Files
vb01/model.cpp
T

264 lines
6.8 KiB
C++
Executable File

#include"model.h"
#include"mesh.h"
#include"material.h"
#include"vector.h"
#include"util.h"
#include<vector>
#include<iostream>
#include<Importer.hpp>
#include<scene.h>
#include<postprocess.h>
#include<fstream>
using namespace std;
using namespace Assimp;
namespace vb01{
void Model::processNode(aiNode *node, const aiScene *scene, Node *currentNode){
for(int i=0;i<node->mNumMeshes;i++){
aiMesh *mesh=scene->mMeshes[node->mMeshes[i]];
processMesh(mesh,scene,currentNode);
}
for(int i=0;i<node->mNumChildren;i++){
Node *childNode=new Node();
currentNode->attachChild(childNode);
processNode(node->mChildren[i],scene,childNode);
}
}
void Model::processMesh(aiMesh *mesh, const aiScene *scene, Node *currentNode){
const int numTris=mesh->mNumFaces;
Mesh::Vertex *vertices=new Mesh::Vertex[3*numTris];
u32 *indices=new u32[3*numTris];
for(int i=0;i<3*numTris;i++){
Mesh::Vertex v;
v.pos.x=mesh->mVertices[i].x;
v.pos.y=mesh->mVertices[i].y;
v.pos.z=mesh->mVertices[i].z;
v.norm.x=mesh->mNormals[i].x;
v.norm.y=mesh->mNormals[i].y;
v.norm.z=mesh->mNormals[i].z;
v.tan.x=mesh->mTangents[i].x;
v.tan.y=mesh->mTangents[i].y;
v.tan.z=mesh->mTangents[i].z;
v.biTan.x=mesh->mBitangents[i].x;
v.biTan.y=mesh->mBitangents[i].y;
v.biTan.z=mesh->mBitangents[i].z;
if(mesh->mTextureCoords[0]){
v.texCoords.x=mesh->mTextureCoords[0][i].x;
v.texCoords.y=mesh->mTextureCoords[0][i].y;
}
else
v.texCoords=Vector2::VEC_ZERO;
vertices[i]=v;
}
for(int i=0;i<numTris;i++){
int numFaceIndices=mesh->mFaces[i].mNumIndices;
for(int j=0;j<numFaceIndices;j++){
indices[numFaceIndices*i+j]=mesh->mFaces[i].mIndices[j];
}
}
//if(mesh->mMaterialIndex>=0){
// aiMaterial *material=scene->mMaterial[mesh->mMaterialIndex];
//}
currentNode->attachMesh(new Mesh(vertices,indices,numTris));
}
Model::Model(string path,bool b) : Node(){
if(b){
Importer importer;
const aiScene *scene=importer.ReadFile(path,aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenNormals | aiProcess_CalcTangentSpace);
if(!scene||scene->mFlags&AI_SCENE_FLAGS_INCOMPLETE||!scene->mRootNode){
cout<<"Failed to load model:"<<importer.GetErrorString()<<endl;
exit(-1);
}
processNode(scene->mRootNode,scene,this);
}
else{
int numTris,numVerts,numGroups,v=0,u=0,vg=0,b=0;
Mesh::Vertex *vertices;
Mesh::VertexGroup *groups=new Mesh::VertexGroup[5];
unsigned int *indices;
Vector3 *pos,*norm;
ifstream in(path);
string l;
bool verts=false,uv=false,vertexGroups=false,bones=false;
while(getline(in,l)){
if(l.substr(0,8)=="numFaces"){
numTris=atoi(l.substr(9,string::npos).c_str());
vertices=new Mesh::Vertex[numTris*3];
indices=new unsigned int[numTris*3];
}
else if(l.substr(0,11)=="numVertices"){
numVerts=atoi(l.substr(12,string::npos).c_str());
pos=new Vector3[numVerts];
norm=new Vector3[numVerts];
}
else if(l.substr(0,9)=="numGroups"){
numGroups=atoi(l.substr(10,string::npos).c_str());
groups=new Mesh::VertexGroup[numGroups];
}
if(l=="vertices:"){
verts=true;
continue;
}
else if(l=="uv:"){
verts=false;
uv=true;
continue;
}
else if(l=="groups:"){
uv=false;
vertexGroups=true;
continue;
}
else if(l=="bones:"){
vertexGroups=false;
bones=true;
continue;
}
if(verts||uv||vertexGroups||bones){
int numCoords=1;
if(verts)numCoords=6;
else if(uv)numCoords=3;
else if(vg)numCoords=3;
else if(groups)numCoords=1;
int nextSpace=0;
int *spaceIds=new int[numCoords-1];
for(int i=0;i<l.length();i++)
if(l.c_str()[i]==' '){
spaceIds[nextSpace]=i;
nextSpace++;
}
float *coords=new float[numCoords];
for(int i=0;i<numCoords;i++){
int firstChar,lastChar;
if(i==0)
firstChar=0,lastChar=spaceIds[i];
else if(i==numCoords-1)
firstChar=spaceIds[i-1],lastChar=string::npos;
else
firstChar=spaceIds[i-1],lastChar=spaceIds[i]-spaceIds[i-1];
coords[i]=atof(l.substr(firstChar,lastChar).c_str());
}
if(verts){
pos[v]=Vector3(coords[0],coords[1],coords[2]);
norm[v]=Vector3(coords[3],coords[4],coords[5]);
//Vector2 uv=Vector2(coords[6],coords[7]);
//vertices[v].pos=pos;
//vertices[v].norm=norm;
//vertices[v].texCoords=uv;
v++;
}
else if(uv){
int id=(int)coords[0];
Vector2 uv=Vector2(coords[1],coords[2]);
vertices[u].pos=pos[id];
vertices[u].norm=norm[id];
vertices[u].texCoords=uv;
indices[u]=u;
u++;
}
else if(vertexGroups){
if(l.c_str()[l.length()-1]==':'){
numCoords=1;
groups[vg].vertices=new Mesh::Vertex*;
groups[vg].weights=new float;
groups[vg].name=l.c_str()[l.length()-1];
vg++;
}
else{
numCoords=2;
int *ids=new int,numVerts=0;
for(int i=0;i<3*numTris;i++){
if(vertices[i].pos==pos[(int)coords[0]]){
ids[numVerts]=i;
numVerts++;
}
}
for(int i=0;i<3*numTris;i++)
for(int j=0;j<numVerts;j++){
groups[vg].vertices[groups[vg].numVertices]=&(vertices[ids[j]]);
groups[vg].weights[ids[j]]=coords[1];
}
groups[vg].numVertices++;
delete[] ids;
}
}
else if(bones){
b++;
}
delete[] coords;
}
}
delete[] pos;
delete[] norm;
attachChild(new Node());
children[0]->attachMesh(new Mesh(vertices,indices,numTris));
}
}
Model::~Model(){
delete children[0]->getMesh(0)->getMaterial();
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(nullptr);
while(!children.empty()){
Node *c=children[children.size()-1];
dettachChild(c);
delete c;
}
}
void Model::update(){
Node::update();
}
void Model::setMaterial(Material *mat){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setMaterial(mat);
}
void Model::setCastShadow(bool castShadow){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setCastShadow(castShadow);
this->castShadow=castShadow;
}
void Model::setReflect(bool reflect){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setReflect(reflect);
this->reflect=reflect;
}
void Model::setWireframe(bool wirefame){
vector<Node*> descendants;
getDescendants(this,descendants);
for(Node *node : descendants)
for(Mesh *mesh : node->getMeshes())
mesh->setWireframe(wirefame);
this->wireframe=wireframe;
}
}