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