Files
i-mic-fps/lib/wavefront/parser.rb

197 lines
5.9 KiB
Ruby

class IMICFPS
class Wavefront
module Parser
def parse
lines = 0
list = @file.read.split("\n")
# @file.each_line do |line|
list.each 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
face = Face.new
face.vertices = []
face.uvs = []
face.normals = []
face.colors = []
face.material = material
face.smoothing= @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 << @vertices[Integer(v)-1]
face.uvs << @uvs[Integer(uvs[index])-1]
face.normals << @normals[Integer(norms[index])-1]
face.colors << color
else
face.vertices << @vertices[Integer(v)-1]
face.uvs << nil
face.normals << @normals[Integer(norms[index])-1]
face.colors << color
end
end
@current_object.faces << face
@faces << face
end
end
puts "Total Lines: #{lines}" if $debug.get(:stats)
calculate_bounding_box(@vertices, @bounding_box)
@objects.each do |o|
calculate_bounding_box(o.vertices, o.bounding_box)
end
end
def parse_mtllib
file = File.open(@file_path.sub(File.basename(@file_path), '')+@material_file, 'r')
file.readlines.each do |line|
array = line.strip.split(' ')
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 color
@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Kd' # Diffuse color
@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
when 'Ks' # Specular color
@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' # Diffuse texture
@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 = 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
@current_object.vertices << vert
@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
@current_object.normals << vert
@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
@current_object.textures << texture
@uvs << texture
end
def calculate_bounding_box(vertices, bounding_box)
unless bounding_box.min.x.is_a?(Float)
vertex = vertices.last
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
vertices.each do |vertex|
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
end