osci-render/Source/obj/WorldObject.cpp

101 wiersze
3.4 KiB
C++
Czysty Zwykły widok Historia

#include "WorldObject.h"
WorldObject::WorldObject(juce::InputStream& stream) {
std::string key;
while (!stream.isExhausted()) {
auto line = stream.readNextLine();
key = "";
std::stringstream stringstream(line.toStdString());
stringstream >> key >> std::ws;
if (key == "v") { // vertex
vertex v; float x;
while (!stringstream.eof()) {
stringstream >> x >> std::ws;
v.v.push_back(x);
}
vertices.push_back(v);
}
else if (key == "vp") { // parameter
vertex v; float x;
while (!stringstream.eof()) {
stringstream >> x >> std::ws;
v.v.push_back(x);
}
parameters.push_back(v);
}
else if (key == "vt") { // texture coordinate
vertex v; float x;
while (!stringstream.eof()) {
stringstream >> x >> std::ws;
v.v.push_back(x);
}
texcoords.push_back(v);
}
else if (key == "vn") { // normal
vertex v; float x;
while (!stringstream.eof()) {
stringstream >> x >> std::ws;
v.v.push_back(x);
}
v.normalize();
normals.push_back(v);
}
else if (key == "f") { // face
face f; int v, t, n;
while (!stringstream.eof()) {
stringstream >> v >> std::ws;
f.vertex.push_back(v - 1);
if (stringstream.peek() == '/') {
stringstream.get();
if (stringstream.peek() == '/') {
stringstream.get();
stringstream >> n >> std::ws;
f.normal.push_back(n - 1);
}
else {
stringstream >> t >> std::ws;
f.texture.push_back(t - 1);
if (stringstream.peek() == '/') {
stringstream.get();
stringstream >> n >> std::ws;
f.normal.push_back(n - 1);
}
}
}
}
faces.push_back(f);
}
}
double x = 0.0, y = 0.0, z = 0.0;
double max = 0.0;
for (auto& v : vertices) {
x += v.v[0];
y += v.v[1];
z += v.v[2];
if (std::abs(v.v[0]) > max) max = std::abs(v.v[0]);
if (std::abs(v.v[1]) > max) max = std::abs(v.v[1]);
if (std::abs(v.v[2]) > max) max = std::abs(v.v[2]);
}
x /= vertices.size();
y /= vertices.size();
z /= vertices.size();
// IMPORTANT TODO: get rid of duplicate edges here using an unordered_set
// as there are wayyy too many edges being rendered causing poor performance
for (auto& f : faces) {
for (int i = 0; i < f.vertex.size(); i++) {
double x1 = (vertices[f.vertex[i]].v[0] - x) / max;
double y1 = (vertices[f.vertex[i]].v[1] - y) / max;
double z1 = (vertices[f.vertex[i]].v[2] - z) / max;
double x2 = (vertices[f.vertex[(i + 1) % f.vertex.size()]].v[0] - x) / max;
double y2 = (vertices[f.vertex[(i + 1) % f.vertex.size()]].v[1] - y) / max;
double z2 = (vertices[f.vertex[(i + 1) % f.vertex.size()]].v[2] - z) / max;
edges.push_back(Line3D(x1, y1, z1, x2, y2, z2));
}
}
}