mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
cleanup ObjParser
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/16 15:00:33 by tomoron #+# #+# */
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/* Updated: 2025/01/17 14:54:36 by tomoron ### ########.fr */
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/* Updated: 2025/01/17 19:31:52 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -14,6 +14,7 @@
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ObjParser::ObjParser(std::string &filename)
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{
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_mat = 0;
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_file.open(filename);
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if(!_file.is_open())
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throw std::runtime_error("OBJ : could not open object file");
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@ -33,6 +34,15 @@ glm::vec3 ObjParser::getVertex(std::stringstream &line)
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return(res);
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}
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glm::vec2 ObjParser::getUV(std::stringstream &line)
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{
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glm::vec2 res;
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if(!(line >> res.x) || (!(line >> res.y) && !line.eof()))
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throw std::runtime_error("syntax error in obj file while parsing texture vertex");
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return(res);
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}
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long int ObjParser::checkVertexIndex(int index, size_t size)
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{
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if((size_t)index > size || index == 0 || (index < 0 && (size_t)(-index) > size))
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@ -72,15 +82,13 @@ int ObjParser::pointInTriangle(glm::vec3 pts[3], std::vector<glm::vec3> vertices
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return(0);
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}
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bool ObjParser::addTriangleFromPolygon(std::vector<glm::vec3> &vertices, Scene &scene, int mat, int inv)
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bool ObjParser::addTriangleFromPolygon(std::vector<glm::vec3> &vertices, Scene &scene, int inv)
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{
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glm::vec3 v1, v2 ,v3;
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float dot;
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(void)scene;
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for (size_t i = 0; i < vertices.size(); i++)
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{
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std::cout << (char)('A' + i) << std::endl;
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if(!i)
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v1 = vertices.back();
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else
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@ -91,66 +99,47 @@ bool ObjParser::addTriangleFromPolygon(std::vector<glm::vec3> &vertices, Scene &
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std::cout << glm::to_string(v1) << std::endl;
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std::cout << glm::to_string(v2) << std::endl;
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std::cout << glm::to_string(v3) << std::endl;
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// not gud dot = glm::dot(v2 - v1, v2 - v3) / (glm::length(v2 - v1) * glm::length(v2 - v3));
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// with the one above dot = std::acos(dot) * (180.0/3.141592653589793238463); // if dot > 180
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if (inv)
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dot = glm::cross(v2 - v1, v2 - v3).z; //maybe gud
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dot = glm::cross(v2 - v1, v2 - v3).z;
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else
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dot = glm::cross(v2 - v3, v2 - v1).z; //maybe gud
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// almost works dot = glm::dot(glm::normalize(v1 - v2), glm::normalize(v3 - v2));
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std::cout << "dot : " << dot << std::endl;
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dot = glm::cross(v2 - v3, v2 - v1).z;
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if(dot <= 0)
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{
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std::cout << "concave" << std::endl;
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continue;
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}
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// std::cout << "convex" << std::endl;
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// std::cout << std::endl;
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// continue;
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if(pointInTriangle((glm::vec3 [3]){v1, v2, v3}, vertices, i))
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{
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std::cout << "vert in triangle" << std::endl;
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continue;
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}
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vertices.erase(vertices.begin() + i);
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addTriangle(v1, v2 ,v3 ,mat, scene);
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addTriangle(v1, v2 ,v3 , scene);
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return(1);
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}
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return(0);
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std::cout << "____________________" << std::endl;
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}
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void ObjParser::addFace(std::stringstream &line, std::vector<glm::vec3> &vertices, int mat, Scene &scene)
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void ObjParser::addFace(std::stringstream &line, Scene &scene)
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{
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int vert_index;
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std::vector<glm::vec3> face_vertices;
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std::string el;
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(void)mat;
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(void)scene;
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while((line >> vert_index))
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face_vertices.push_back(vertices[checkVertexIndex(vert_index, vertices.size())]);
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face_vertices.push_back(_vertices[checkVertexIndex(vert_index, _vertices.size())]);
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if(face_vertices.size() < 3)
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throw std::runtime_error("OBJ : face does not have enough vertices");
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// for(size_t i = 0; i < face_vertices.size(); i++)
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// std::cout << face_vertices[i].x << " " << face_vertices[i].y << " " << face_vertices[i].z << " | ";
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// std::cout << std::endl;
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while(face_vertices.size() > 3)
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if (!addTriangleFromPolygon(face_vertices, scene, mat, 0))
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addTriangleFromPolygon(face_vertices, scene, mat, 1);
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if (!addTriangleFromPolygon(face_vertices, scene, 0))
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addTriangleFromPolygon(face_vertices, scene, 1);
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if(!line.eof())
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throw std::runtime_error("OBJ: an error occured while parsing face");
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addTriangle(face_vertices[0], face_vertices[1], face_vertices[2],mat, scene);
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addTriangle(face_vertices[0], face_vertices[1], face_vertices[2], scene);
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}
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void ObjParser::addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, int mat, Scene &scene)
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void ObjParser::addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, Scene &scene)
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{
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scene.addObject(new Triangle(v1, v2, v3, mat));
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scene.addObject(new Triangle(v1, v2, v3, _mat));
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}
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void ObjParser::parseMtl(std::stringstream &input_line, std::map<std::string, int> &materials, Scene &scene)
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void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
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{
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std::string filename;
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std::ifstream file;
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@ -175,7 +164,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, std::map<std::string, in
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if(mat)
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{
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scene.addMaterial(mat);
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materials[matName] = scene.getMaterialData().size() - 1;
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_matNames[matName] = scene.getMaterialData().size() - 1;
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}
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lineStream >> matName;
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if(matName.empty())
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@ -216,22 +205,16 @@ void ObjParser::parseMtl(std::stringstream &input_line, std::map<std::string, in
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if(mat)
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{
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scene.addMaterial(mat);
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materials[matName] = scene.getMaterialData().size() - 1;
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_matNames[matName] = scene.getMaterialData().size() - 1;
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}
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file.close();
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}
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void ObjParser::parse(Scene &scene)
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{
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std::vector<glm::vec3> vertices;
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std::string filename;
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std::map<std::string, int> matNames;
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std::string line;
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std::string identifier;
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std::ifstream file;
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int curMat;
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curMat = 0;
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while (getline(_file, line))
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{
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try{
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@ -241,17 +224,19 @@ void ObjParser::parse(Scene &scene)
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identifier = "";
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lineStream >> identifier;
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if(identifier == "v")
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vertices.push_back(getVertex(lineStream));
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_vertices.push_back(getVertex(lineStream));
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else if (identifier == "vt")
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_textureVertices.push_back(getUV(lineStream));
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else if (identifier == "f")
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addFace(lineStream, vertices, curMat, scene);
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addFace(lineStream, scene);
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else if (identifier == "mtllib")
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parseMtl(lineStream, matNames, scene);
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parseMtl(lineStream, scene);
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else if (identifier == "usemtl")
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{
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lineStream >> identifier;
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if(matNames.find(identifier) == matNames.end())
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if(_matNames.find(identifier) == _matNames.end())
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throw std::runtime_error("OBJ: invalid material name");
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curMat = matNames[identifier];
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_mat = _matNames[identifier];
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}
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} catch (std::exception &e)
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{
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