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

220 lines
6.8 KiB
Ruby

class IMICFPS
class Wavefront
class Model
include GL
# include GLU
TextureCoordinate = Struct.new(:u, :v, :weight)
Vertex = Struct.new(:x, :y, :z, :weight)
Color = Struct.new(:red, :green, :blue, :alpha)
attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
attr_accessor :x, :y, :z
def initialize(object = "objects/cube.obj")
@x, @y, @z = 0, 0, 0
@object_path = object
@file = File.open(object, 'r')
@material_file = nil
@current_object = nil
@current_material=nil
@vertex_count = 0
@objects = []
@materials= {}
@vertices = []
@uvs = []
@normals = []
@faces = []
@smoothing= 0
parse
face_count = 0
@objects.each {|o| face_count+=o.faces.size}
@objects.each_with_index do |o, i|
puts "OBJECT FACES: Name: #{o.name} #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
end
end
def draw(x, y, z, scale = 1)
begin
render(x,y,z, scale)
rescue Gl::Error => e
p e
end
end
def render(x,y,z, scale = 1)
glEnable(GL_NORMALIZE)
glPushMatrix
glTranslatef(x,y,z)
glScalef(scale, scale, scale)
@objects.each_with_index do |o, i|
glEnable(GL_CULL_FACE)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glShadeModel(GL_FLAT) unless o.faces.first[4]
glShadeModel(GL_SMOOTH) if o.faces.first[4]
# glBegin(GL_TRIANGLES) # begin drawing model
glBegin(GL_TRIANGLES) # begin drawing model
o.faces.each do |vert|
vertex = vert[0]
uv = vert[1]
normal = vert[2]
material = vert[3]
glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0])
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0])
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0])
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0])
glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals
# glVertex3f(vertex.x*scale, vertex.y*scale, vertex.z*scale)
glVertex3f(vertex.x, vertex.y, vertex.z)
end
glEnd
glDisable(GL_CULL_FACE)
glDisable(GL_COLOR_MATERIAL)
end
glPopMatrix
end
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
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
@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
@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
@uvs << texture
end
end
end
end