| /**************************************************************************** |
| ** |
| ** Copyright (C) 2017 The Qt Company Ltd and/or its subsidiary(-ies). |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:LGPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
| ** a written agreement between you and The Qt Company. For licensing terms |
| ** and conditions see https://www.qt.io/terms-conditions. For further |
| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU Lesser General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU Lesser |
| ** General Public License version 3 as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| ** packaging of this file. Please review the following information to |
| ** ensure the GNU Lesser General Public License version 3 requirements |
| ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 2.0 or (at your option) the GNU General |
| ** Public license version 3 or any later version approved by the KDE Free |
| ** Qt Foundation. The licenses are as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
| ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| ** https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "objgeometryloader.h" |
| |
| #include <QtCore/QLoggingCategory> |
| #include <QtCore/QRegularExpression> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| |
| Q_LOGGING_CATEGORY(ObjGeometryLoaderLog, "Qt3D.ObjGeometryLoader", QtWarningMsg) |
| |
| static void addFaceVertex(const FaceIndices &faceIndices, |
| QVector<FaceIndices>& faceIndexVector, |
| QHash<FaceIndices, unsigned int>& faceIndexMap); |
| |
| inline uint qHash(const FaceIndices &faceIndices) |
| { |
| return faceIndices.positionIndex |
| + 10 * faceIndices.texCoordIndex |
| + 100 * faceIndices.normalIndex; |
| } |
| |
| bool ObjGeometryLoader::doLoad(QIODevice *ioDev, const QString &subMesh) |
| { |
| // Parse faces taking into account each vertex in a face can index different indices |
| // for the positions, normals and texture coords; |
| // Generate unique vertices (in OpenGL parlance) and output to points, texCoords, |
| // normals and calculate mapping from faces to unique indices |
| QVector<QVector3D> positions; |
| QVector<QVector3D> normals; |
| QVector<QVector2D> texCoords; |
| QHash<FaceIndices, unsigned int> faceIndexMap; |
| QVector<FaceIndices> faceIndexVector; |
| |
| bool skipping = false; |
| int positionsOffset = 0; |
| int normalsOffset = 0; |
| int texCoordsOffset = 0; |
| |
| QRegularExpression subMeshMatch(subMesh); |
| if (!subMeshMatch.isValid()) |
| subMeshMatch.setPattern(QLatin1String("^(") + subMesh + QLatin1String(")$")); |
| Q_ASSERT(subMeshMatch.isValid()); |
| |
| char lineBuffer[1024]; |
| const char *line; |
| QByteArray longLine; |
| while (!ioDev->atEnd()) { |
| // try to read into lineBuffer first, if the line fits (common case) we can do this without expensive allocations |
| // if not, fall back to dynamically allocated QByteArrays |
| auto lineSize = ioDev->readLine(lineBuffer, sizeof(lineBuffer)); |
| if (lineSize == sizeof(lineBuffer) - 1 && lineBuffer[lineSize - 1] != '\n') { |
| longLine = QByteArray(lineBuffer, lineSize); |
| longLine += ioDev->readLine(); |
| line = longLine.constData(); |
| lineSize = longLine.size(); |
| } else { |
| line = lineBuffer; |
| } |
| |
| if (lineSize > 0 && line[0] != '#') { |
| if (line[lineSize - 1] == '\n') |
| --lineSize; // chop newline |
| if (line[lineSize - 1] == '\r') |
| --lineSize; // chop newline also for CRLF format |
| while (line[lineSize - 1] == ' ' || line[lineSize - 1] == '\t') |
| --lineSize; // chop trailing spaces |
| |
| const ByteArraySplitter tokens(line, line + lineSize, ' ', QString::SkipEmptyParts); |
| |
| if (qstrncmp(tokens.charPtrAt(0), "v ", 2) == 0) { |
| if (tokens.size() < 4) { |
| qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex"; |
| } else { |
| if (!skipping) { |
| const float x = tokens.floatAt(1); |
| const float y = tokens.floatAt(2); |
| const float z = tokens.floatAt(3); |
| positions.append(QVector3D(x, y, z)); |
| } else { |
| positionsOffset++; |
| } |
| } |
| } else if (m_loadTextureCoords && qstrncmp(tokens.charPtrAt(0), "vt ", 3) == 0) { |
| if (tokens.size() < 3) { |
| qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in texture coordinate"; |
| } else { |
| if (!skipping) { |
| // Process texture coordinate |
| const float s = tokens.floatAt(1); |
| const float t = tokens.floatAt(2); |
| texCoords.append(QVector2D(s, t)); |
| } else { |
| ++texCoordsOffset; |
| } |
| } |
| } else if (qstrncmp(tokens.charPtrAt(0), "vn ", 3) == 0) { |
| if (tokens.size() < 4) { |
| qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex normal"; |
| } else { |
| if (!skipping) { |
| const float x = tokens.floatAt(1); |
| const float y = tokens.floatAt(2); |
| const float z = tokens.floatAt(3); |
| normals.append(QVector3D(x, y, z)); |
| } else { |
| ++normalsOffset; |
| } |
| } |
| } else if (!skipping && tokens.size() >= 4 && qstrncmp(tokens.charPtrAt(0), "f ", 2) == 0) { |
| // Process face |
| int faceVertices = tokens.size() - 1; |
| |
| QVarLengthArray<FaceIndices, 4> face; // try to avoid allocations in the common case of triangulated data |
| face.reserve(faceVertices); |
| |
| for (int i = 0; i < faceVertices; i++) { |
| FaceIndices faceIndices; |
| const ByteArraySplitter indices = tokens.splitterAt(i + 1, '/', QString::KeepEmptyParts); |
| switch (indices.size()) { |
| case 3: |
| faceIndices.normalIndex = indices.intAt(2) - 1 - normalsOffset; // fall through |
| Q_FALLTHROUGH(); |
| case 2: |
| faceIndices.texCoordIndex = indices.intAt(1) - 1 - texCoordsOffset; // fall through |
| Q_FALLTHROUGH(); |
| case 1: |
| faceIndices.positionIndex = indices.intAt(0) - 1 - positionsOffset; |
| break; |
| default: |
| qCWarning(ObjGeometryLoaderLog) << "Unsupported number of indices in face element"; |
| } |
| |
| face.append(faceIndices); |
| } |
| |
| // If number of edges in face is greater than 3, |
| // decompose into triangles as a triangle fan. |
| FaceIndices v0 = face[0]; |
| FaceIndices v1 = face[1]; |
| FaceIndices v2 = face[2]; |
| |
| // First face |
| addFaceVertex(v0, faceIndexVector, faceIndexMap); |
| addFaceVertex(v1, faceIndexVector, faceIndexMap); |
| addFaceVertex(v2, faceIndexVector, faceIndexMap); |
| |
| for (int i = 3; i < face.size(); ++i) { |
| v1 = v2; |
| v2 = face[i]; |
| addFaceVertex(v0, faceIndexVector, faceIndexMap); |
| addFaceVertex(v1, faceIndexVector, faceIndexMap); |
| addFaceVertex(v2, faceIndexVector, faceIndexMap); |
| } |
| |
| // end of face |
| } else if (qstrncmp(tokens.charPtrAt(0), "o ", 2) == 0) { |
| if (tokens.size() < 2) { |
| qCWarning(ObjGeometryLoaderLog) << "Missing submesh name"; |
| } else { |
| if (!subMesh.isEmpty() ) { |
| const QString objName = tokens.stringAt(1); |
| QRegularExpressionMatch match = subMeshMatch.match(objName); |
| skipping = !match.hasMatch(); |
| } |
| } |
| } |
| } // empty input line |
| } // while (!ioDev->atEnd()) |
| |
| // Iterate over the faceIndexMap and pull out pos, texCoord and normal data |
| // thereby generating unique vertices of data (by OpenGL definition) |
| const int vertexCount = faceIndexMap.size(); |
| const bool hasTexCoords = !texCoords.isEmpty(); |
| const bool hasNormals = !normals.isEmpty(); |
| |
| m_points.resize(vertexCount); |
| m_texCoords.clear(); |
| if (hasTexCoords) |
| m_texCoords.resize(vertexCount); |
| m_normals.clear(); |
| if (hasNormals) |
| m_normals.resize(vertexCount); |
| |
| for (auto it = faceIndexMap.cbegin(), endIt = faceIndexMap.cend(); it != endIt; ++it) { |
| const uint positionIndex = it.key().positionIndex; |
| const uint texCoordIndex = it.key().texCoordIndex; |
| const uint normalIndex = it.key().normalIndex; |
| |
| m_points[it.value()] = (positionIndex < uint(positions.size())) ? positions[positionIndex] : QVector3D(); |
| if (hasTexCoords) |
| m_texCoords[it.value()] = (texCoordIndex < uint(texCoords.size())) ? texCoords[texCoordIndex] : QVector2D(); |
| if (hasNormals) |
| m_normals[it.value()] = (normalIndex < uint(normals.size())) ? normals[normalIndex] : QVector3D(); |
| } |
| |
| // Now iterate over the face indices and lookup the unique vertex index |
| const int indexCount = faceIndexVector.size(); |
| m_indices.clear(); |
| m_indices.reserve(indexCount); |
| for (const FaceIndices faceIndices : qAsConst(faceIndexVector)) { |
| const unsigned int i = faceIndexMap.value(faceIndices); |
| m_indices.append(i); |
| } |
| |
| return true; |
| } |
| |
| static void addFaceVertex(const FaceIndices &faceIndices, |
| QVector<FaceIndices>& faceIndexVector, |
| QHash<FaceIndices, unsigned int>&faceIndexMap) |
| { |
| if (faceIndices.positionIndex != std::numeric_limits<unsigned int>::max()) { |
| faceIndexVector.append(faceIndices); |
| if (!faceIndexMap.contains(faceIndices)) |
| faceIndexMap.insert(faceIndices, faceIndexMap.size()); |
| } else { |
| qCWarning(ObjGeometryLoaderLog) << "Missing position index"; |
| } |
| } |
| |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |