex,shape.mesh.indices[f+1]*3+1); maxIndex = b3Max(maxIndex,shape.mesh.indices[f+1]*3+2); maxIndex = b3Max(maxIndex,shape.mesh.indices[f+2]*3+0); maxIndex = b3Max(maxIndex,shape.mesh.indices[f+2]*3+1); maxIndex = b3Max(maxIndex,shape.mesh.indices[f+2]*3+2); bool hasNormals = (shape.mesh.normals.size() && maxIndex SIMD_EPSILON) { normal.normalize(); } else { normal.setValue(0,0,0); } vtx0.normal[0] = normal[0]; vtx0.normal[1] = normal[1]; vtx0.normal[2] = normal[2]; vtx1.normal[0] = normal[0]; vtx1.normal[1] = normal[1]; vtx1.normal[2] = normal[2]; vtx2.normal[0] = normal[0]; vtx2.normal[1] = normal[1]; vtx2.normal[2] = normal[2]; } else { vtx0.normal[0] = shape.mesh.normals[shape.mesh.indices[f]*3+0]; vtx0.normal[1] = shape.mesh.normals[shape.mesh.indices[f]*3+1]; vtx0.normal[2] = shape.mesh.normals[shape.mesh.indices[f]*3+2]; //shape.mesh.indices[f+1]*3+0 vtx1.normal[0] = shape.mesh.normals[shape.mesh.indices[f+1]*3+0]; vtx1.normal[1] = shape.mesh.normals[shape.mesh.indices[f+1]*3+1]; vtx1.normal[2] = shape.mesh.normals[shape.mesh.indices[f+1]*3+2]; vtx2.normal[0] = shape.mesh.normals[shape.mesh.indices[f+2]*3+0]; vtx2.normal[1] = shape.mesh.normals[shape.mesh.indices[f+2]*3+1]; vtx2.normal[2] = shape.mesh.normals[shape.mesh.indices[f+2]*3+2]; } vertices->push_back(vtx0); vertices->push_back(vtx1); vertices->push_back(vtx2); indicesPtr->push_back(vtxBaseIndex); indicesPtr->push_back(vtxBaseIndex+1); indicesPtr->push_back(vtxBaseIndex+2); } } } GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape; gfxShape->m_vertices = vertices; gfxShape->m_numvertices = vertices->size(); gfxShape->m_indices = indicesPtr; gfxShape->m_numIndices = indicesPtr->size(); for (int i=0;i<4;i++) gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices return gfxShape; } }