mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Ripped IMICFPS::Wavefront::Model to IMICFPS::Model, more refactoring needed.
This commit is contained in:
@@ -1,10 +1,13 @@
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class IMICFPS
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class Wavefront
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module Parser
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class Parser
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def initialize(model)
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@model = model
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end
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def parse
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lines = 0
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list = @file.read.split("\n")
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# @file.each_line do |line|
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list = File.read(@model.file_path).split("\n")
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list.each do |line|
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lines+=1
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line = line.strip
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@@ -12,7 +15,7 @@ class IMICFPS
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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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@model.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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@@ -44,7 +47,7 @@ class IMICFPS
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face.normals = []
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face.colors = []
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face.material = material
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face.smoothing= @smoothing
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face.smoothing= @model.smoothing
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mat = face.material.diffuse
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color = Vector.new(mat.red, mat.green, mat.blue)
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@@ -52,85 +55,85 @@ class IMICFPS
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verts.each_with_index do |v, index|
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if uvs.first != ""
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face.vertices << @vertices[Integer(v)-1]
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face.uvs << @uvs[Integer(uvs[index])-1]
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face.normals << @normals[Integer(norms[index])-1]
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face.vertices << @model.vertices[Integer(v)-1]
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face.uvs << @model.uvs[Integer(uvs[index])-1]
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face.normals << @model.normals[Integer(norms[index])-1]
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face.colors << color
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else
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face.vertices << @vertices[Integer(v)-1]
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face.vertices << @model.vertices[Integer(v)-1]
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face.uvs << nil
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face.normals << @normals[Integer(norms[index])-1]
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face.normals << @model.normals[Integer(norms[index])-1]
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face.colors << color
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end
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end
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@current_object.faces << face
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@faces << face
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@model.current_object.faces << face
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@model.faces << face
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end
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end
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puts "Total Lines: #{lines}" if $debug.get(:stats)
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calculate_bounding_box(@vertices, @bounding_box)
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@objects.each do |o|
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calculate_bounding_box(o.vertices, o.bounding_box)
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@model.calculate_bounding_box(@model.vertices, @model.bounding_box)
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@model.objects.each do |o|
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@model.calculate_bounding_box(o.vertices, o.bounding_box)
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end
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end
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def parse_mtllib
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file = File.open(@file_path.sub(File.basename(@file_path), '')+@material_file, 'r')
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file = File.open(@model.file_path.sub(File.basename(@model.file_path), '')+@model.material_file, 'r')
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file.readlines.each do |line|
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array = line.strip.split(' ')
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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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@model.current_material = array.last
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@model.materials[array.last] = material
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when 'Ns' # Specular Exponent
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when 'Ka' # Ambient color
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@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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@model.materials[@model.current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Kd' # Diffuse color
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@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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@model.materials[@model.current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ks' # Specular color
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@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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@model.materials[@model.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' # Diffuse texture
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@materials[@current_material].set_texture(array[1])
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@model.materials[@model.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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@model.objects << Object.new(name)
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@model.current_object = @model.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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@model.smoothing = true
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else
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@smoothing = false
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@model.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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@model.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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@model.materials[@model.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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@model.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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@model.vertex_count+=1
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vert = nil
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if array.size == 5
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vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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@@ -139,8 +142,8 @@ class IMICFPS
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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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@model.current_object.vertices << vert
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@model.vertices << vert
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end
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def add_normal(array)
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@@ -152,8 +155,8 @@ class IMICFPS
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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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@model.current_object.normals << vert
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@model.normals << vert
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end
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def add_texture_coordinate(array)
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@@ -165,31 +168,8 @@ class IMICFPS
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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 calculate_bounding_box(vertices, bounding_box)
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unless bounding_box.min.x.is_a?(Float)
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vertex = vertices.last
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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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vertices.each do |vertex|
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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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@model.current_object.textures << texture
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@model.uvs << texture
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end
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end
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end
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