// // Stiches multiple .obj files into one .obj. // #define TINYOBJLOADER_IMPLEMENTATION #include "../../tiny_obj_loader.h" #include "obj_writer.h" #include #include #include #include typedef std::vector Shape; typedef std::vector Material; typedef tinyobj::attrib_t Attribute; void StichObjs( tinyobj::attrib_t& out_attribute, std::vector& out_shape, std::vector& out_material, const std::vector& attributes, const std::vector& shapes, const std::vector& materials) { // The amount of attributes, shape-vectors and material-vecotrs should be the same. if(attributes.size() != shapes.size() && attributes.size() != materials.size()){ std::cerr << "Size of attributes, shapes and Materials don't fit!" << attributes.size() << " " << shapes.size() <<" " << materials.size() << std::endl;; exit(1); } int num_shapes = 0; // 4 values (vertices, normals, texcoords, colors) std::vector num_attributes(4, 0); int num_materials = 0; for(int i = 0; i < shapes.size(); i++){ num_shapes += shapes[i].size(); } for(int i = 0; i < attributes.size(); i++){ num_attributes[0] += attributes[i].vertices.size(); num_attributes[1] += attributes[i].normals.size(); num_attributes[2] += attributes[i].texcoords.size(); num_attributes[3] += attributes[i].colors.size(); } for(int i = 0; i < materials.size(); i++){ num_materials += materials[i].size(); } // More performant, than push_back out_attribute.vertices.resize(num_attributes[0]); out_attribute.normals.resize(num_attributes[1]); out_attribute.texcoords.resize(num_attributes[2]); out_attribute.colors.resize(num_attributes[3]); out_shape.resize(num_shapes); out_material.resize(num_materials); int material_id_offset = 0; int shape_id_offset = 0; int vertex_idx_offset = 0; int normal_idx_offset = 0; int texcoord_idx_offset = 0; int color_idx_offset = 0; // shapes.size() = attributes.size() = materials.size() for (size_t i = 0; i < shapes.size(); i++) { // Copy shapes for (size_t k = 0; k < shapes[i].size(); k++) { std::string new_name = shapes[i][k].name; // Add suffix char buf[1024]; sprintf(buf, "_%04d", (int)i); new_name += std::string(buf); printf("shape[%ld][%ld].name = %s\n", i, k, shapes[i][k].name.c_str()); tinyobj::shape_t new_shape = shapes[i][k]; // Add material offset. for(size_t f = 0; f < new_shape.mesh.material_ids.size(); f++) { new_shape.mesh.material_ids[f] += material_id_offset; } // Add indices offset. for(size_t f = 0; f < new_shape.mesh.indices.size(); f++){ tinyobj::index_t& ref = new_shape.mesh.indices[f]; if(ref.vertex_index > -1){ ref.vertex_index += vertex_idx_offset; } if(ref.normal_index > -1){ ref.normal_index += normal_idx_offset; } if(ref.texcoord_index > -1){ ref.texcoord_index += texcoord_idx_offset; } } new_shape.name = new_name; printf("shape[%ld][%ld].new_name = %s\n", i, k, new_shape.name.c_str()); out_shape[shape_id_offset++] = new_shape; } // Copy materials for (size_t k = 0; k < materials[i].size(); k++) { out_material[material_id_offset++] = materials[i][k]; } // Copy attributes (3 floats per vertex, 3 floats per normal, 2 floats per texture-coordinate, 3 floats per color) // You could also include a check here, if the sizes are dividable by 3 (resp. 2), but it's safe to simply assume, they do. std::copy(attributes[i].vertices.begin(), attributes[i].vertices.end(), out_attribute.vertices.begin() + vertex_idx_offset * 3); vertex_idx_offset += attributes[i].vertices.size() / 3; std::copy(attributes[i].normals.begin(), attributes[i].normals.end(), out_attribute.normals.begin() + normal_idx_offset * 3); normal_idx_offset += attributes[i].normals.size() / 3; std::copy(attributes[i].texcoords.begin(), attributes[i].texcoords.end(), out_attribute.texcoords.begin() + texcoord_idx_offset * 2); texcoord_idx_offset += attributes[i].texcoords.size() / 2; std::copy(attributes[i].colors.begin(), attributes[i].colors.end(), out_attribute.colors.begin() + color_idx_offset * 3); color_idx_offset += attributes[i].colors.size(); } } int main(int argc, char **argv) { if (argc < 3) { printf("Usage: obj_sticher input0.obj input1.obj ... output.obj\n"); exit(1); } int num_objfiles = argc - 2; std::string out_filename = std::string(argv[argc-1]); // last element std::vector attributes(num_objfiles); std::vector shapes(num_objfiles); std::vector materials(num_objfiles); for (int i = 0; i < num_objfiles; i++) { std::cout << "Loading " << argv[i+1] << " ... " << std::flush; std::string err; bool ret = tinyobj::LoadObj(&attributes[i], &shapes[i], &materials[i], &err, argv[i+1]); if (!err.empty()) { std::cerr << err << std::endl; } if (!ret) { exit(1); } std::cout << "DONE." << std::endl; } Attribute out_attribute; Shape out_shape; Material out_material; StichObjs(out_attribute, out_shape, out_material, attributes, shapes, materials); bool coordTransform = false; bool ret = WriteObj(out_filename, out_attribute, out_shape, out_material, coordTransform); assert(ret); return 0; }