mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Moved OBJ parser out of Model, added axis-aligned bounding boxes, added --debug, bounding boxes can be rendered.
This commit is contained in:
@@ -3,9 +3,8 @@ class IMICFPS
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class Model
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include OpenGL
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include GLU
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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Color = Struct.new(:red, :green, :blue, :alpha)
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include Parser
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attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
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attr_accessor :x, :y, :z
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@@ -25,7 +24,14 @@ class IMICFPS
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@normals = []
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@faces = []
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@smoothing= 0
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@bounding_box = BoundingBox.new(0.0,0.0,0.0, 0.0,0.0,0.0)
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@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
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start_time = Time.now
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parse
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puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
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p @bounding_box
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face_count = 0
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@objects.each {|o| face_count+=o.faces.size}
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@objects.each_with_index do |o, i|
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@@ -91,153 +97,81 @@ class IMICFPS
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end
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glDisable(GL_CULL_FACE) if back_face_culling
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glDisable(GL_COLOR_MATERIAL)
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render_bounding_box(o.bounding_box) if ARGV.join("--debug")
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end
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render_bounding_box(@bounding_box) if ARGV.join("--debug")
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glPopMatrix
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$window.number_of_faces+=self.faces.size
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end
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def parse
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lines = 0
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@file.each_line do |line|
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lines+=1
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line = line.strip
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def render_bounding_box(bounding_box, color = @debug_color)
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# TODO: Minimize number of calls in here
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glBegin(GL_TRIANGLES)
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# TOP
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glNormal3f(0,1,0)
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glColor3f(color.red, color.green, color.blue)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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array = line.split(' ')
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case array[0]
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when 'mtllib'
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@material_file = array[1]
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parse_mtllib
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when 'usemtl'
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set_material(array[1])
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when 'o'
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change_object(array[1])
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when 's'
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set_smoothing(array[1])
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when 'v'
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add_vertex(array)
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when 'vt'
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add_texture_coordinate(array)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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when 'vn'
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add_normal(array)
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# BOTTOM
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glNormal3f(0,-1,0)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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when 'f'
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verts = []
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uvs = []
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norms = []
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array[1..3].each do |f|
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verts << f.split("/")[0]
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uvs << f.split("/")[1]
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norms << f.split("/")[2]
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end
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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verts.each_with_index do |v, index|
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if uvs.first != ""
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face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
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else
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face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
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end
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@current_object.faces << face
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@faces << face
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end
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end
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end
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# RIGHT SIDE
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glNormal3f(0,0,1)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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puts "Total Lines: #{lines}"
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end
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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def parse_mtllib
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file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
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file.readlines.each do |line|
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array = line.strip.split(' ')
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# puts array.join
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case array.first
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when 'newmtl'
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material = Material.new(array.last)
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@current_material = array.last
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@materials[array.last] = material
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when 'Ns' # Specular Exponent
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when 'Ka' # Ambient
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@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Kd' # Diffuse
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@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ks' # Specular
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@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ke' # Emissive
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when 'Ni' # Unknown (Blender Specific?)
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when 'd' # Dissolved (Transparency)
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when 'illum' # Illumination model
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when 'map_Kd'
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@materials[@current_material].set_texture(array[1])
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end
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end
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end
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# LEFT SIDE
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glNormal3f(1,0,0)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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def change_object(name)
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@objects << Object.new(name)
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@current_object = @objects.last
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end
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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def set_smoothing(value)
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if value == "1"
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@smoothing = true
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else
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@smoothing = false
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end
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end
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# FRONT
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glNormal3f(-1,0,0)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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def set_material(name)
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@current_material = name
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end
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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def material
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@materials[@current_material]
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end
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# BACK
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glNormal3f(-1,0,0)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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def faces_count
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count = 0
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@objects.each {|o| count+=o.faces.count}
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return count
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end
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def add_vertex(array)
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@vertex_count+=1
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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else
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raise
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end
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@current_object.vertices << vert
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@vertices << vert
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end
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def add_normal(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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else
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raise
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end
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@current_object.normals << vert
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@normals << vert
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end
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def add_texture_coordinate(array)
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texture = nil
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if array.size == 4
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texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
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elsif array.size == 3
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texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
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else
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raise
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end
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@current_object.textures << texture
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@uvs << texture
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glEnd
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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end
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end
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@@ -1,7 +1,7 @@
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class IMICFPS
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class Wavefront
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class Object
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attr_reader :name, :vertices, :textures, :normals
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attr_reader :name, :vertices, :textures, :normals, :bounding_box
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attr_accessor :faces
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def initialize(name)
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@@ -10,6 +10,7 @@ class IMICFPS
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@textures = []
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@normals = []
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@faces = []
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@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
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# Faces array packs everything:
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# vertex = index[0]
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176
lib/wavefront/parser.rb
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176
lib/wavefront/parser.rb
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@@ -0,0 +1,176 @@
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class IMICFPS
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class Wavefront
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module Parser
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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Color = Struct.new(:red, :green, :blue, :alpha)
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def parse
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lines = 0
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@file.each_line do |line|
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lines+=1
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line = line.strip
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array = line.split(' ')
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case array[0]
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when 'mtllib'
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@material_file = array[1]
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parse_mtllib
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when 'usemtl'
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set_material(array[1])
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when 'o'
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change_object(array[1])
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when 's'
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set_smoothing(array[1])
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when 'v'
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add_vertex(array)
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when 'vt'
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add_texture_coordinate(array)
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when 'vn'
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add_normal(array)
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when 'f'
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verts = []
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uvs = []
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norms = []
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array[1..3].each do |f|
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verts << f.split("/")[0]
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uvs << f.split("/")[1]
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norms << f.split("/")[2]
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end
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verts.each_with_index do |v, index|
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if uvs.first != ""
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face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
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else
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face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
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end
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@current_object.faces << face
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@faces << face
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end
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end
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end
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puts "Total Lines: #{lines}"
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end
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def parse_mtllib
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file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
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file.readlines.each do |line|
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array = line.strip.split(' ')
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# puts array.join
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case array.first
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when 'newmtl'
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material = Material.new(array.last)
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@current_material = array.last
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@materials[array.last] = material
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when 'Ns' # Specular Exponent
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when 'Ka' # Ambient
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@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Kd' # Diffuse
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@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ks' # Specular
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@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ke' # Emissive
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when 'Ni' # Unknown (Blender Specific?)
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when 'd' # Dissolved (Transparency)
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when 'illum' # Illumination model
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when 'map_Kd'
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@materials[@current_material].set_texture(array[1])
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end
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end
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end
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def change_object(name)
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@objects << Object.new(name)
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@current_object = @objects.last
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end
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def set_smoothing(value)
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if value == "1"
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@smoothing = true
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else
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@smoothing = false
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end
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end
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def set_material(name)
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@current_material = name
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end
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def material
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@materials[@current_material]
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end
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def faces_count
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count = 0
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@objects.each {|o| count+=o.faces.count}
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return count
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end
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def add_vertex(array)
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@vertex_count+=1
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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else
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raise
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end
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recalculate_bounding_box(vert, @bounding_box)
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recalculate_bounding_box(vert, @current_object.bounding_box)
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@current_object.vertices << vert
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@vertices << vert
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end
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def add_normal(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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else
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raise
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end
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@current_object.normals << vert
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@normals << vert
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end
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def add_texture_coordinate(array)
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texture = nil
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if array.size == 4
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texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
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elsif array.size == 3
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texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
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else
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raise
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end
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@current_object.textures << texture
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@uvs << texture
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end
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def recalculate_bounding_box(vertex, bounding_box)
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# Set a default relative to the model
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unless bounding_box.min_x.is_a?(Float)
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bounding_box.min_x = vertex.x
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bounding_box.min_y = vertex.y
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bounding_box.min_z = vertex.z
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bounding_box.max_x = vertex.x
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bounding_box.max_y = vertex.y
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bounding_box.max_z = vertex.z
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end
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bounding_box.min_x = vertex.x if vertex.x < bounding_box.min_x
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bounding_box.min_y = vertex.y if vertex.y < bounding_box.min_y
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bounding_box.min_z = vertex.z if vertex.z < bounding_box.min_z
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bounding_box.max_x = vertex.x if vertex.x > bounding_box.max_x
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bounding_box.max_y = vertex.y if vertex.y > bounding_box.max_y
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bounding_box.max_z = vertex.z if vertex.z > bounding_box.max_z
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end
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end
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end
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end
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Reference in New Issue
Block a user