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better-cxx
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7b6e33da52
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7b6e33da52 | ||
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5896933508 |
33
README.md
33
README.md
@@ -26,11 +26,20 @@ Old version is available `v0.9.x` branch https://github.com/syoyo/tinyobjloader/
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## What's new
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### Version 2.x
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* Refactor API
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* Support triangulation for concave polygons(#151)
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### Version 1.x
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Avaiable in `v1.x.y` branch.
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* 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!
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### Old version
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### Older version
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Previous old version is avaiable in `v0.9.x` branch.
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Older version is avaiable in `v0.9.x` branch.
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## Example
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@@ -49,7 +58,11 @@ http://casual-effects.com/data/index.html
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TinyObjLoader is successfully used in ...
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### New version(v1.0.x)
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### New version(v2.x)
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* Your project here! (Letting us know via github issue is welcome!)
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### Old version(v1.x)
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* Double precision support through `TINYOBJLOADER_USE_DOUBLE` thanks to noma
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* Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
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@@ -60,7 +73,7 @@ TinyObjLoader is successfully used in ...
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* VFPR - a Vulkan Forward Plus Renderer : https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer
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* Your project here! (Letting us know via github issue is welcome!)
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### Old version(v0.9.x)
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### Older version(v0.9.x)
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* bullet3 https://github.com/erwincoumans/bullet3
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* pbrt-v2 https://github.com/mmp/pbrt-v2
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@@ -228,12 +241,12 @@ for (size_t s = 0; s < shapes.size(); s++) {
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for (size_t v = 0; v < fv; v++) {
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// access to vertex
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tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
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tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
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tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
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tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
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tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
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tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
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tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
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tinyobj::real_t vx = attrib.vertices[idx.vertex_index].x;
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tinyobj::real_t vy = attrib.vertices[idx.vertex_index].y;
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tinyobj::real_t vz = attrib.vertices[idx.vertex_index].z;
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tinyobj::real_t nx = attrib.normals[idx.normal_index].x;
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tinyobj::real_t ny = attrib.normals[idx.normal_index].y;
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tinyobj::real_t nz = attrib.normals[idx.normal_index].z;
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tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
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tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
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// Optional: vertex colors
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@@ -106,24 +106,24 @@ static void PrintInfo(const tinyobj::attrib_t& attrib,
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std::cout << "# of shapes : " << shapes.size() << std::endl;
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std::cout << "# of materials : " << materials.size() << std::endl;
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for (size_t v = 0; v < attrib.vertices.size() / 3; v++) {
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for (size_t v = 0; v < attrib.vertices.size(); v++) {
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printf(" v[%ld] = (%f, %f, %f)\n", static_cast<long>(v),
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static_cast<const double>(attrib.vertices[3 * v + 0]),
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static_cast<const double>(attrib.vertices[3 * v + 1]),
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static_cast<const double>(attrib.vertices[3 * v + 2]));
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static_cast<const double>(attrib.vertices[v].x),
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static_cast<const double>(attrib.vertices[v].y),
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static_cast<const double>(attrib.vertices[v].z));
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}
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for (size_t v = 0; v < attrib.normals.size() / 3; v++) {
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for (size_t v = 0; v < attrib.normals.size(); v++) {
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printf(" n[%ld] = (%f, %f, %f)\n", static_cast<long>(v),
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static_cast<const double>(attrib.normals[3 * v + 0]),
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static_cast<const double>(attrib.normals[3 * v + 1]),
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static_cast<const double>(attrib.normals[3 * v + 2]));
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static_cast<const double>(attrib.normals[v].x),
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static_cast<const double>(attrib.normals[v].y),
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static_cast<const double>(attrib.normals[v].z));
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}
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for (size_t v = 0; v < attrib.texcoords.size() / 2; v++) {
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for (size_t v = 0; v < attrib.texcoords.size(); v++) {
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printf(" uv[%ld] = (%f, %f)\n", static_cast<long>(v),
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static_cast<const double>(attrib.texcoords[2 * v + 0]),
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static_cast<const double>(attrib.texcoords[2 * v + 1]));
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static_cast<const double>(attrib.texcoords[v].x),
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static_cast<const double>(attrib.texcoords[v].y));
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}
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// For each shape
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@@ -23,6 +23,7 @@ THE SOFTWARE.
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*/
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//
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// version 2.0.0 : New API! And support triangulation of concave polygon(#151).
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// version 1.1.0 : Support parsing vertex color(#144)
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// version 1.0.8 : Fix parsing `g` tag just after `usemtl`(#138)
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// version 1.0.7 : Support multiple tex options(#126)
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@@ -108,6 +109,14 @@ typedef double real_t;
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typedef float real_t;
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#endif
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struct vec3_t { real_t x,y,z; };
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inline vec3_t operator+(const vec3_t &l,const vec3_t &r){vec3_t o;o.x=l.x+r.x;o.y=l.y+r.y;o.z=l.z+r.z;return o;}
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inline vec3_t operator-(const vec3_t &l,const vec3_t &r){vec3_t o;o.x=l.x-r.x;o.y=l.y-r.y;o.z=l.z-r.z;return o;}
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inline vec3_t operator*(const vec3_t &l,real_t r){vec3_t o;o.x=l.x*r;o.y=l.y*r;o.z=l.z*r;return o;}
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inline vec3_t cross(const vec3_t &l,const vec3_t &r){vec3_t o;o.x=l.y*r.z-r.y*l.z;o.y=l.z*r.x-r.z*l.x;o.z=l.x*r.y-r.x*l.y;return o;}
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inline real_t dot(const vec3_t &l,const vec3_t &r){return l.x*r.x+l.y*r.y+l.z*r.z;}
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struct vec2_t { real_t x,y; };
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typedef enum {
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TEXTURE_TYPE_NONE, // default
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TEXTURE_TYPE_SPHERE,
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@@ -228,9 +237,9 @@ typedef struct {
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// Vertex attributes
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typedef struct {
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std::vector<real_t> vertices; // 'v'
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std::vector<real_t> normals; // 'vn'
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std::vector<real_t> texcoords; // 'vt'
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std::vector<vec3_t> vertices; // 'v'
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std::vector<vec3_t> normals; // 'vn'
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std::vector<vec2_t> texcoords; // 'vt'
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std::vector<real_t> colors; // extension: vertex colors
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} attrib_t;
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@@ -974,7 +983,7 @@ static void InitMaterial(material_t *material) {
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static bool exportFaceGroupToShape(
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shape_t *shape, const std::vector<std::vector<vertex_index> > &faceGroup,
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const std::vector<tag_t> &tags, const int material_id,
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const std::string &name, bool triangulate) {
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const std::string &name, bool triangulate, const std::vector<vec3_t> &v ) {
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if (faceGroup.empty()) {
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return false;
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}
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@@ -990,29 +999,124 @@ static bool exportFaceGroupToShape(
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size_t npolys = face.size();
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if (triangulate) {
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// Polygon -> triangle fan conversion
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for (size_t k = 2; k < npolys; k++) {
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i1 = i2;
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i2 = face[k];
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vec3_t face_normal = {0,0,0};
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index_t idx0, idx1, idx2;
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idx0.vertex_index = i0.v_idx;
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idx0.normal_index = i0.vn_idx;
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idx0.texcoord_index = i0.vt_idx;
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idx1.vertex_index = i1.v_idx;
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idx1.normal_index = i1.vn_idx;
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idx1.texcoord_index = i1.vt_idx;
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idx2.vertex_index = i2.v_idx;
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idx2.normal_index = i2.vn_idx;
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idx2.texcoord_index = i2.vt_idx;
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for(size_t k = 0; k < npolys; ++k) {
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int vi0 = face[(k+0)%npolys].v_idx;
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int vi1 = face[(k+1)%npolys].v_idx;
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int vi2 = face[(k+2)%npolys].v_idx;
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const vec3_t &v0 = v[vi0];
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const vec3_t &v1 = v[vi1];
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const vec3_t &v2 = v[vi2];
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const vec3_t e0 = v1 - v0;
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const vec3_t e1 = v2 - v1;
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const vec3_t n = cross( e0, e1 );
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face_normal = face_normal + n;
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}
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shape->mesh.indices.push_back(idx0);
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shape->mesh.indices.push_back(idx1);
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shape->mesh.indices.push_back(idx2);
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// face_normal is currently area of face
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{
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real_t l = sqrt(dot( face_normal, face_normal ));
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face_normal = face_normal * (1.0/l);
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}
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shape->mesh.num_face_vertices.push_back(3);
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shape->mesh.material_ids.push_back(material_id);
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}
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int maxRounds = 10; // arbitrary max loop count to protect against unexpected errors
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std::vector<vertex_index> remainingFace = face;
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size_t guess_vert = 0;
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while( remainingFace.size() > 3 && maxRounds > 0 ) {
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npolys = remainingFace.size();
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if( guess_vert >= npolys ) {
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maxRounds -= 1;
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guess_vert -= npolys;
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}
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i0 = remainingFace[(guess_vert+0)%npolys];
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i1 = remainingFace[(guess_vert+1)%npolys];
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i2 = remainingFace[(guess_vert+2)%npolys];
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int vi0 = i0.v_idx;
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int vi1 = i1.v_idx;
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int vi2 = i2.v_idx;
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const vec3_t &v0 = v[vi0];
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const vec3_t &v1 = v[vi1];
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const vec3_t &v2 = v[vi2];
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const vec3_t e0 = v1 - v0;
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const vec3_t e1 = v2 - v1;
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const vec3_t n = cross( e0, e1 );
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bool internal = dot( n, face_normal ) < 0.0f;
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if( internal ) { guess_vert += 1; continue; }
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// check all other verts in case they are inside this triangle
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bool overlap = false;
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for( size_t otherVert = 3; otherVert < npolys; ++otherVert ) {
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int ovi = remainingFace[(guess_vert+otherVert)%npolys].v_idx;
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const vec3_t &ov = v[ovi];
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if( dot( face_normal, cross( e0, ov-v0 ) ) < 0 )
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continue;
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if( dot( face_normal, cross( e1, ov-v1 ) ) < 0 )
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continue;
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if( dot( face_normal, cross( v0-v2, ov-v2 ) ) < 0 )
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continue;
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// vert inside triangle
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overlap = true;
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break;
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}
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if( overlap ) { guess_vert += 1; continue; }
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// this triangle is an ear
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{
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index_t idx0, idx1, idx2;
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idx0.vertex_index = i0.v_idx;
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idx0.normal_index = i0.vn_idx;
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idx0.texcoord_index = i0.vt_idx;
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idx1.vertex_index = i1.v_idx;
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idx1.normal_index = i1.vn_idx;
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idx1.texcoord_index = i1.vt_idx;
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idx2.vertex_index = i2.v_idx;
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idx2.normal_index = i2.vn_idx;
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idx2.texcoord_index = i2.vt_idx;
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shape->mesh.indices.push_back(idx0);
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shape->mesh.indices.push_back(idx1);
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shape->mesh.indices.push_back(idx2);
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shape->mesh.num_face_vertices.push_back(3);
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shape->mesh.material_ids.push_back(material_id);
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}
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// remove v1 from the list
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size_t removed_vert_index = (guess_vert+1)%npolys;
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while( removed_vert_index + 1 < npolys ) {
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remainingFace[removed_vert_index] = remainingFace[removed_vert_index+1];
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removed_vert_index += 1;
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}
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remainingFace.pop_back();
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}
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if( remainingFace.size() == 3 ) {
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i0 = remainingFace[0];
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i1 = remainingFace[1];
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i2 = remainingFace[2];
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{
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index_t idx0, idx1, idx2;
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idx0.vertex_index = i0.v_idx;
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idx0.normal_index = i0.vn_idx;
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idx0.texcoord_index = i0.vt_idx;
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idx1.vertex_index = i1.v_idx;
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idx1.normal_index = i1.vn_idx;
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idx1.texcoord_index = i1.vt_idx;
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idx2.vertex_index = i2.v_idx;
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idx2.normal_index = i2.vn_idx;
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idx2.texcoord_index = i2.vt_idx;
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shape->mesh.indices.push_back(idx0);
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shape->mesh.indices.push_back(idx1);
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shape->mesh.indices.push_back(idx2);
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shape->mesh.num_face_vertices.push_back(3);
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shape->mesh.material_ids.push_back(material_id);
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}
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}
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} else {
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for (size_t k = 0; k < npolys; k++) {
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index_t idx;
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@@ -1528,9 +1632,9 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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bool triangulate) {
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std::stringstream errss;
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std::vector<real_t> v;
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std::vector<real_t> vn;
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std::vector<real_t> vt;
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std::vector<vec3_t> v;
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std::vector<vec3_t> vn;
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std::vector<vec2_t> vt;
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std::vector<real_t> vc;
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std::vector<tag_t> tags;
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std::vector<std::vector<vertex_index> > faceGroup;
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@@ -1573,12 +1677,10 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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// vertex
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if (token[0] == 'v' && IS_SPACE((token[1]))) {
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token += 2;
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real_t x, y, z;
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vec3_t v3;
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real_t r, g, b;
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parseVertexWithColor(&x, &y, &z, &r, &g, &b, &token);
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v.push_back(x);
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v.push_back(y);
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v.push_back(z);
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parseVertexWithColor(&v3.x, &v3.y, &v3.z, &r, &g, &b, &token);
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v.push_back(v3);
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vc.push_back(r);
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vc.push_back(g);
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@@ -1589,21 +1691,18 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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// normal
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if (token[0] == 'v' && token[1] == 'n' && IS_SPACE((token[2]))) {
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token += 3;
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real_t x, y, z;
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parseReal3(&x, &y, &z, &token);
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vn.push_back(x);
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vn.push_back(y);
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vn.push_back(z);
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vec3_t v3;
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parseReal3(&v3.x, &v3.y, &v3.z, &token);
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vn.push_back(v3);
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continue;
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}
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// texcoord
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if (token[0] == 'v' && token[1] == 't' && IS_SPACE((token[2]))) {
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token += 3;
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real_t x, y;
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parseReal2(&x, &y, &token);
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vt.push_back(x);
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vt.push_back(y);
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vec2_t v2;
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parseReal2(&v2.x, &v2.y, &token);
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vt.push_back(v2);
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continue;
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}
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@@ -1617,9 +1716,9 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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while (!IS_NEW_LINE(token[0])) {
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vertex_index vi;
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if (!parseTriple(&token, static_cast<int>(v.size() / 3),
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static_cast<int>(vn.size() / 3),
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static_cast<int>(vt.size() / 2), &vi)) {
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if (!parseTriple(&token, static_cast<int>(v.size()),
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static_cast<int>(vn.size()),
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static_cast<int>(vt.size()), &vi)) {
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if (err) {
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(*err) = "Failed parse `f' line(e.g. zero value for face index).\n";
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}
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@@ -1657,7 +1756,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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// this time.
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// just clear `faceGroup` after `exportFaceGroupToShape()` call.
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exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
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triangulate);
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triangulate, v);
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faceGroup.clear();
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material = newMaterialId;
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}
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@@ -1712,7 +1811,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
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if (token[0] == 'g' && IS_SPACE((token[1]))) {
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// flush previous face group.
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bool ret = exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
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triangulate);
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triangulate, v);
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(void)ret; // return value not used.
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||||
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if (shape.mesh.indices.size() > 0) {
|
||||
@@ -1749,7 +1848,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
|
||||
if (token[0] == 'o' && IS_SPACE((token[1]))) {
|
||||
// flush previous face group.
|
||||
bool ret = exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
|
||||
triangulate);
|
||||
triangulate, v);
|
||||
if (ret) {
|
||||
shapes->push_back(shape);
|
||||
}
|
||||
@@ -1799,7 +1898,7 @@ bool LoadObj(attrib_t *attrib, std::vector<shape_t> *shapes,
|
||||
}
|
||||
|
||||
bool ret = exportFaceGroupToShape(&shape, faceGroup, tags, material, name,
|
||||
triangulate);
|
||||
triangulate, v);
|
||||
// exportFaceGroupToShape return false when `usemtl` is called in the last
|
||||
// line.
|
||||
// we also add `shape` to `shapes` when `shape.mesh` has already some
|
||||
|
||||
Reference in New Issue
Block a user