dust3d/src/meshloader.cpp

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#include <assert.h>
#include <QTextStream>
#include <QFile>
#include <cmath>
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#include "meshloader.h"
#include "ds3file.h"
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#define MAX_VERTICES_PER_FACE 100
float MeshLoader::m_defaultMetalness = 0.0;
float MeshLoader::m_defaultRoughness = 1.0;
MeshLoader::MeshLoader(const MeshLoader &mesh) :
m_triangleVertices(nullptr),
m_triangleVertexCount(0),
m_edgeVertices(nullptr),
m_edgeVertexCount(0),
m_textureImage(nullptr)
{
if (nullptr != mesh.m_triangleVertices &&
mesh.m_triangleVertexCount > 0) {
this->m_triangleVertices = new ShaderVertex[mesh.m_triangleVertexCount];
this->m_triangleVertexCount = mesh.m_triangleVertexCount;
for (int i = 0; i < mesh.m_triangleVertexCount; i++)
this->m_triangleVertices[i] = mesh.m_triangleVertices[i];
}
if (nullptr != mesh.m_edgeVertices &&
mesh.m_edgeVertexCount > 0) {
this->m_edgeVertices = new ShaderVertex[mesh.m_edgeVertexCount];
this->m_edgeVertexCount = mesh.m_edgeVertexCount;
for (int i = 0; i < mesh.m_edgeVertexCount; i++)
this->m_edgeVertices[i] = mesh.m_edgeVertices[i];
}
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if (nullptr != mesh.m_toolVertices &&
mesh.m_toolVertexCount > 0) {
this->m_toolVertices = new ShaderVertex[mesh.m_toolVertexCount];
this->m_toolVertexCount = mesh.m_toolVertexCount;
for (int i = 0; i < mesh.m_toolVertexCount; i++)
this->m_toolVertices[i] = mesh.m_toolVertices[i];
}
if (nullptr != mesh.m_textureImage) {
this->m_textureImage = new QImage(*mesh.m_textureImage);
}
if (nullptr != mesh.m_normalMapImage) {
this->m_normalMapImage = new QImage(*mesh.m_normalMapImage);
}
if (nullptr != mesh.m_metalnessRoughnessAmbientOcclusionImage) {
this->m_metalnessRoughnessAmbientOcclusionImage = new QImage(*mesh.m_metalnessRoughnessAmbientOcclusionImage);
this->m_hasMetalnessInImage = mesh.m_hasMetalnessInImage;
this->m_hasRoughnessInImage = mesh.m_hasRoughnessInImage;
this->m_hasAmbientOcclusionInImage = mesh.m_hasAmbientOcclusionInImage;
}
this->m_vertices = mesh.m_vertices;
this->m_faces = mesh.m_faces;
this->m_triangulatedVertices = mesh.m_triangulatedVertices;
this->m_triangulatedFaces = mesh.m_triangulatedFaces;
}
MeshLoader::MeshLoader(ShaderVertex *triangleVertices, int vertexNum) :
m_triangleVertices(triangleVertices),
m_triangleVertexCount(vertexNum),
m_edgeVertices(nullptr),
m_edgeVertexCount(0),
m_textureImage(nullptr)
{
}
MeshLoader::MeshLoader(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles,
const std::vector<std::vector<QVector3D>> &triangleVertexNormals,
const QColor &color)
{
m_triangleVertexCount = triangles.size() * 3;
m_triangleVertices = new ShaderVertex[m_triangleVertexCount];
int destIndex = 0;
for (size_t i = 0; i < triangles.size(); ++i) {
for (auto j = 0; j < 3; j++) {
int vertexIndex = triangles[i][j];
const QVector3D *srcVert = &vertices[vertexIndex];
const QVector3D *srcNormal = &(triangleVertexNormals)[i][j];
ShaderVertex *dest = &m_triangleVertices[destIndex];
dest->colorR = color.redF();
dest->colorG = color.greenF();
dest->colorB = color.blueF();
dest->posX = srcVert->x();
dest->posY = srcVert->y();
dest->posZ = srcVert->z();
dest->texU = 0;
dest->texV = 0;
dest->normX = srcNormal->x();
dest->normY = srcNormal->y();
dest->normZ = srcNormal->z();
dest->metalness = m_defaultMetalness;
dest->roughness = m_defaultRoughness;
dest->tangentX = 0;
dest->tangentY = 0;
dest->tangentZ = 0;
destIndex++;
}
}
}
MeshLoader::MeshLoader(Outcome &outcome) :
m_triangleVertices(nullptr),
m_triangleVertexCount(0),
m_edgeVertices(nullptr),
m_edgeVertexCount(0),
m_textureImage(nullptr)
{
m_vertices = outcome.vertices;
m_faces = outcome.triangleAndQuads;
m_triangleVertexCount = outcome.triangles.size() * 3;
m_triangleVertices = new ShaderVertex[m_triangleVertexCount];
int destIndex = 0;
const auto triangleVertexNormals = outcome.triangleVertexNormals();
const auto triangleVertexUvs = outcome.triangleVertexUvs();
const auto triangleTangents = outcome.triangleTangents();
const QVector3D defaultNormal = QVector3D(0, 0, 0);
const QVector2D defaultUv = QVector2D(0, 0);
const QVector3D defaultTangent = QVector3D(0, 0, 0);
for (size_t i = 0; i < outcome.triangles.size(); ++i) {
const auto &triangleColor = &outcome.triangleColors[i];
for (auto j = 0; j < 3; j++) {
int vertexIndex = outcome.triangles[i][j];
const QVector3D *srcVert = &outcome.vertices[vertexIndex];
const QVector3D *srcNormal = &defaultNormal;
if (triangleVertexNormals)
srcNormal = &(*triangleVertexNormals)[i][j];
const QVector2D *srcUv = &defaultUv;
if (triangleVertexUvs)
srcUv = &(*triangleVertexUvs)[i][j];
const QVector3D *srcTangent = &defaultTangent;
if (triangleTangents)
srcTangent = &(*triangleTangents)[i];
ShaderVertex *dest = &m_triangleVertices[destIndex];
dest->colorR = triangleColor->redF();
dest->colorG = triangleColor->greenF();
dest->colorB = triangleColor->blueF();
dest->posX = srcVert->x();
dest->posY = srcVert->y();
dest->posZ = srcVert->z();
dest->texU = srcUv->x();
dest->texV = srcUv->y();
dest->normX = srcNormal->x();
dest->normY = srcNormal->y();
dest->normZ = srcNormal->z();
dest->metalness = m_defaultMetalness;
dest->roughness = m_defaultRoughness;
dest->tangentX = srcTangent->x();
dest->tangentY = srcTangent->y();
dest->tangentZ = srcTangent->z();
destIndex++;
}
}
// Uncomment out to show wireframes
size_t edgeCount = 0;
for (const auto &face: outcome.triangleAndQuads) {
edgeCount += face.size();
}
m_edgeVertexCount = edgeCount * 2;
m_edgeVertices = new ShaderVertex[m_edgeVertexCount];
size_t edgeVertexIndex = 0;
for (size_t faceIndex = 0; faceIndex < outcome.triangleAndQuads.size(); ++faceIndex) {
const auto &face = outcome.triangleAndQuads[faceIndex];
for (size_t i = 0; i < face.size(); ++i) {
for (size_t x = 0; x < 2; ++x) {
size_t sourceIndex = face[(i + x) % face.size()];
const QVector3D *srcVert = &outcome.vertices[sourceIndex];
ShaderVertex *dest = &m_edgeVertices[edgeVertexIndex];
memset(dest, 0, sizeof(ShaderVertex));
dest->colorR = 0.0;
dest->colorG = 0.0;
dest->colorB = 0.0;
dest->posX = srcVert->x();
dest->posY = srcVert->y();
dest->posZ = srcVert->z();
dest->metalness = m_defaultMetalness;
dest->roughness = m_defaultRoughness;
edgeVertexIndex++;
}
}
}
}
MeshLoader::MeshLoader() :
m_triangleVertices(nullptr),
m_triangleVertexCount(0),
m_edgeVertices(nullptr),
m_edgeVertexCount(0),
m_textureImage(nullptr)
{
}
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MeshLoader::~MeshLoader()
{
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delete[] m_triangleVertices;
m_triangleVertexCount = 0;
delete[] m_edgeVertices;
m_edgeVertexCount = 0;
delete[] m_toolVertices;
m_toolVertexCount = 0;
delete m_textureImage;
delete m_normalMapImage;
delete m_metalnessRoughnessAmbientOcclusionImage;
}
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const std::vector<QVector3D> &MeshLoader::vertices()
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{
return m_vertices;
}
const std::vector<std::vector<size_t>> &MeshLoader::faces()
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{
return m_faces;
}
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const std::vector<QVector3D> &MeshLoader::triangulatedVertices()
{
return m_triangulatedVertices;
}
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const std::vector<TriangulatedFace> &MeshLoader::triangulatedFaces()
{
return m_triangulatedFaces;
}
ShaderVertex *MeshLoader::triangleVertices()
{
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return m_triangleVertices;
}
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int MeshLoader::triangleVertexCount()
{
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return m_triangleVertexCount;
}
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ShaderVertex *MeshLoader::edgeVertices()
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{
return m_edgeVertices;
}
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int MeshLoader::edgeVertexCount()
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{
return m_edgeVertexCount;
}
ShaderVertex *MeshLoader::toolVertices()
{
return m_toolVertices;
}
int MeshLoader::toolVertexCount()
{
return m_toolVertexCount;
}
void MeshLoader::setTextureImage(QImage *textureImage)
{
m_textureImage = textureImage;
}
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const QImage *MeshLoader::textureImage()
{
return m_textureImage;
}
void MeshLoader::setNormalMapImage(QImage *normalMapImage)
{
m_normalMapImage = normalMapImage;
}
const QImage *MeshLoader::normalMapImage()
{
return m_normalMapImage;
}
const QImage *MeshLoader::metalnessRoughnessAmbientOcclusionImage()
{
return m_metalnessRoughnessAmbientOcclusionImage;
}
void MeshLoader::setMetalnessRoughnessAmbientOcclusionImage(QImage *image)
{
m_metalnessRoughnessAmbientOcclusionImage = image;
}
bool MeshLoader::hasMetalnessInImage()
{
return m_hasMetalnessInImage;
}
void MeshLoader::setHasMetalnessInImage(bool hasInImage)
{
m_hasMetalnessInImage = hasInImage;
}
bool MeshLoader::hasRoughnessInImage()
{
return m_hasRoughnessInImage;
}
void MeshLoader::setHasRoughnessInImage(bool hasInImage)
{
m_hasRoughnessInImage = hasInImage;
}
bool MeshLoader::hasAmbientOcclusionInImage()
{
return m_hasAmbientOcclusionInImage;
}
void MeshLoader::setHasAmbientOcclusionInImage(bool hasInImage)
{
m_hasAmbientOcclusionInImage = hasInImage;
}
void MeshLoader::exportAsObj(QTextStream *textStream)
{
auto &stream = *textStream;
stream << "# " << Ds3FileReader::m_applicationName << endl;
for (std::vector<QVector3D>::const_iterator it = vertices().begin() ; it != vertices().end(); ++it) {
stream << "v " << (*it).x() << " " << (*it).y() << " " << (*it).z() << endl;
}
for (std::vector<std::vector<size_t>>::const_iterator it = faces().begin() ; it != faces().end(); ++it) {
stream << "f";
for (std::vector<size_t>::const_iterator subIt = (*it).begin() ; subIt != (*it).end(); ++subIt) {
stream << " " << (1 + *subIt);
}
stream << endl;
}
}
void MeshLoader::exportAsObj(const QString &filename)
{
QFile file(filename);
if (file.open(QIODevice::WriteOnly)) {
QTextStream stream(&file);
exportAsObj(&stream);
}
}
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void MeshLoader::updateTool(ShaderVertex *toolVertices, int vertexNum)
{
delete[] m_toolVertices;
m_toolVertices = nullptr;
m_toolVertexCount = 0;
m_toolVertices = toolVertices;
m_toolVertexCount = vertexNum;
}