Files
bullet3/examples/Importers/ImportObjDemo/Wavefront2GLInstanceGraphicsShape.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
2018-09-23 14:17:31 -07:00

192 lines
6.6 KiB
C++

#include "Wavefront2GLInstanceGraphicsShape.h"
#include "../../OpenGLWindow/GLInstancingRenderer.h"
#include "../../OpenGLWindow/GLInstanceGraphicsShape.h"
//#include "btBulletDynamicsCommon.h"
#include "LinearMath/btVector3.h"
#include "../../OpenGLWindow/SimpleOpenGL3App.h"
#include "Wavefront2GLInstanceGraphicsShape.h"
#include "../../OpenGLWindow/GLInstancingRenderer.h"
#include "../../OpenGLWindow/GLInstanceGraphicsShape.h"
GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tinyobj::shape_t>& shapes, bool flatShading)
{
b3AlignedObjectArray<GLInstanceVertex>* vertices = new b3AlignedObjectArray<GLInstanceVertex>;
{
// int numVertices = obj->vertexCount;
// int numIndices = 0;
b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
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; f < faceCount; f += 3)
{
//btVector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
if (1)
{
btVector3 normal(0, 1, 0);
int vtxBaseIndex = vertices->size();
if (f < 0 && f >= int(shape.mesh.indices.size()))
{
continue;
}
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())
{
int uv0Index = shape.mesh.indices[f] * 2 + 0;
int uv1Index = shape.mesh.indices[f] * 2 + 1;
if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < int(shape.mesh.texcoords.size()) && (uv1Index < shape.mesh.texcoords.size())))
{
vtx0.uv[0] = shape.mesh.texcoords[uv0Index];
vtx0.uv[1] = shape.mesh.texcoords[uv1Index];
}
else
{
// b3Warning("obj texture coordinate out-of-range!");
vtx0.uv[0] = 0;
vtx0.uv[1] = 0;
}
}
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())
{
int uv0Index = shape.mesh.indices[f + 1] * 2 + 0;
int uv1Index = shape.mesh.indices[f + 1] * 2 + 1;
if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < shape.mesh.texcoords.size()) && (uv1Index < shape.mesh.texcoords.size()))
{
vtx1.uv[0] = shape.mesh.texcoords[uv0Index];
vtx1.uv[1] = shape.mesh.texcoords[uv1Index];
}
else
{
// b3Warning("obj texture coordinate out-of-range!");
vtx1.uv[0] = 0;
vtx1.uv[1] = 0;
}
}
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())
{
int uv0Index = shape.mesh.indices[f + 2] * 2 + 0;
int uv1Index = shape.mesh.indices[f + 2] * 2 + 1;
if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < shape.mesh.texcoords.size()) && (uv1Index < shape.mesh.texcoords.size()))
{
vtx2.uv[0] = shape.mesh.texcoords[uv0Index];
vtx2.uv[1] = shape.mesh.texcoords[uv1Index];
}
else
{
b3Warning("obj texture coordinate out-of-range!");
vtx2.uv[0] = 0;
vtx2.uv[1] = 0;
}
}
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 < shape.mesh.normals.size());
if (flatShading || !hasNormals)
{
normal = (v1 - v0).cross(v2 - v0);
btScalar len2 = normal.length2();
//skip degenerate triangles
if (len2 > 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;
}
}