diff --git a/wrap/io_trimesh/import_obj.h b/wrap/io_trimesh/import_obj.h index 84fc713d..6bcc04ff 100644 --- a/wrap/io_trimesh/import_obj.h +++ b/wrap/io_trimesh/import_obj.h @@ -1,1055 +1,1109 @@ -/**************************************************************************** -* VCGLib o o * -* Visual and Computer Graphics Library o o * -* _ O _ * -* Copyright(C) 2004 \/)\/ * -* Visual Computing Lab /\/| * -* ISTI - Italian National Research Council | * -* \ * -* All rights reserved. * -* * -* This program is free software; you can redistribute it and/or modify * -* it under the terms of the GNU General Public License as published by * -* the Free Software Foundation; either version 2 of the License, or * -* (at your option) any later version. * -* * -* This program is distributed in the hope that it will be useful, * -* but WITHOUT ANY WARRANTY; without even the implied warranty of * -* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * -* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * -* for more details. * -* * -****************************************************************************/ - - -#ifndef __VCGLIB_IMPORT_OBJ -#define __VCGLIB_IMPORT_OBJ - -#include -#include -#include -#include -#ifdef __gl_h_ -#include -#endif -#include - - -#include -#include -#include - - -namespace vcg { -namespace tri { -namespace io { - -/** -This class encapsulate a filter for importing obj (Alias Wavefront) meshes. -Warning: this code assume little endian (PC) architecture!!! -*/ -template -class ImporterOBJ -{ -public: - static int &MRGBLineCount(){static int _MRGBLineCount=0; return _MRGBLineCount;} - - typedef typename OpenMeshType::VertexPointer VertexPointer; - typedef typename OpenMeshType::ScalarType ScalarType; - typedef typename OpenMeshType::VertexType VertexType; - typedef typename OpenMeshType::FaceType FaceType; - typedef typename OpenMeshType::VertexIterator VertexIterator; - typedef typename OpenMeshType::FaceIterator FaceIterator; - typedef typename OpenMeshType::CoordType CoordType; - - class Info - { - public: - - Info() - { - mask = 0; - cb = 0; - numTexCoords=0; - } - - /// It returns a bit mask describing the field preesnt in the ply file - int mask; - - /// a Simple callback that can be used for long obj parsing. - // it returns the current position, and formats a string with a description of what th efunction is doing (loading vertexes, faces...) - CallBackPos *cb; - - /// number of vertices - int numVertices; - /// number of faces (the number of triangles could be - /// larger in presence of polygonal faces - int numFaces; - /// number of texture coords indexes - int numTexCoords; - /// number of normals - int numNormals; - - }; // end class - - - //struct OBJFacet - //{ - // CoordType n; - // CoordType t; - // CoordType v[3]; - // - // short attr; // material index - //}; - struct ObjIndexedFace - { - void set(const int & num){v.resize(num);n.resize(num); t.resize(num);} - std::vector v; - std::vector n; - std::vector t; - int tInd; - bool edge[3];// useless if the face is a polygon, no need to have variable length array - Color4b c; - }; - - struct ObjTexCoord - { - float u; - float v; - }; - - enum OBJError { - // Successfull opening - E_NOERROR = 0x000, // 0 (position of correspondig string in the array) - - // Non Critical Errors (only odd numbers) - E_NON_CRITICAL_ERROR = 0x001, - E_MATERIAL_FILE_NOT_FOUND = 0x003, // 1 - E_MATERIAL_NOT_FOUND = 0x005, // 2 - E_TEXTURE_NOT_FOUND = 0x007, // 3 - E_VERTICES_WITH_SAME_IDX_IN_FACE = 0x009, // 4 - - // Critical Opening Errors (only even numbers) - E_CANTOPEN = 0x00A, // 5 - E_UNESPECTEDEOF = 0x00C, // 6 - E_ABORTED = 0x00E, // 7 - E_NO_VERTEX = 0x010, // 8 - E_NO_FACE = 0x012, // 9 - E_BAD_VERTEX_STATEMENT = 0x014, // 10 - E_BAD_VERT_TEX_STATEMENT = 0x016, // 11 - E_BAD_VERT_NORMAL_STATEMENT = 0x018, // 12 - E_LESS_THAN_3VERTINFACE = 0x01A, // 13 - E_BAD_VERT_INDEX = 0x01C, // 14 - E_BAD_VERT_TEX_INDEX = 0x01E, // 15 - E_BAD_VERT_NORMAL_INDEX = 0x020 // 16 - }; - - // to check if a given error is critical or not. - static bool ErrorCritical(int err) - { - if(err<0x00A && err>=0) return false; - return true; - } - - static const char* ErrorMsg(int error) - { - static const char* obj_error_msg[] = - { - "No errors", // 0 - - "Material library file wrong or not found, a default white material is used", // 1 - "Some materials definitions were not found, a default white material is used where no material was available", // 2 - "Texture file not found", // 3 - "Identical index vertices found in the same face", // 4 - - "Can't open file", // 5 - "Premature End of file", // 6 - "File opening aborted", // 7 - "No vertex field found", // 8 - "No face field found", // 9 - "Vertex statement with less than 3 coords", // 10 - "Texture coords statement with less than 2 coords", // 11 - "Vertex normal statement with less than 3 coords", // 12 - "Face with less than 3 vertices", // 13 - "Bad vertex index in face", // 14 - "Bad texture coords index in face", // 15 - "Bad vertex normal index in face" // 16 - }; - - // due to approximation, following line works well for either even (critical err codes) - // or odd (non critical ones) numbers - error = (int) error/2; - - if(error>15 || error<0) return "Unknown error"; - else return obj_error_msg[error]; - }; - - // Helper functions that checks the range of indexes - // putting them in the correct range if less than zero (as in the obj style) - - static bool GoodObjIndex(int &index, const int maxVal) - { - if (index > maxVal) return false; - if (index < 0) - { - index += maxVal+1; - if (index<0 || index > maxVal) return false; - } - return true; - } - - static int Open(OpenMeshType &mesh, const char *filename, int &loadmask, CallBackPos *cb=0) - { - Info oi; - oi.mask=-1; - oi.cb=cb; - int ret=Open(mesh,filename,oi); - loadmask=oi.mask; - return ret; - } - - /*! - * Opens an object file (in ascii format) and populates the mesh passed as first - * accordingly to read data - * \param m The mesh model to be populated with data stored into the file - * \param filename The name of the file to be opened - * \param oi A structure containing infos about the object to be opened - */ - static int Open( OpenMeshType &m, const char * filename, Info &oi) - { - int result = E_NOERROR; - - m.Clear(); - CallBackPos *cb = oi.cb; - - // if LoadMask has not been called yet, we call it here - if (oi.mask == -1) - LoadMask(filename, oi); - - const int inputMask = oi.mask; - Mask::ClampMask(m,oi.mask); - - if (oi.numVertices == 0) - return E_NO_VERTEX; - - // Commented out this test. You should be allowed to load point clouds. - //if (oi.numFaces == 0) - // return E_NO_FACE; - - std::ifstream stream(filename); - if (stream.fail()) - return E_CANTOPEN; - - std::vector materials; // materials vector - std::vector texCoords; // texture coordinates - std::vector normals; // vertex normals - std::vector indexedFaces; - std::vector< std::string > tokens; - std::string header; - - short currentMaterialIdx = 0; // index of current material into materials vector - Color4b currentColor=Color4b::LightGray; // we declare this outside code block since other - // triangles of this face will share the same color - - Material defaultMaterial; // default material: white - materials.push_back(defaultMaterial); - - int numVertices = 0; // stores the number of vertices been read till now - int numTriangles = 0; // stores the number of faces been read till now - int numTexCoords = 0; // stores the number of texture coordinates been read till now - int numVNormals = 0; // stores the number of vertex normals been read till now - - int numVerticesPlusFaces = oi.numVertices + oi.numFaces; - int extraTriangles=0; - // vertices and faces allocatetion - VertexIterator vi = vcg::tri::Allocator::AddVertices(m,oi.numVertices); - //FaceIterator fi = Allocator::AddFaces(m,oi.numFaces); - std::vector vertexColorVector; - ObjIndexedFace ff; - const char *loadingStr = "Loading"; - while (!stream.eof()) - { - tokens.clear(); - TokenizeNextLine(stream, tokens,&vertexColorVector); - - unsigned int numTokens = static_cast(tokens.size()); - if (numTokens > 0) - { - header.clear(); - header = tokens[0]; - - // callback invocation, abort loading process if the call returns false - if ((cb !=NULL) && (((numTriangles + numVertices)%100)==0) && !(*cb)((100*(numTriangles + numVertices))/numVerticesPlusFaces, loadingStr)) - return E_ABORTED; - - if (header.compare("v")==0) // vertex - { - loadingStr="Vertex Loading"; - if (numTokens < 4) return E_BAD_VERTEX_STATEMENT; - - (*vi).P()[0] = (ScalarType) atof(tokens[1].c_str()); - (*vi).P()[1] = (ScalarType) atof(tokens[2].c_str()); - (*vi).P()[2] = (ScalarType) atof(tokens[3].c_str()); - ++numVertices; - - // assigning vertex color - // ---------------------- - if (((oi.mask & vcg::tri::io::Mask::IOM_VERTCOLOR) != 0) && (HasPerVertexColor(m))) - { - if(numTokens>=7) - { - ScalarType rf(atof(tokens[4].c_str())), gf(atof(tokens[5].c_str())), bf(atof(tokens[6].c_str())); - ScalarType scaling = (rf<=1 && gf<=1 && bf<=1) ? 255. : 1; - - unsigned char r = (unsigned char) ((ScalarType) atof(tokens[4].c_str()) * scaling); - unsigned char g = (unsigned char) ((ScalarType) atof(tokens[5].c_str()) * scaling); - unsigned char b = (unsigned char) ((ScalarType) atof(tokens[6].c_str()) * scaling); - unsigned char alpha = (unsigned char) ((numTokens>=8 ? (ScalarType) atof(tokens[7].c_str()) : 1) * scaling); - (*vi).C() = Color4b(r, g, b, alpha); - } - else - { - (*vi).C() = currentColor; - } - } - - ++vi; // move to next vertex iterator - } - else if (header.compare("vt")==0) // vertex texture coords - { - loadingStr="Vertex Texture Loading"; - - if (numTokens < 3) return E_BAD_VERT_TEX_STATEMENT; - - ObjTexCoord t; - t.u = static_cast(atof(tokens[1].c_str())); - t.v = static_cast(atof(tokens[2].c_str())); - texCoords.push_back(t); - - numTexCoords++; - } - else if (header.compare("vn")==0) // vertex normal - { - loadingStr="Vertex Normal Loading"; - - if (numTokens != 4) return E_BAD_VERT_NORMAL_STATEMENT; - - CoordType n; - n[0] = (ScalarType) atof(tokens[1].c_str()); - n[1] = (ScalarType) atof(tokens[2].c_str()); - n[2] = (ScalarType) atof(tokens[3].c_str()); - normals.push_back(n); - - numVNormals++; - } - else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face - { - loadingStr="Face Loading"; - - bool QuadFlag = false; // QOBJ format by Silva et al for simply storing quadrangular meshes. - if(header.compare("q")==0) { QuadFlag=true; assert(numTokens == 5); } - - if (numTokens < 4) return E_LESS_THAN_3VERTINFACE; - int vertexesPerFace = static_cast(tokens.size()-1); - - if( (vertexesPerFace>3) && OpenMeshType::FaceType::HasPolyInfo() ) - { -//_BEGIN___ if you are loading a GENERIC POLYGON mesh - ff.set(vertexesPerFace); - for(int i=0;i tmp = ff.v; - std::sort(tmp.begin(),tmp.end()); - std::unique(tmp.begin(),tmp.end()); - if(tmp.size() != ff.v.size()) - result = E_VERTICES_WITH_SAME_IDX_IN_FACE; - - for(int i=0;i > polygonVect(1); // it is a vector of polygon loops - polygonVect[0].resize(vertexesPerFace); - std::vector indexVVect(vertexesPerFace); - std::vector indexNVect(vertexesPerFace); - std::vector indexTVect(vertexesPerFace); - std::vector indexTriangulatedVect; - - for(int pi=0;pi(polygonVect, indexTriangulatedVect); -#else - //qDebug("Warning: using fan tessellation for a polygon of %i verteces",vertexesPerFace); - InternalFanTessellator(polygonVect, indexTriangulatedVect); -#endif - } - extraTriangles+=((indexTriangulatedVect.size()/3) -1); -#ifdef QT_VERSION - if( int(indexTriangulatedVect.size()/3) != vertexesPerFace-2) - { - qDebug("Warning there is a degenerate poligon of %i verteces that was triangulated into %i triangles",vertexesPerFace,int(indexTriangulatedVect.size()/3)); - for(size_t qq=0;qq",tokens[qq].c_str()); - } -#endif - //qDebug("Triangulated a face of %i vertexes into %i triangles",polygonVect[0].size(),indexTriangulatedVect.size()); - - for(size_t pi=0;pi::AddFaces(m,numTriangles); - //------------------------------------------------------------------------------- - - // Now the final passes: - // First Pass to convert indexes into pointers for face to vert/norm/tex references - for(int i=0; iT().u() = t.u; - m.face[i].V(j)->T().v() = t.v; - m.face[i].V(j)->T().n() = indexedFaces[i].tInd; - } - if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL ) - m.face[i].WN(j).Import(normals[indexedFaces[i].n[j]]); - - if ( oi.mask & vcg::tri::io::Mask::IOM_VERTNORMAL ) - m.face[i].V(j)->N().Import(normals[indexedFaces[i].n[j]]); - - // set faux edge flags according to internals faces - if (indexedFaces[i].edge[j]) m.face[i].SetF(j); - else m.face[i].ClearF(j); - } - - if (((oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) != 0) && (HasPerFaceColor(m))) - { - m.face[i].C() = indexedFaces[i].c; - } - - if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL) != 0) && (HasPerWedgeNormal(m))) - { - // face normal is computed as an average of wedge normals - m.face[i].N().Import(m.face[i].WN(0)+m.face[i].WN(1)+m.face[i].WN(2)); - } - else - { - // computing face normal from position of face vertices - if (HasPerFaceNormal(m)) - { - face::ComputeNormalizedNormal(m.face[i]); - } - } - } - // final pass to manage the ZBrush PerVertex Color that are managed into comments - if(vertexColorVector.size()>0) - { -// if(vertexColorVector.size()!=m.vn){ -// qDebug("Warning Read %i vertices and %i vertex colors",m.vn,vertexColorVector.size()); -// qDebug("line count %i x 64 = %i",MRGBLineCount(), MRGBLineCount()*64); -// } - for(int i=0;i &tokens, std::vector *colVec) - { - if(stream.eof()) return; - std::string line; - do - { - std::getline(stream, line); - if(colVec && line[0] == '#') - { - // The following MRGB block contains ZBrush Vertex Color (Polypaint) - // and masking output as 4 hexadecimal values per vertex. The vertex color format is MMRRGGBB with up to 64 entries per MRGB line. - if(line[1] == 'M' && line[2] == 'R' && line[3] == 'G' && line[4] == 'B') - { // Parsing the polycolor of ZBrush - MRGBLineCount()++; - size_t len = line.length(); - char buf[3]="00"; - Color4b cc(Color4b::Black); - for(size_t i=6;(i+7)push_back(cc); - } - } - } - } - while (( line.empty() || (!line.empty() && line[0] == '#')) && !stream.eof()); // skip comments and empty lines - - if ( (line.length() == 0)||(!line.empty() && line[0] == '#') ) // can be true only on last line of file - return; - - size_t from = 0; - size_t to = 0; - size_t length = line.size(); - - tokens.clear(); - do - { - while (from!=length && (line[from]==' ' || line[from]=='\t' || line[from]=='\r') ) - from++; - if(from!=length) - { - to = from+1; - while (to!=length && line[to]!=' ' && line[to] != '\t' && line[to]!='\r') - to++; - tokens.push_back(line.substr(from, to-from).c_str()); - from = to; - } - } - while (from2) - { - if(line[0]=='v') - { - if(line[1]==' ') - { - oi.numVertices++; - if(line.size()>=7) - bHasPerVertexColor = true; - } - if(line[1]=='t') oi.numTexCoords++; - if(line[1]=='n') { - oi.numNormals ++; - bHasNormals = true; - } - } - else { - if((line[0]=='f') || (line[0]=='q')) oi.numFaces++; - else - if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color - } - } - } - oi.mask = 0; - if (oi.numTexCoords) - { - if (oi.numTexCoords==oi.numVertices) - oi.mask |= vcg::tri::io::Mask::IOM_VERTTEXCOORD; - - oi.mask |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD; - // Usually if you have tex coords you also have materials - oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR; - } - if(bHasPerFaceColor) oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR; - if(bHasPerVertexColor) oi.mask |= vcg::tri::io::Mask::IOM_VERTCOLOR; - if (bHasNormals) { - if (oi.numTexCoords==oi.numVertices) - oi.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL; - else - oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL; - } - - return true; - } - - static bool LoadMask(const char * filename, int &mask) - { - Info oi; - bool ret=LoadMask(filename, oi); - mask= oi.mask; - return ret; - } - - static bool LoadMaterials(const char * filename, std::vector &materials, std::vector &textures) - { - // assumes we are in the right directory - - std::ifstream stream(filename); - if (stream.fail()) - return false; - - std::vector< std::string > tokens; - std::string header; - - materials.clear(); - Material currentMaterial; - currentMaterial.index = (unsigned int)(-1); - - bool first = true; - while (!stream.eof()) - { - tokens.clear(); - TokenizeNextLine(stream, tokens,0); - - if (tokens.size() > 0) - { - header.clear(); - header = tokens[0]; - - if (header.compare("newmtl")==0) - { - if (!first) - { - materials.push_back(currentMaterial); - currentMaterial = Material(); - currentMaterial.index = (unsigned int)(-1); - } - else - first = false; - //strcpy(currentMaterial.name, tokens[1].c_str()); - if(tokens.size() < 2) - return false; - currentMaterial.materialName=tokens[1]; - } - else if (header.compare("Ka")==0) - { - if (tokens.size() < 4) - return false; - float r = (float) atof(tokens[1].c_str()); - float g = (float) atof(tokens[2].c_str()); - float b = (float) atof(tokens[3].c_str()); - - currentMaterial.Ka = Point3f(r, g, b); - } - else if (header.compare("Kd")==0) - { - if (tokens.size() < 4) - return false; - float r = (float) atof(tokens[1].c_str()); - float g = (float) atof(tokens[2].c_str()); - float b = (float) atof(tokens[3].c_str()); - - currentMaterial.Kd = Point3f(r, g, b); - } - else if (header.compare("Ks")==0) - { - if (tokens.size() < 4) - return false; - float r = (float) atof(tokens[1].c_str()); - float g = (float) atof(tokens[2].c_str()); - float b = (float) atof(tokens[3].c_str()); - - currentMaterial.Ks = Point3f(r, g, b); - } - else if ( (header.compare("d")==0) || - (header.compare("Tr")==0) ) // alpha - { - if (tokens.size() < 2) - return false; - currentMaterial.Tr = (float) atof(tokens[1].c_str()); - } - else if (header.compare("Ns")==0) // shininess - { - if (tokens.size() < 2) - return false; - currentMaterial.Ns = float(atoi(tokens[1].c_str())); - } - else if (header.compare("illum")==0) // specular illumination on/off - { - if (tokens.size() < 2) - return false; - int illumination = atoi(tokens[1].c_str()); - //currentMaterial.bSpecular = (illumination == 2); - currentMaterial.illum = illumination; - } - else if( (header.compare("map_Kd")==0) || (header.compare("map_Ka")==0) ) // texture name - { - if (tokens.size() < 2) - return false; - std::string textureName = tokens[1]; - //strcpy(currentMaterial.textureFileName, textureName.c_str()); - currentMaterial.map_Kd=textureName; - - // adding texture name into textures vector (if not already present) - // avoid adding the same name twice - bool found = false; - unsigned int size = static_cast(textures.size()); - unsigned j = 0; - while (!found && (j < size)) - { - if (textureName.compare(textures[j])==0) - { - currentMaterial.index = (int)j; - found = true; - } - ++j; - } - if (!found) - { - textures.push_back(textureName); - currentMaterial.index = (int)size; - } - } - // we simply ignore other situations - } - } - materials.push_back(currentMaterial); // add last read material - - stream.close(); - - return true; - } - /* - * A face polygon composed of more than three vertices is triangulated - * according to the following schema: - * v5 - * / \ - * / \ - * / \ - * v1------v4 - * |\ / - * | \ / - * | \ / - * v2---v3 - * - * As shown above, the 5 vertices polygon (v1,v2,v3,v4,v5) - * has been split into the triangles (v1,v2,v3), (v1,v3,v4) e (v1,v4,v5). - * This way vertex v1 becomes the common vertex of all newly generated - * triangles, and this may lead to the creation of very thin triangles. - * - * This function is intended as a trivial fallback when glutessellator is not available. - * it assumes just ONE outline - */ - static void InternalFanTessellator(const std::vector< std::vector > & outlines, std::vector & indices) - { - indices.clear(); - if(outlines.empty()) return; - const std::vector &points=outlines[0]; - - for(size_t i=0;i +#include +#include +#include +#ifdef __gl_h_ +#include +#endif +#include + + +#include +#include +#include + + +namespace vcg { + namespace tri { + namespace io { + + /** + This class encapsulate a filter for importing obj (Alias Wavefront) meshes. + Warning: this code assume little endian (PC) architecture!!! + */ + template + class ImporterOBJ + { + public: + static int &MRGBLineCount(){static int _MRGBLineCount=0; return _MRGBLineCount;} + + typedef typename OpenMeshType::VertexPointer VertexPointer; + typedef typename OpenMeshType::ScalarType ScalarType; + typedef typename OpenMeshType::VertexType VertexType; + typedef typename OpenMeshType::FaceType FaceType; + typedef typename OpenMeshType::VertexIterator VertexIterator; + typedef typename OpenMeshType::FaceIterator FaceIterator; + typedef typename OpenMeshType::CoordType CoordType; + + class Info + { + public: + + Info() + { + mask = 0; + cb = 0; + numTexCoords=0; + } + + /// It returns a bit mask describing the field preesnt in the ply file + int mask; + + /// a Simple callback that can be used for long obj parsing. + // it returns the current position, and formats a string with a description of what th efunction is doing (loading vertexes, faces...) + CallBackPos *cb; + + /// number of vertices + int numVertices; + /// number of faces (the number of triangles could be + /// larger in presence of polygonal faces + int numFaces; + /// number of texture coords indexes + int numTexCoords; + /// number of normals + int numNormals; + + }; // end class + + + //struct OBJFacet + //{ + // CoordType n; + // CoordType t; + // CoordType v[3]; + // + // short attr; // material index + //}; + struct ObjIndexedFace + { + void set(const int & num){v.resize(num);n.resize(num); t.resize(num);} + std::vector v; + std::vector n; + std::vector t; + int tInd; + bool edge[3];// useless if the face is a polygon, no need to have variable length array + Color4b c; + }; + + struct ObjTexCoord + { + float u; + float v; + }; + + enum OBJError { + // Successfull opening + E_NOERROR = 0x000, // 0 (position of correspondig string in the array) + + // Non Critical Errors (only odd numbers) + E_NON_CRITICAL_ERROR = 0x001, + E_MATERIAL_FILE_NOT_FOUND = 0x003, // 1 + E_MATERIAL_NOT_FOUND = 0x005, // 2 + E_TEXTURE_NOT_FOUND = 0x007, // 3 + E_VERTICES_WITH_SAME_IDX_IN_FACE = 0x009, // 4 + + // Critical Opening Errors (only even numbers) + E_CANTOPEN = 0x00A, // 5 + E_UNESPECTEDEOF = 0x00C, // 6 + E_ABORTED = 0x00E, // 7 + E_NO_VERTEX = 0x010, // 8 + E_NO_FACE = 0x012, // 9 + E_BAD_VERTEX_STATEMENT = 0x014, // 10 + E_BAD_VERT_TEX_STATEMENT = 0x016, // 11 + E_BAD_VERT_NORMAL_STATEMENT = 0x018, // 12 + E_LESS_THAN_3VERTINFACE = 0x01A, // 13 + E_BAD_VERT_INDEX = 0x01C, // 14 + E_BAD_VERT_TEX_INDEX = 0x01E, // 15 + E_BAD_VERT_NORMAL_INDEX = 0x020 // 16 + }; + + // to check if a given error is critical or not. + static bool ErrorCritical(int err) + { + if(err<0x00A && err>=0) return false; + return true; + } + + static const char* ErrorMsg(int error) + { + static const char* obj_error_msg[] = + { + "No errors", // 0 + + "Material library file wrong or not found, a default white material is used", // 1 + "Some materials definitions were not found, a default white material is used where no material was available", // 2 + "Texture file not found", // 3 + "Identical index vertices found in the same face", // 4 + + "Can't open file", // 5 + "Premature End of file", // 6 + "File opening aborted", // 7 + "No vertex field found", // 8 + "No face field found", // 9 + "Vertex statement with less than 3 coords", // 10 + "Texture coords statement with less than 2 coords", // 11 + "Vertex normal statement with less than 3 coords", // 12 + "Face with less than 3 vertices", // 13 + "Bad vertex index in face", // 14 + "Bad texture coords index in face", // 15 + "Bad vertex normal index in face" // 16 + }; + + // due to approximation, following line works well for either even (critical err codes) + // or odd (non critical ones) numbers + error = (int) error/2; + + if(error>15 || error<0) return "Unknown error"; + else return obj_error_msg[error]; + }; + + // Helper functions that checks the range of indexes + // putting them in the correct range if less than zero (as in the obj style) + + static bool GoodObjIndex(int &index, const int maxVal) + { + if (index > maxVal) return false; + if (index < 0) + { + index += maxVal+1; + if (index<0 || index > maxVal) return false; + } + return true; + } + + static int Open(OpenMeshType &mesh, const char *filename, int &loadmask, CallBackPos *cb=0) + { + Info oi; + oi.mask=-1; + oi.cb=cb; + int ret=Open(mesh,filename,oi); + loadmask=oi.mask; + return ret; + } + + /*! + * Opens an object file (in ascii format) and populates the mesh passed as first + * accordingly to read data + * \param m The mesh model to be populated with data stored into the file + * \param filename The name of the file to be opened + * \param oi A structure containing infos about the object to be opened + */ + static int Open( OpenMeshType &m, const char * filename, Info &oi) + { + int result = E_NOERROR; + + m.Clear(); + CallBackPos *cb = oi.cb; + + // if LoadMask has not been called yet, we call it here + if (oi.mask == -1) + LoadMask(filename, oi); + + const int inputMask = oi.mask; + Mask::ClampMask(m,oi.mask); + + if (oi.numVertices == 0) + return E_NO_VERTEX; + + // Commented out this test. You should be allowed to load point clouds. + //if (oi.numFaces == 0) + // return E_NO_FACE; + + std::ifstream stream(filename); + if (stream.fail()) + return E_CANTOPEN; + + std::vector materials; // materials vector + std::vector texCoords; // texture coordinates + std::vector normals; // vertex normals + std::vector indexedFaces; + std::vector< std::string > tokens; + std::string header; + + short currentMaterialIdx = 0; // index of current material into materials vector + Color4b currentColor=Color4b::LightGray; // we declare this outside code block since other + // triangles of this face will share the same color + + Material defaultMaterial; // default material: white + materials.push_back(defaultMaterial); + + int numVertices = 0; // stores the number of vertices been read till now + int numTriangles = 0; // stores the number of faces been read till now + int numTexCoords = 0; // stores the number of texture coordinates been read till now + int numVNormals = 0; // stores the number of vertex normals been read till now + + int numVerticesPlusFaces = oi.numVertices + oi.numFaces; + int extraTriangles=0; + // vertices and faces allocatetion + VertexIterator vi = vcg::tri::Allocator::AddVertices(m,oi.numVertices); + //FaceIterator fi = Allocator::AddFaces(m,oi.numFaces); + std::vector vertexColorVector; + ObjIndexedFace ff; + const char *loadingStr = "Loading"; + while (!stream.eof()) + { + tokens.clear(); + TokenizeNextLine(stream, tokens,&vertexColorVector); + + unsigned int numTokens = static_cast(tokens.size()); + if (numTokens > 0) + { + header.clear(); + header = tokens[0]; + + // callback invocation, abort loading process if the call returns false + if ((cb !=NULL) && (((numTriangles + numVertices)%100)==0) && !(*cb)((100*(numTriangles + numVertices))/numVerticesPlusFaces, loadingStr)) + return E_ABORTED; + + if (header.compare("v")==0) // vertex + { + loadingStr="Vertex Loading"; + if (numTokens < 4) return E_BAD_VERTEX_STATEMENT; + + (*vi).P()[0] = (ScalarType) atof(tokens[1].c_str()); + (*vi).P()[1] = (ScalarType) atof(tokens[2].c_str()); + (*vi).P()[2] = (ScalarType) atof(tokens[3].c_str()); + ++numVertices; + + // assigning vertex color + // ---------------------- + if (((oi.mask & vcg::tri::io::Mask::IOM_VERTCOLOR) != 0) && (HasPerVertexColor(m))) + { + if(numTokens>=7) + { + ScalarType rf(atof(tokens[4].c_str())), gf(atof(tokens[5].c_str())), bf(atof(tokens[6].c_str())); + ScalarType scaling = (rf<=1 && gf<=1 && bf<=1) ? 255. : 1; + + unsigned char r = (unsigned char) ((ScalarType) atof(tokens[4].c_str()) * scaling); + unsigned char g = (unsigned char) ((ScalarType) atof(tokens[5].c_str()) * scaling); + unsigned char b = (unsigned char) ((ScalarType) atof(tokens[6].c_str()) * scaling); + unsigned char alpha = (unsigned char) ((numTokens>=8 ? (ScalarType) atof(tokens[7].c_str()) : 1) * scaling); + (*vi).C() = Color4b(r, g, b, alpha); + } + else + { + (*vi).C() = currentColor; + } + } + + ++vi; // move to next vertex iterator + } + else if (header.compare("vt")==0) // vertex texture coords + { + loadingStr="Vertex Texture Loading"; + + if (numTokens < 3) return E_BAD_VERT_TEX_STATEMENT; + + ObjTexCoord t; + t.u = static_cast(atof(tokens[1].c_str())); + t.v = static_cast(atof(tokens[2].c_str())); + texCoords.push_back(t); + + numTexCoords++; + } + else if (header.compare("vn")==0) // vertex normal + { + loadingStr="Vertex Normal Loading"; + + if (numTokens != 4) return E_BAD_VERT_NORMAL_STATEMENT; + + CoordType n; + n[0] = (ScalarType) atof(tokens[1].c_str()); + n[1] = (ScalarType) atof(tokens[2].c_str()); + n[2] = (ScalarType) atof(tokens[3].c_str()); + normals.push_back(n); + + numVNormals++; + } + else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face + { + loadingStr="Face Loading"; + + bool QuadFlag = false; // QOBJ format by Silva et al for simply storing quadrangular meshes. + if(header.compare("q")==0) { QuadFlag=true; assert(numTokens == 5); } + + if (numTokens < 4) return E_LESS_THAN_3VERTINFACE; + int vertexesPerFace = static_cast(tokens.size()-1); + + if( (vertexesPerFace>3) && OpenMeshType::FaceType::HasPolyInfo() ) + { + //_BEGIN___ if you are loading a GENERIC POLYGON mesh + ff.set(vertexesPerFace); + for(int i=0;i tmp = ff.v; + std::sort(tmp.begin(),tmp.end()); + std::unique(tmp.begin(),tmp.end()); + if(tmp.size() != ff.v.size()) + result = E_VERTICES_WITH_SAME_IDX_IN_FACE; + + for(int i=0;i > polygonVect(1); // it is a vector of polygon loops + polygonVect[0].resize(vertexesPerFace); + std::vector indexVVect(vertexesPerFace); + std::vector indexNVect(vertexesPerFace); + std::vector indexTVect(vertexesPerFace); + std::vector indexTriangulatedVect; + + for(int pi=0;pi(polygonVect, indexTriangulatedVect); +#else + //qDebug("Warning: using fan tessellation for a polygon of %i verteces",vertexesPerFace); + InternalFanTessellator(polygonVect, indexTriangulatedVect); +#endif + } + extraTriangles+=((indexTriangulatedVect.size()/3) -1); +#ifdef QT_VERSION + if( int(indexTriangulatedVect.size()/3) != vertexesPerFace-2) + { + qDebug("Warning there is a degenerate poligon of %i verteces that was triangulated into %i triangles",vertexesPerFace,int(indexTriangulatedVect.size()/3)); + for(size_t qq=0;qq",tokens[qq].c_str()); + } +#endif + //qDebug("Triangulated a face of %i vertexes into %i triangles",polygonVect[0].size(),indexTriangulatedVect.size()); + + for(size_t pi=0;pi::AddFaces(m,numTriangles); + //------------------------------------------------------------------------------- + + // Now the final passes: + // First Pass to convert indexes into pointers for face to vert/norm/tex references + for(int i=0; iT().u() = t.u; + m.face[i].V(j)->T().v() = t.v; + m.face[i].V(j)->T().n() = indexedFaces[i].tInd; + } + if ( oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL ) + { + m.face[i].WN(j).Import(normals[indexedFaces[i].n[j]]); + } + + if ( oi.mask & vcg::tri::io::Mask::IOM_VERTNORMAL ) + { + m.face[i].V(j)->N().Import(normals[indexedFaces[i].n[j]]); + } + + // set faux edge flags according to internals faces + if (indexedFaces[i].edge[j]) m.face[i].SetF(j); + else m.face[i].ClearF(j); + } + + if (HasPerFaceNormal(m)) + { + if (((oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) != 0) && (HasPerFaceColor(m))) + { + m.face[i].C() = indexedFaces[i].c; + } + + if (((oi.mask & vcg::tri::io::Mask::IOM_WEDGNORMAL) != 0) && (HasPerWedgeNormal(m))) + { + // face normal is computed as an average of wedge normals + m.face[i].N().Import(m.face[i].WN(0)+m.face[i].WN(1)+m.face[i].WN(2)); + } + else + { + face::ComputeNormalizedNormal(m.face[i]); + } + } + } + // final pass to manage the ZBrush PerVertex Color that are managed into comments + if(vertexColorVector.size()>0) + { + // if(vertexColorVector.size()!=m.vn){ + // qDebug("Warning Read %i vertices and %i vertex colors",m.vn,vertexColorVector.size()); + // qDebug("line count %i x 64 = %i",MRGBLineCount(), MRGBLineCount()*64); + // } + for(int i=0;i &tokens, std::vector *colVec) + { + if(stream.eof()) return; + std::string line; + do + { + std::getline(stream, line); + const size_t len = line.length(); + if((len > 0) && colVec && line[0] == '#') + { + // The following MRGB block contains ZBrush Vertex Color (Polypaint) + // and masking output as 4 hexadecimal values per vertex. The vertex color format is MMRRGGBB with up to 64 entries per MRGB line. + if((len >= 5) && line[1] == 'M' && line[2] == 'R' && line[3] == 'G' && line[4] == 'B') + { // Parsing the polycolor of ZBrush + MRGBLineCount()++; + char buf[3]="00"; + Color4b cc(Color4b::Black); + for(size_t i=6;(i+7)push_back(cc); + } + } + } + } + while (( line.length()==0 || line[0] == '#') && !stream.eof()); // skip comments and empty lines + + if ( (line.length() == 0)||(line[0] == '#') ) // can be true only on last line of file + return; + + size_t from = 0; + size_t to = 0; + size_t length = line.size(); + + tokens.clear(); + do + { + while (from!=length && (line[from]==' ' || line[from]=='\t' || line[from]=='\r') ) + from++; + if(from!=length) + { + to = from+1; + while (to!=length && line[to]!=' ' && line[to] != '\t' && line[to]!='\r') + to++; + tokens.push_back(line.substr(from, to-from).c_str()); + from = to; + } + } + while (from2) + { + if(line[0]=='v') + { + if(line[1]==' ') + { + oi.numVertices++; + if(line.size()>=7) + bHasPerVertexColor = true; + } + if(line[1]=='t') oi.numTexCoords++; + if(line[1]=='n') { + oi.numNormals ++; + bHasNormals = true; + } + } + else { + if((line[0]=='f') || (line[0]=='q')) oi.numFaces++; + else + if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color + } + } + } + oi.mask = 0; + if (oi.numTexCoords) + { + if (oi.numTexCoords==oi.numVertices) + oi.mask |= vcg::tri::io::Mask::IOM_VERTTEXCOORD; + + oi.mask |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD; + // Usually if you have tex coords you also have materials + oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR; + } + if(bHasPerFaceColor) oi.mask |= vcg::tri::io::Mask::IOM_FACECOLOR; + if(bHasPerVertexColor) oi.mask |= vcg::tri::io::Mask::IOM_VERTCOLOR; + if (bHasNormals) { + if (oi.numTexCoords==oi.numVertices) + oi.mask |= vcg::tri::io::Mask::IOM_VERTNORMAL; + else + oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL; + } + + return true; + } + + static bool LoadMask(const char * filename, int &mask) + { + Info oi; + bool ret=LoadMask(filename, oi); + mask= oi.mask; + return ret; + } + + static bool LoadMaterials(const char * filename, std::vector &materials, std::vector &textures) + { + // assumes we are in the right directory + + std::ifstream stream(filename); + if (stream.fail()) + return false; + + std::vector< std::string > tokens; + std::string header; + + materials.clear(); + Material currentMaterial; + currentMaterial.index = (unsigned int)(-1); + + bool first = true; + while (!stream.eof()) + { + tokens.clear(); + TokenizeNextLine(stream, tokens,0); + + if (tokens.size() > 0) + { + header.clear(); + header = tokens[0]; + + if (header.compare("newmtl")==0) + { + if (!first) + { + materials.push_back(currentMaterial); + currentMaterial = Material(); + currentMaterial.index = (unsigned int)(-1); + } + else + first = false; + //strcpy(currentMaterial.name, tokens[1].c_str()); + if(tokens.size() < 2) + return false; + currentMaterial.materialName=tokens[1]; + } + else if (header.compare("Ka")==0) + { + if (tokens.size() < 4) + return false; + float r = (float) atof(tokens[1].c_str()); + float g = (float) atof(tokens[2].c_str()); + float b = (float) atof(tokens[3].c_str()); + + currentMaterial.Ka = Point3f(r, g, b); + } + else if (header.compare("Kd")==0) + { + if (tokens.size() < 4) + return false; + float r = (float) atof(tokens[1].c_str()); + float g = (float) atof(tokens[2].c_str()); + float b = (float) atof(tokens[3].c_str()); + + currentMaterial.Kd = Point3f(r, g, b); + } + else if (header.compare("Ks")==0) + { + if (tokens.size() < 4) + return false; + float r = (float) atof(tokens[1].c_str()); + float g = (float) atof(tokens[2].c_str()); + float b = (float) atof(tokens[3].c_str()); + + currentMaterial.Ks = Point3f(r, g, b); + } + else if ( (header.compare("d")==0) || + (header.compare("Tr")==0) ) // alpha + { + if (tokens.size() < 2) + return false; + currentMaterial.Tr = (float) atof(tokens[1].c_str()); + } + else if (header.compare("Ns")==0) // shininess + { + if (tokens.size() < 2) + return false; + currentMaterial.Ns = float(atoi(tokens[1].c_str())); + } + else if (header.compare("illum")==0) // specular illumination on/off + { + if (tokens.size() < 2) + return false; + int illumination = atoi(tokens[1].c_str()); + //currentMaterial.bSpecular = (illumination == 2); + currentMaterial.illum = illumination; + } + else if( (header.compare("map_Kd")==0) || (header.compare("map_Ka")==0) ) // texture name + { + if (tokens.size() < 2) + return false; + std::string textureName = tokens[1]; + //strcpy(currentMaterial.textureFileName, textureName.c_str()); + currentMaterial.map_Kd=textureName; + + // adding texture name into textures vector (if not already present) + // avoid adding the same name twice + bool found = false; + unsigned int size = static_cast(textures.size()); + unsigned j = 0; + while (!found && (j < size)) + { + if (textureName.compare(textures[j])==0) + { + currentMaterial.index = (int)j; + found = true; + } + ++j; + } + if (!found) + { + textures.push_back(textureName); + currentMaterial.index = (int)size; + } + } + // we simply ignore other situations + } + } + materials.push_back(currentMaterial); // add last read material + + stream.close(); + + return true; + } + /* + * A face polygon composed of more than three vertices is triangulated + * according to the following schema: + * v5 + * / \ + * / \ + * / \ + * v1------v4 + * |\ / + * | \ / + * | \ / + * v2---v3 + * + * As shown above, the 5 vertices polygon (v1,v2,v3,v4,v5) + * has been split into the triangles (v1,v2,v3), (v1,v3,v4) e (v1,v4,v5). + * This way vertex v1 becomes the common vertex of all newly generated + * triangles, and this may lead to the creation of very thin triangles. + * + * This function is intended as a trivial fallback when glutessellator is not available. + * it assumes just ONE outline + */ + static void InternalFanTessellator(const std::vector< std::vector > & outlines, std::vector & indices) + { + indices.clear(); + if(outlines.empty()) return; + const std::vector &points=outlines[0]; + + for(size_t i=0;i