Modules/.outdated/graphics/ext/objloader.h
2023-08-20 11:27:47 +03:00

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// OBJ_Loader.h - A Single Header OBJ Model Loader
/*
MIT License
Copyright(c) 2016 Robert Smith
Permission is hereby granted, free of charge, to any person obtaining a copy
of this softwareand associated documentation files(the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions :
The above copyright noticeand this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
// Iostream - STD I/O Library
#include <iostream>
// Vector - STD Vector/Array Library
#include <vector>
// String - STD String Library
#include <string>
// fStream - STD File I/O Library
#include <fstream>
// Math.h - STD math Library
#include <math.h>
// Print progress to console while loading (large models)
#define OBJL_CONSOLE_OUTPUT
// Namespace: OBJL
//
// Description: The namespace that holds eveyrthing that
// is needed and used for the OBJ Model Loader
namespace objl
{
// Structure: Vector2
//
// Description: A 2D Vector that Holds Positional Data
struct Vector2
{
// Default Constructor
Vector2()
{
X = 0.0f;
Y = 0.0f;
}
// Variable Set Constructor
Vector2(float X_, float Y_)
{
X = X_;
Y = Y_;
}
// Bool Equals Operator Overload
bool operator==(const Vector2& other) const
{
return (this->X == other.X && this->Y == other.Y);
}
// Bool Not Equals Operator Overload
bool operator!=(const Vector2& other) const
{
return !(this->X == other.X && this->Y == other.Y);
}
// Addition Operator Overload
Vector2 operator+(const Vector2& right) const
{
return Vector2(this->X + right.X, this->Y + right.Y);
}
// Subtraction Operator Overload
Vector2 operator-(const Vector2& right) const
{
return Vector2(this->X - right.X, this->Y - right.Y);
}
// Float Multiplication Operator Overload
Vector2 operator*(const float& other) const
{
return Vector2(this->X *other, this->Y * other);
}
// Positional Variables
float X;
float Y;
};
// Structure: Vector3
//
// Description: A 3D Vector that Holds Positional Data
struct Vector3
{
// Default Constructor
Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
// Variable Set Constructor
Vector3(float X_, float Y_, float Z_)
{
X = X_;
Y = Y_;
Z = Z_;
}
// Bool Equals Operator Overload
bool operator==(const Vector3& other) const
{
return (this->X == other.X && this->Y == other.Y && this->Z == other.Z);
}
// Bool Not Equals Operator Overload
bool operator!=(const Vector3& other) const
{
return !(this->X == other.X && this->Y == other.Y && this->Z == other.Z);
}
// Addition Operator Overload
Vector3 operator+(const Vector3& right) const
{
return Vector3(this->X + right.X, this->Y + right.Y, this->Z + right.Z);
}
// Subtraction Operator Overload
Vector3 operator-(const Vector3& right) const
{
return Vector3(this->X - right.X, this->Y - right.Y, this->Z - right.Z);
}
// Float Multiplication Operator Overload
Vector3 operator*(const float& other) const
{
return Vector3(this->X * other, this->Y * other, this->Z * other);
}
// Float Division Operator Overload
Vector3 operator/(const float& other) const
{
return Vector3(this->X / other, this->Y / other, this->Z / other);
}
// Positional Variables
float X;
float Y;
float Z;
};
// Structure: Vertex
//
// Description: Model Vertex object that holds
// a Position, Normal, and Texture Coordinate
struct Vertex
{
// Position Vector
Vector3 Position;
// Normal Vector
Vector3 normal;
// Texture Coordinate Vector
Vector2 TextureCoordinate;
};
struct Material
{
Material()
{
name;
Ns = 0.0f;
Ni = 0.0f;
d = 0.0f;
illum = 0;
}
// Material Name
std::string name;
// Ambient Color
Vector3 Ka;
// Diffuse Color
Vector3 Kd;
// Specular Color
Vector3 Ks;
// Specular Exponent
float Ns;
// Optical Density
float Ni;
// Dissolve
float d;
// Illumination
int illum;
// Ambient Texture Map
std::string map_Ka;
// Diffuse Texture Map
std::string map_Kd;
// Specular Texture Map
std::string map_Ks;
// Specular Hightlight Map
std::string map_Ns;
// Alpha Texture Map
std::string map_d;
// Bump Map
std::string map_bump;
};
// Structure: Mesh
//
// Description: A Simple Mesh Object that holds
// a name, a vertex list, and an index list
struct Mesh
{
// Default Constructor
Mesh()
{
}
// Variable Set Constructor
Mesh(std::vector<Vertex>& _Vertices, std::vector<unsigned int>& _Indices)
{
Vertices = _Vertices;
Indices = _Indices;
}
// Mesh Name
std::string MeshName;
// Vertex List
std::vector<Vertex> Vertices;
// Index List
std::vector<unsigned int> Indices;
// Material
Material MeshMaterial;
};
// Namespace: Math
//
// Description: The namespace that holds all of the math
// functions need for OBJL
namespace math
{
// Vector3 Cross Product
Vector3 CrossV3(const Vector3 a, const Vector3 b)
{
return Vector3(a.Y * b.Z - a.Z * b.Y,
a.Z * b.X - a.X * b.Z,
a.X * b.Y - a.Y * b.X);
}
// Vector3 Magnitude Calculation
float MagnitudeV3(const Vector3 in)
{
return (sqrtf(powf(in.X, 2) + powf(in.Y, 2) + powf(in.Z, 2)));
}
// Vector3 DotProduct
float DotV3(const Vector3 a, const Vector3 b)
{
return (a.X * b.X) + (a.Y * b.Y) + (a.Z * b.Z);
}
// Angle between 2 Vector3 Objects
float AngleBetweenV3(const Vector3 a, const Vector3 b)
{
float angle = DotV3(a, b);
angle /= (MagnitudeV3(a) * MagnitudeV3(b));
return angle = acosf(angle);
}
// Projection Calculation of a onto b
Vector3 ProjV3(const Vector3 a, const Vector3 b)
{
Vector3 bn = b / MagnitudeV3(b);
return bn * DotV3(a, bn);
}
}
// Namespace: Algorithm
//
// Description: The namespace that holds all of the
// Algorithms needed for OBJL
namespace algorithm
{
// Vector3 Multiplication Opertor Overload
Vector3 operator*(const float& left, const Vector3& right)
{
return Vector3(right.X * left, right.Y * left, right.Z * left);
}
// A test to see if P1 is on the same side as P2 of a line segment ab
bool SameSide(Vector3 p1, Vector3 p2, Vector3 a, Vector3 b)
{
Vector3 cp1 = math::CrossV3(b - a, p1 - a);
Vector3 cp2 = math::CrossV3(b - a, p2 - a);
if (math::DotV3(cp1, cp2) >= 0)
return true;
else
return false;
}
// Generate a cross produect normal for a triangle
Vector3 GenTriNormal(Vector3 t1, Vector3 t2, Vector3 t3)
{
Vector3 u = t2 - t1;
Vector3 v = t3 - t1;
Vector3 normal = math::CrossV3(u,v);
return normal;
}
// Check to see if a Vector3 Point is within a 3 Vector3 Triangle
bool inTriangle(Vector3 point, Vector3 tri1, Vector3 tri2, Vector3 tri3)
{
// Test to see if it is within an infinite prism that the triangle outlines.
bool within_tri_prisim = SameSide(point, tri1, tri2, tri3) && SameSide(point, tri2, tri1, tri3)
&& SameSide(point, tri3, tri1, tri2);
// If it isn't it will never be on the triangle
if (!within_tri_prisim)
return false;
// Calulate Triangle's Normal
Vector3 n = GenTriNormal(tri1, tri2, tri3);
// Project the point onto this normal
Vector3 proj = math::ProjV3(point, n);
// If the distance from the triangle to the point is 0
// it lies on the triangle
if (math::MagnitudeV3(proj) == 0)
return true;
else
return false;
}
// Split a String into a string array at a given token
inline void split(const std::string &in,
std::vector<std::string> &out,
std::string token)
{
out.clear();
std::string temp;
for (int i = 0; i < int(in.size()); i++)
{
std::string test = in.substr(i, token.size());
if (test == token)
{
if (!temp.empty())
{
out.push_back(temp);
temp.clear();
i += (int)token.size() - 1;
}
else
{
out.push_back("");
}
}
else if (i + token.size() >= in.size())
{
temp += in.substr(i, token.size());
out.push_back(temp);
break;
}
else
{
temp += in[i];
}
}
}
// Get tail of string after first token and possibly following spaces
inline std::string tail(const std::string &in)
{
size_t token_start = in.find_first_not_of(" \t");
size_t space_start = in.find_first_of(" \t", token_start);
size_t tail_start = in.find_first_not_of(" \t", space_start);
size_t tail_end = in.find_last_not_of(" \t");
if (tail_start != std::string::npos && tail_end != std::string::npos)
{
return in.substr(tail_start, tail_end - tail_start + 1);
}
else if (tail_start != std::string::npos)
{
return in.substr(tail_start);
}
return "";
}
// Get first token of string
inline std::string firstToken(const std::string &in)
{
if (!in.empty())
{
size_t token_start = in.find_first_not_of(" \t");
size_t token_end = in.find_first_of(" \t", token_start);
if (token_start != std::string::npos && token_end != std::string::npos)
{
return in.substr(token_start, token_end - token_start);
}
else if (token_start != std::string::npos)
{
return in.substr(token_start);
}
}
return "";
}
// Get element at given index position
template <class T>
inline const T & getElement(const std::vector<T> &elements, std::string &index)
{
int idx = std::stoi(index);
if (idx < 0)
idx = int(elements.size()) + idx;
else
idx--;
return elements[idx];
}
}
// Class: Loader
//
// Description: The OBJ Model Loader
class Loader
{
public:
// Default Constructor
Loader()
{
}
~Loader()
{
LoadedMeshes.clear();
}
// Load a file into the loader
//
// If file is loaded return true
//
// If the file is unable to be found
// or unable to be loaded return false
bool LoadFile(std::string Path)
{
// If the file is not an .obj file return false
if (Path.substr(Path.size() - 4, 4) != ".obj")
return false;
std::ifstream file(Path);
if (!file.is_open())
return false;
LoadedMeshes.clear();
LoadedVertices.clear();
LoadedIndices.clear();
std::vector<Vector3> Positions;
std::vector<Vector2> TCoords;
std::vector<Vector3> Normals;
std::vector<Vertex> Vertices;
std::vector<unsigned int> Indices;
std::vector<std::string> MeshMatNames;
bool listening = false;
std::string meshname;
Mesh tempMesh;
#ifdef OBJL_CONSOLE_OUTPUT
const unsigned int outputEveryNth = 1000;
unsigned int outputIndicator = outputEveryNth;
#endif
std::string curline;
while (std::getline(file, curline))
{
#ifdef OBJL_CONSOLE_OUTPUT
if ((outputIndicator = ((outputIndicator + 1) % outputEveryNth)) == 1)
{
if (!meshname.empty())
{
std::cout
<< "\r- " << meshname
<< "\t| vertices > " << Positions.size()
<< "\t| texcoords > " << TCoords.size()
<< "\t| normals > " << Normals.size()
<< "\t| triangles > " << (Vertices.size() / 3)
<< (!MeshMatNames.empty() ? "\t| material: " + MeshMatNames.back() : "");
}
}
#endif
// Generate a Mesh Object or Prepare for an object to be created
if (algorithm::firstToken(curline) == "o" || algorithm::firstToken(curline) == "g" || curline[0] == 'g')
{
if (!listening)
{
listening = true;
if (algorithm::firstToken(curline) == "o" || algorithm::firstToken(curline) == "g")
{
meshname = algorithm::tail(curline);
}
else
{
meshname = "unnamed";
}
}
else
{
// Generate the mesh to put into the array
if (!Indices.empty() && !Vertices.empty())
{
// Create Mesh
tempMesh = Mesh(Vertices, Indices);
tempMesh.MeshName = meshname;
// Insert Mesh
LoadedMeshes.push_back(tempMesh);
// Cleanup
Vertices.clear();
Indices.clear();
meshname.clear();
meshname = algorithm::tail(curline);
}
else
{
if (algorithm::firstToken(curline) == "o" || algorithm::firstToken(curline) == "g")
{
meshname = algorithm::tail(curline);
}
else
{
meshname = "unnamed";
}
}
}
#ifdef OBJL_CONSOLE_OUTPUT
std::cout << std::endl;
outputIndicator = 0;
#endif
}
// Generate a Vertex Position
if (algorithm::firstToken(curline) == "v")
{
std::vector<std::string> spos;
Vector3 vpos;
algorithm::split(algorithm::tail(curline), spos, " ");
vpos.X = std::stof(spos[0]);
vpos.Y = std::stof(spos[1]);
vpos.Z = std::stof(spos[2]);
Positions.push_back(vpos);
}
// Generate a Vertex Texture Coordinate
if (algorithm::firstToken(curline) == "vt")
{
std::vector<std::string> stex;
Vector2 vtex;
algorithm::split(algorithm::tail(curline), stex, " ");
vtex.X = std::stof(stex[0]);
vtex.Y = std::stof(stex[1]);
TCoords.push_back(vtex);
}
// Generate a Vertex Normal;
if (algorithm::firstToken(curline) == "vn")
{
std::vector<std::string> snor;
Vector3 vnor;
algorithm::split(algorithm::tail(curline), snor, " ");
vnor.X = std::stof(snor[0]);
vnor.Y = std::stof(snor[1]);
vnor.Z = std::stof(snor[2]);
Normals.push_back(vnor);
}
// Generate a Face (vertices & indices)
if (algorithm::firstToken(curline) == "f")
{
// Generate the vertices
std::vector<Vertex> vVerts;
GenVerticesFromRawOBJ(vVerts, Positions, TCoords, Normals, curline);
// Add Vertices
for (int i = 0; i < int(vVerts.size()); i++)
{
Vertices.push_back(vVerts[i]);
LoadedVertices.push_back(vVerts[i]);
}
std::vector<unsigned int> iIndices;
VertexTriangluation(iIndices, vVerts);
// Add Indices
for (int i = 0; i < int(iIndices.size()); i++)
{
unsigned int indnum = (unsigned int)((Vertices.size()) - vVerts.size()) + iIndices[i];
Indices.push_back(indnum);
indnum = (unsigned int)((LoadedVertices.size()) - vVerts.size()) + iIndices[i];
LoadedIndices.push_back(indnum);
}
}
// Get Mesh Material Name
if (algorithm::firstToken(curline) == "usemtl")
{
MeshMatNames.push_back(algorithm::tail(curline));
// Create new Mesh, if Material changes within a group
if (!Indices.empty() && !Vertices.empty())
{
// Create Mesh
tempMesh = Mesh(Vertices, Indices);
tempMesh.MeshName = meshname;
int i = 2;
while(1) {
tempMesh.MeshName = meshname + "_" + std::to_string(i);
for (auto &m : LoadedMeshes)
if (m.MeshName == tempMesh.MeshName)
continue;
break;
}
// Insert Mesh
LoadedMeshes.push_back(tempMesh);
// Cleanup
Vertices.clear();
Indices.clear();
}
#ifdef OBJL_CONSOLE_OUTPUT
outputIndicator = 0;
#endif
}
// Load Materials
if (algorithm::firstToken(curline) == "mtllib")
{
// Generate LoadedMaterial
// Generate a path to the material file
std::vector<std::string> temp;
algorithm::split(Path, temp, "/");
std::string pathtomat = "";
if (temp.size() != 1)
{
for (int i = 0; i < temp.size() - 1; i++)
{
pathtomat += temp[i] + "/";
}
}
pathtomat += algorithm::tail(curline);
#ifdef OBJL_CONSOLE_OUTPUT
std::cout << std::endl << "- find materials in: " << pathtomat << std::endl;
#endif
// Load Materials
LoadMaterials(pathtomat);
}
}
#ifdef OBJL_CONSOLE_OUTPUT
std::cout << std::endl;
#endif
// Deal with last mesh
if (!Indices.empty() && !Vertices.empty())
{
// Create Mesh
tempMesh = Mesh(Vertices, Indices);
tempMesh.MeshName = meshname;
// Insert Mesh
LoadedMeshes.push_back(tempMesh);
}
file.close();
// Set Materials for each Mesh
for (int i = 0; i < MeshMatNames.size(); i++)
{
std::string matname = MeshMatNames[i];
// Find corresponding material name in loaded materials
// when found copy material variables into mesh material
for (int j = 0; j < LoadedMaterials.size(); j++)
{
if (LoadedMaterials[j].name == matname)
{
LoadedMeshes[i].MeshMaterial = LoadedMaterials[j];
break;
}
}
}
if (LoadedMeshes.empty() && LoadedVertices.empty() && LoadedIndices.empty())
{
return false;
}
else
{
return true;
}
}
// Loaded Mesh Objects
std::vector<Mesh> LoadedMeshes;
// Loaded Vertex Objects
std::vector<Vertex> LoadedVertices;
// Loaded Index Positions
std::vector<unsigned int> LoadedIndices;
// Loaded Material Objects
std::vector<Material> LoadedMaterials;
private:
// Generate vertices from a list of positions,
// tcoords, normals and a face line
void GenVerticesFromRawOBJ(std::vector<Vertex>& oVerts,
const std::vector<Vector3>& iPositions,
const std::vector<Vector2>& iTCoords,
const std::vector<Vector3>& iNormals,
std::string icurline)
{
std::vector<std::string> sface, svert;
Vertex vVert;
algorithm::split(algorithm::tail(icurline), sface, " ");
bool noNormal = false;
// For every given vertex do this
for (int i = 0; i < int(sface.size()); i++)
{
// See What type the vertex is.
int vtype;
algorithm::split(sface[i], svert, "/");
// Check for just position - v1
if (svert.size() == 1)
{
// Only position
vtype = 1;
}
// Check for position & texture - v1/vt1
if (svert.size() == 2)
{
// Position & Texture
vtype = 2;
}
// Check for Position, Texture and Normal - v1/vt1/vn1
// or if Position and Normal - v1//vn1
if (svert.size() == 3)
{
if (svert[1] != "")
{
// Position, Texture, and Normal
vtype = 4;
}
else
{
// Position & Normal
vtype = 3;
}
}
// Calculate and store the vertex
switch (vtype)
{
case 1: // P
{
vVert.Position = algorithm::getElement(iPositions, svert[0]);
vVert.TextureCoordinate = Vector2(0, 0);
noNormal = true;
oVerts.push_back(vVert);
break;
}
case 2: // P/T
{
vVert.Position = algorithm::getElement(iPositions, svert[0]);
vVert.TextureCoordinate = algorithm::getElement(iTCoords, svert[1]);
noNormal = true;
oVerts.push_back(vVert);
break;
}
case 3: // P//N
{
vVert.Position = algorithm::getElement(iPositions, svert[0]);
vVert.TextureCoordinate = Vector2(0, 0);
vVert.normal = algorithm::getElement(iNormals, svert[2]);
oVerts.push_back(vVert);
break;
}
case 4: // P/T/N
{
vVert.Position = algorithm::getElement(iPositions, svert[0]);
vVert.TextureCoordinate = algorithm::getElement(iTCoords, svert[1]);
vVert.normal = algorithm::getElement(iNormals, svert[2]);
oVerts.push_back(vVert);
break;
}
default:
{
break;
}
}
}
// take care of missing normals
// these may not be truly acurate but it is the
// best they get for not compiling a mesh with normals
if (noNormal)
{
Vector3 A = oVerts[0].Position - oVerts[1].Position;
Vector3 B = oVerts[2].Position - oVerts[1].Position;
Vector3 normal = math::CrossV3(A, B);
for (int i = 0; i < int(oVerts.size()); i++)
{
oVerts[i].normal = normal;
}
}
}
// Triangulate a list of vertices into a face by printing
// inducies corresponding with triangles within it
void VertexTriangluation(std::vector<unsigned int>& oIndices,
const std::vector<Vertex>& iVerts)
{
// If there are 2 or less verts,
// no triangle can be created,
// so exit
if (iVerts.size() < 3)
{
return;
}
// If it is a triangle no need to calculate it
if (iVerts.size() == 3)
{
oIndices.push_back(0);
oIndices.push_back(1);
oIndices.push_back(2);
return;
}
// Create a list of vertices
std::vector<Vertex> tVerts = iVerts;
while (true)
{
// For every vertex
for (int i = 0; i < int(tVerts.size()); i++)
{
// pPrev = the previous vertex in the list
Vertex pPrev;
if (i == 0)
{
pPrev = tVerts[tVerts.size() - 1];
}
else
{
pPrev = tVerts[i - 1];
}
// pCur = the current vertex;
Vertex pCur = tVerts[i];
// pNext = the next vertex in the list
Vertex pNext;
if (i == tVerts.size() - 1)
{
pNext = tVerts[0];
}
else
{
pNext = tVerts[i + 1];
}
// Check to see if there are only 3 verts left
// if so this is the last triangle
if (tVerts.size() == 3)
{
// Create a triangle from pCur, pPrev, pNext
for (int j = 0; j < int(tVerts.size()); j++)
{
if (iVerts[j].Position == pCur.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pPrev.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pNext.Position)
oIndices.push_back(j);
}
tVerts.clear();
break;
}
if (tVerts.size() == 4)
{
// Create a triangle from pCur, pPrev, pNext
for (int j = 0; j < int(iVerts.size()); j++)
{
if (iVerts[j].Position == pCur.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pPrev.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pNext.Position)
oIndices.push_back(j);
}
Vector3 tempVec;
for (int j = 0; j < int(tVerts.size()); j++)
{
if (tVerts[j].Position != pCur.Position
&& tVerts[j].Position != pPrev.Position
&& tVerts[j].Position != pNext.Position)
{
tempVec = tVerts[j].Position;
break;
}
}
// Create a triangle from pCur, pPrev, pNext
for (int j = 0; j < int(iVerts.size()); j++)
{
if (iVerts[j].Position == pPrev.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pNext.Position)
oIndices.push_back(j);
if (iVerts[j].Position == tempVec)
oIndices.push_back(j);
}
tVerts.clear();
break;
}
// If Vertex is not an interior vertex
float angle = (float)math::AngleBetweenV3(pPrev.Position - pCur.Position, pNext.Position - pCur.Position) * (float) (180 / 3.14159265359);
if (angle <= 0 && angle >= 180)
continue;
// If any vertices are within this triangle
bool inTri = false;
for (int j = 0; j < int(iVerts.size()); j++)
{
if (algorithm::inTriangle(iVerts[j].Position, pPrev.Position, pCur.Position, pNext.Position)
&& iVerts[j].Position != pPrev.Position
&& iVerts[j].Position != pCur.Position
&& iVerts[j].Position != pNext.Position)
{
inTri = true;
break;
}
}
if (inTri)
continue;
// Create a triangle from pCur, pPrev, pNext
for (int j = 0; j < int(iVerts.size()); j++)
{
if (iVerts[j].Position == pCur.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pPrev.Position)
oIndices.push_back(j);
if (iVerts[j].Position == pNext.Position)
oIndices.push_back(j);
}
// Delete pCur from the list
for (int j = 0; j < int(tVerts.size()); j++)
{
if (tVerts[j].Position == pCur.Position)
{
tVerts.erase(tVerts.begin() + j);
break;
}
}
// reset i to the start
// -1 since loop will add 1 to it
i = -1;
}
// if no triangles were created
if (oIndices.size() == 0)
break;
// if no more vertices
if (tVerts.size() == 0)
break;
}
}
// Load Materials from .mtl file
bool LoadMaterials(std::string path)
{
// If the file is not a material file return false
if (path.substr(path.size() - 4, path.size()) != ".mtl")
return false;
std::ifstream file(path);
// If the file is not found return false
if (!file.is_open())
return false;
Material tempMaterial;
bool listening = false;
// Go through each line looking for material variables
std::string curline;
while (std::getline(file, curline))
{
// new material and material name
if (algorithm::firstToken(curline) == "newmtl")
{
if (!listening)
{
listening = true;
if (curline.size() > 7)
{
tempMaterial.name = algorithm::tail(curline);
}
else
{
tempMaterial.name = "none";
}
}
else
{
// Generate the material
// Push Back loaded Material
LoadedMaterials.push_back(tempMaterial);
// Clear Loaded Material
tempMaterial = Material();
if (curline.size() > 7)
{
tempMaterial.name = algorithm::tail(curline);
}
else
{
tempMaterial.name = "none";
}
}
}
// Ambient Color
if (algorithm::firstToken(curline) == "Ka")
{
std::vector<std::string> temp;
algorithm::split(algorithm::tail(curline), temp, " ");
if (temp.size() != 3)
continue;
tempMaterial.Ka.X = std::stof(temp[0]);
tempMaterial.Ka.Y = std::stof(temp[1]);
tempMaterial.Ka.Z = std::stof(temp[2]);
}
// Diffuse Color
if (algorithm::firstToken(curline) == "Kd")
{
std::vector<std::string> temp;
algorithm::split(algorithm::tail(curline), temp, " ");
if (temp.size() != 3)
continue;
tempMaterial.Kd.X = std::stof(temp[0]);
tempMaterial.Kd.Y = std::stof(temp[1]);
tempMaterial.Kd.Z = std::stof(temp[2]);
}
// Specular Color
if (algorithm::firstToken(curline) == "Ks")
{
std::vector<std::string> temp;
algorithm::split(algorithm::tail(curline), temp, " ");
if (temp.size() != 3)
continue;
tempMaterial.Ks.X = std::stof(temp[0]);
tempMaterial.Ks.Y = std::stof(temp[1]);
tempMaterial.Ks.Z = std::stof(temp[2]);
}
// Specular Exponent
if (algorithm::firstToken(curline) == "Ns")
{
tempMaterial.Ns = std::stof(algorithm::tail(curline));
}
// Optical Density
if (algorithm::firstToken(curline) == "Ni")
{
tempMaterial.Ni = std::stof(algorithm::tail(curline));
}
// Dissolve
if (algorithm::firstToken(curline) == "d")
{
tempMaterial.d = std::stof(algorithm::tail(curline));
}
// Illumination
if (algorithm::firstToken(curline) == "illum")
{
tempMaterial.illum = std::stoi(algorithm::tail(curline));
}
// Ambient Texture Map
if (algorithm::firstToken(curline) == "map_Ka")
{
tempMaterial.map_Ka = algorithm::tail(curline);
}
// Diffuse Texture Map
if (algorithm::firstToken(curline) == "map_Kd")
{
tempMaterial.map_Kd = algorithm::tail(curline);
}
// Specular Texture Map
if (algorithm::firstToken(curline) == "map_Ks")
{
tempMaterial.map_Ks = algorithm::tail(curline);
}
// Specular Hightlight Map
if (algorithm::firstToken(curline) == "map_Ns")
{
tempMaterial.map_Ns = algorithm::tail(curline);
}
// Alpha Texture Map
if (algorithm::firstToken(curline) == "map_d")
{
tempMaterial.map_d = algorithm::tail(curline);
}
// Bump Map
if (algorithm::firstToken(curline) == "map_Bump" || algorithm::firstToken(curline) == "map_bump" || algorithm::firstToken(curline) == "bump")
{
tempMaterial.map_bump = algorithm::tail(curline);
}
}
// Deal with last material
// Push Back loaded Material
LoadedMaterials.push_back(tempMaterial);
// Test to see if anything was loaded
// If not return false
if (LoadedMaterials.empty())
return false;
// If so return true
else
return true;
}
};
}