class IMICFPS class WavefrontParser < Model::Parser def self.handles [:obj] end def initialize(model) @model = model end def parse lines = 0 list = File.read(@model.file_path).split("\n") list.each do |line| lines+=1 line = line.strip array = line.split(' ') case array[0] when 'mtllib' @model.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 face = Face.new face.vertices = [] face.uvs = [] face.normals = [] face.colors = [] face.material = material face.smoothing= @model.smoothing mat = face.material.diffuse color = Vector.new(mat.red, mat.green, mat.blue) verts.each_with_index do |v, index| if uvs.first != "" face.vertices << @model.vertices[Integer(v)-1] face.uvs << @model.uvs[Integer(uvs[index])-1] face.normals << @model.normals[Integer(norms[index])-1] face.colors << color else face.vertices << @model.vertices[Integer(v)-1] face.uvs << nil face.normals << @model.normals[Integer(norms[index])-1] face.colors << color end end @model.current_object.faces << face @model.faces << face end end puts "Total Lines: #{lines}" if $window.config.get(:debug_options, :stats) @model.calculate_bounding_box(@model.vertices, @model.bounding_box) @model.objects.each do |o| @model.calculate_bounding_box(o.vertices, o.bounding_box) end end def parse_mtllib file = File.open(@model.file_path.sub(File.basename(@model.file_path), '')+@model.material_file, 'r') file.readlines.each do |line| array = line.strip.split(' ') case array.first when 'newmtl' material = Model::Material.new(array.last) @model.current_material = array.last @model.materials[array.last] = material when 'Ns' # Specular Exponent when 'Ka' # Ambient color @model.materials[@model.current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when 'Kd' # Diffuse color @model.materials[@model.current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when 'Ks' # Specular color @model.materials[@model.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' # Diffuse texture texture = File.basename(array[1]) texture_path = "#{File.expand_path("../../", @model.file_path)}/textures/#{texture}" @model.materials[@model.current_material].set_texture(texture_path) end end end def change_object(name) @model.objects << Model::ModelObject.new(name) @model.current_object = @model.objects.last end def set_smoothing(value) if value == "1" @model.smoothing = true else @model.smoothing = false end end def set_material(name) @model.current_material = name end def material @model.materials[@model.current_material] end def faces_count count = 0 @model.objects.each {|o| count+=o.faces.count} return count end def add_vertex(array) @model.vertex_count+=1 vert = nil if array.size == 5 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4])) elsif array.size == 4 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0) else raise end @model.current_object.vertices << vert @model.vertices << vert end def add_normal(array) vert = nil if array.size == 5 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4])) elsif array.size == 4 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0) else raise end @model.current_object.normals << vert @model.normals << vert end def add_texture_coordinate(array) texture = nil if array.size == 4 texture = Vector.new(Float(array[1]), 1-Float(array[2]), Float(array[3])) elsif array.size == 3 texture = Vector.new(Float(array[1]), 1-Float(array[2]), 1.0) else raise end @model.current_object.textures << texture @model.uvs << texture end end end