Moved OBJ parser out of Model, added axis-aligned bounding boxes, added --debug, bounding boxes can be rendered.

This commit is contained in:
2018-03-19 14:35:13 -05:00
parent 30567a9e94
commit a46f3deff9
7 changed files with 261 additions and 281 deletions

View File

@@ -3,9 +3,8 @@ class IMICFPS
class Model
include OpenGL
include GLU
TextureCoordinate = Struct.new(:u, :v, :weight)
Vertex = Struct.new(:x, :y, :z, :weight)
Color = Struct.new(:red, :green, :blue, :alpha)
include Parser
attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
attr_accessor :x, :y, :z
@@ -25,7 +24,14 @@ class IMICFPS
@normals = []
@faces = []
@smoothing= 0
@bounding_box = BoundingBox.new(0.0,0.0,0.0, 0.0,0.0,0.0)
@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
start_time = Time.now
parse
puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
p @bounding_box
face_count = 0
@objects.each {|o| face_count+=o.faces.size}
@objects.each_with_index do |o, i|
@@ -91,153 +97,81 @@ class IMICFPS
end
glDisable(GL_CULL_FACE) if back_face_culling
glDisable(GL_COLOR_MATERIAL)
render_bounding_box(o.bounding_box) if ARGV.join("--debug")
end
render_bounding_box(@bounding_box) if ARGV.join("--debug")
glPopMatrix
$window.number_of_faces+=self.faces.size
end
def parse
lines = 0
@file.each_line do |line|
lines+=1
line = line.strip
def render_bounding_box(bounding_box, color = @debug_color)
# TODO: Minimize number of calls in here
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBegin(GL_TRIANGLES)
# TOP
glNormal3f(0,1,0)
glColor3f(color.red, color.green, color.blue)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
array = line.split(' ')
case array[0]
when 'mtllib'
@material_file = array[1]
parse_mtllib
when 'usemtl'
set_material(array[1])
when 'o'
change_object(array[1])
when 's'
set_smoothing(array[1])
when 'v'
add_vertex(array)
when 'vt'
add_texture_coordinate(array)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
when 'vn'
add_normal(array)
# BOTTOM
glNormal3f(0,-1,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
when 'f'
verts = []
uvs = []
norms = []
array[1..3].each do |f|
verts << f.split("/")[0]
uvs << f.split("/")[1]
norms << f.split("/")[2]
end
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
verts.each_with_index do |v, index|
if uvs.first != ""
face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
else
face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
end
@current_object.faces << face
@faces << face
end
end
end
# RIGHT SIDE
glNormal3f(0,0,1)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
puts "Total Lines: #{lines}"
end
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
def parse_mtllib
file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
file.readlines.each do |line|
array = line.strip.split(' ')
# puts array.join
case array.first
when 'newmtl'
material = Material.new(array.last)
@current_material = array.last
@materials[array.last] = material
when 'Ns' # Specular Exponent
when 'Ka' # Ambient
@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Kd' # Diffuse
@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ks' # Specular
@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ke' # Emissive
when 'Ni' # Unknown (Blender Specific?)
when 'd' # Dissolved (Transparency)
when 'illum' # Illumination model
when 'map_Kd'
@materials[@current_material].set_texture(array[1])
end
end
end
# LEFT SIDE
glNormal3f(1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
def change_object(name)
@objects << Object.new(name)
@current_object = @objects.last
end
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
def set_smoothing(value)
if value == "1"
@smoothing = true
else
@smoothing = false
end
end
# FRONT
glNormal3f(-1,0,0)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
def set_material(name)
@current_material = name
end
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
def material
@materials[@current_material]
end
# BACK
glNormal3f(-1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
def faces_count
count = 0
@objects.each {|o| count+=o.faces.count}
return count
end
def add_vertex(array)
@vertex_count+=1
vert = nil
if array.size == 5
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
elsif array.size == 4
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
else
raise
end
@current_object.vertices << vert
@vertices << vert
end
def add_normal(array)
vert = nil
if array.size == 5
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
elsif array.size == 4
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
else
raise
end
@current_object.normals << vert
@normals << vert
end
def add_texture_coordinate(array)
texture = nil
if array.size == 4
texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
elsif array.size == 3
texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
else
raise
end
@current_object.textures << texture
@uvs << texture
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glEnd
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
end
end
end

View File

@@ -1,7 +1,7 @@
class IMICFPS
class Wavefront
class Object
attr_reader :name, :vertices, :textures, :normals
attr_reader :name, :vertices, :textures, :normals, :bounding_box
attr_accessor :faces
def initialize(name)
@@ -10,6 +10,7 @@ class IMICFPS
@textures = []
@normals = []
@faces = []
@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
# Faces array packs everything:
# vertex = index[0]

176
lib/wavefront/parser.rb Normal file
View File

@@ -0,0 +1,176 @@
class IMICFPS
class Wavefront
module Parser
TextureCoordinate = Struct.new(:u, :v, :weight)
Vertex = Struct.new(:x, :y, :z, :weight)
Color = Struct.new(:red, :green, :blue, :alpha)
def parse
lines = 0
@file.each_line do |line|
lines+=1
line = line.strip
array = line.split(' ')
case array[0]
when 'mtllib'
@material_file = array[1]
parse_mtllib
when 'usemtl'
set_material(array[1])
when 'o'
change_object(array[1])
when 's'
set_smoothing(array[1])
when 'v'
add_vertex(array)
when 'vt'
add_texture_coordinate(array)
when 'vn'
add_normal(array)
when 'f'
verts = []
uvs = []
norms = []
array[1..3].each do |f|
verts << f.split("/")[0]
uvs << f.split("/")[1]
norms << f.split("/")[2]
end
verts.each_with_index do |v, index|
if uvs.first != ""
face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
else
face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
end
@current_object.faces << face
@faces << face
end
end
end
puts "Total Lines: #{lines}"
end
def parse_mtllib
file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
file.readlines.each do |line|
array = line.strip.split(' ')
# puts array.join
case array.first
when 'newmtl'
material = Material.new(array.last)
@current_material = array.last
@materials[array.last] = material
when 'Ns' # Specular Exponent
when 'Ka' # Ambient
@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Kd' # Diffuse
@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ks' # Specular
@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ke' # Emissive
when 'Ni' # Unknown (Blender Specific?)
when 'd' # Dissolved (Transparency)
when 'illum' # Illumination model
when 'map_Kd'
@materials[@current_material].set_texture(array[1])
end
end
end
def change_object(name)
@objects << Object.new(name)
@current_object = @objects.last
end
def set_smoothing(value)
if value == "1"
@smoothing = true
else
@smoothing = false
end
end
def set_material(name)
@current_material = name
end
def material
@materials[@current_material]
end
def faces_count
count = 0
@objects.each {|o| count+=o.faces.count}
return count
end
def add_vertex(array)
@vertex_count+=1
vert = nil
if array.size == 5
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
elsif array.size == 4
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
else
raise
end
recalculate_bounding_box(vert, @bounding_box)
recalculate_bounding_box(vert, @current_object.bounding_box)
@current_object.vertices << vert
@vertices << vert
end
def add_normal(array)
vert = nil
if array.size == 5
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
elsif array.size == 4
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
else
raise
end
@current_object.normals << vert
@normals << vert
end
def add_texture_coordinate(array)
texture = nil
if array.size == 4
texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
elsif array.size == 3
texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
else
raise
end
@current_object.textures << texture
@uvs << texture
end
def recalculate_bounding_box(vertex, bounding_box)
# Set a default relative to the model
unless bounding_box.min_x.is_a?(Float)
bounding_box.min_x = vertex.x
bounding_box.min_y = vertex.y
bounding_box.min_z = vertex.z
bounding_box.max_x = vertex.x
bounding_box.max_y = vertex.y
bounding_box.max_z = vertex.z
end
bounding_box.min_x = vertex.x if vertex.x < bounding_box.min_x
bounding_box.min_y = vertex.y if vertex.y < bounding_box.min_y
bounding_box.min_z = vertex.z if vertex.z < bounding_box.min_z
bounding_box.max_x = vertex.x if vertex.x > bounding_box.max_x
bounding_box.max_y = vertex.y if vertex.y > bounding_box.max_y
bounding_box.max_z = vertex.z if vertex.z > bounding_box.max_z
end
end
end
end