Files
i-mic-fps/lib/model/parsers/collada_parser.rb

119 lines
3.6 KiB
Ruby

class IMICFPS
class ColladaParser < Model::Parser
def self.handles
[:dae]
end
def parse
@collada = Nokogiri::XML(File.read(@model.file_path))
@collada.css("library_materials material").each do |material|
parse_material(material)
end
@collada.css("library_geometries geometry").each do |geometry|
parse_geometry(geometry)
end
@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_material(material)
name = material.attributes["id"].value
effect_id = material.at_css("instance_effect").attributes["url"].value
mat = Model::Material.new(name)
effect = @collada.at_css("[id=\"#{effect_id.sub('#', '')}\"]")
emission = effect.at_css("emission color")
diffuse = effect.at_css("diffuse color").children.first.to_s.split(" ").map { |c| Float(c) }
mat.diffuse = Color.new(*diffuse[0..2])
add_material(name, mat)
end
def parse_geometry(geometry)
geometry_id = geometry.attributes["id"].value
geometry_name = geometry.attributes["name"].value
change_object(geometry_id, geometry_name)
mesh = geometry.at_css("mesh")
get_positions(geometry_id, mesh)
get_normals(geometry_id, mesh)
get_texture_coordinates(geometry_id, mesh)
build_faces(geometry_id, mesh)
end
def get_positions(id, mesh)
positions = mesh.at_css("[id=\"#{id}-positions\"]")
array = positions.at_css("[id=\"#{id}-positions-array\"]")
stride = Integer(positions.at_css("[source=\"##{id}-positions-array\"]").attributes["stride"].value)
list = array.children.first.to_s.split(" ").map{ |f| Float(f) }.each_slice(stride).each do |slice|
position = Vector.new(*slice)
@model.current_object.vertices << position
@model.vertices << position
end
end
def get_normals(id, mesh)
normals = mesh.at_css("[id=\"#{id}-normals\"]")
array = normals.at_css("[id=\"#{id}-normals-array\"]")
stride = Integer(normals.at_css("[source=\"##{id}-normals-array\"]").attributes["stride"].value)
list = array.children.first.to_s.split(" ").map{ |f| Float(f) }.each_slice(stride).each do |slice|
normal = Vector.new(*slice)
@model.current_object.normals << normal
@model.normals << normal
end
end
def get_texture_coordinates(id, mesh)
end
def build_faces(id, mesh)
material_name = mesh.at_css("triangles").attributes["material"].value
set_material(material_name)
positions_index = []
normals_index = []
uvs_index = []
mesh.at_css("triangles p").children.first.to_s.split(" ").map { |i| Integer(i) }.each_slice(3).each do |slice|
positions_index << slice[0]
normals_index << slice[1]
uvs_index << slice[2]
end
norm_index = 0
positions_index.each_slice(3) do |slice|
face = Face.new
face.vertices = []
face.uvs = []
face.normals = []
face.colors = []
face.material = current_material
face.smoothing= @model.smoothing
slice.each do |index|
face.vertices << @model.vertices[index]
# face.uvs << @model.uvs[index]
face.normals << @model.normals[normals_index[norm_index]]
face.colors << current_material.diffuse
norm_index += 1
end
@model.current_object.faces << face
@model.faces << face
end
end
end
end