2013-10-16 13:10:57 +00:00

339 lines
11 KiB
C++

#include "ObjRenderer.h"
#include "SyntopiaCore/Logging/Logging.h"
using namespace SyntopiaCore::Math;
using namespace SyntopiaCore::GLEngine;
using namespace SyntopiaCore::Logging;
namespace StructureSynth {
namespace Model {
namespace Rendering {
void ObjGroup::addGroup(ObjGroup g) {
int vertexCount = vertices.count();
int normalCount = normals.count();
for (int i = 0; i < g.vertices.count(); i++) {
vertices.append(g.vertices[i]);
}
for (int i = 0; i < g.normals.count(); i++) {
normals.append(g.normals[i]);
}
for (int i = 0; i < g.faces.count(); i++) {
for (int j = 0; j < g.faces[i].count(); j++) {
g.faces[i][j].vID = g.faces[i][j].vID + vertexCount;
g.faces[i][j].nID = g.faces[i][j].nID + normalCount;
}
faces.append(g.faces[i]);
}
}
// Removes redundant vertices.
void ObjGroup::reduceVertices() {
QVector<Vector3f> newVertices;
QVector<Vector3f> newNormals;
QMap<int,int> oldToNewVertex;
QMap<int,int> oldToNewNormals;
// Reduce vertices and normals (if present)
for (int i = 0; i < vertices.count(); i++) {
int index = newVertices.indexOf(vertices[i]);
if (index==-1) {
newVertices.append(vertices[i]);
index=newVertices.count()-1;
}
oldToNewVertex[i] = index;
}
// Reduce vertices and normals (if present)
for (int i = 0; i < normals.count(); i++) {
int index = newNormals.indexOf(normals[i]);
if (index==-1) {
newNormals.append(normals[i]);
index=newNormals.count()-1;
}
oldToNewNormals[i] = index;
}
// Update indices
for (int i = 0; i < faces.count(); i++) {
for (int j = 0; j < faces[i].count(); j++) {
faces[i][j].vID = oldToNewVertex[faces[i][j].vID-1]+1; // beware OBJ is 1-based!
faces[i][j].nID = oldToNewNormals[faces[i][j].nID-1]+1;
}
}
vertices = newVertices;
normals = newNormals;
}
namespace {
/*
This function was taken from Paul Bourkes website:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/sphere_cylinder/
Create a unit sphere centered at the origin
This code illustrates the concept rather than implements it efficiently
It is called with two arguments, the theta and phi angle increments in degrees
Note that at the poles only 3 vertex facet result
while the rest of the sphere has 4 point facets
*/
void CreateUnitSphere(int dt,int dp, ObjGroup& motherGroup, Matrix4f m)
{
float DTOR = 3.1415/180.0;
double dtheta = 180.0/dt;
double dphi = 360.0/dp;
ObjGroup group;
for (int i = 0; i < dt; i++) {
double theta = -90.0 + ((i*180.0)/(double)dt);
for (int j=0;j<dp;j++) {
double phi = ((j*360.0)/(double)dp);
int vi = group.vertices.count()+1;
int vn = group.normals.count()+1;
group.vertices.append(m*Vector3f(cos(theta*DTOR) * cos(phi*DTOR), cos(theta*DTOR) * sin(phi*DTOR), sin(theta*DTOR)));
group.normals.append(Vector3f(cos(theta*DTOR) * cos(phi*DTOR), cos(theta*DTOR) * sin(phi*DTOR), sin(theta*DTOR)));
QVector<VertexNormal> vns;
if (theta > -90 && theta < 90) {
group.vertices.append(m*Vector3f( cos(theta*DTOR) * cos((phi+dphi)*DTOR),cos(theta*DTOR) * sin((phi+dphi)*DTOR), sin(theta*DTOR)));
group.normals.append(Vector3f( cos(theta*DTOR) * cos((phi+dphi)*DTOR),cos(theta*DTOR) * sin((phi+dphi)*DTOR), sin(theta*DTOR)));
for (int j = 0; j<4; j++) vns.append(VertexNormal(j+vi,j+vn));
} else {
for (int j = 0; j<3; j++) vns.append(VertexNormal(j+vi,j+vn));
}
group.vertices.append(m*Vector3f( cos((theta+dtheta)*DTOR) * cos((phi+dphi)*DTOR), cos((theta+dtheta)*DTOR) * sin((phi+dphi)*DTOR), sin((theta+dtheta)*DTOR)));
group.normals.append(Vector3f( cos((theta+dtheta)*DTOR) * cos((phi+dphi)*DTOR), cos((theta+dtheta)*DTOR) * sin((phi+dphi)*DTOR), sin((theta+dtheta)*DTOR)));
group.vertices.append(m*Vector3f(cos((theta+dtheta)*DTOR) * cos(phi*DTOR), cos((theta+dtheta)*DTOR) * sin(phi*DTOR), sin((theta+dtheta)*DTOR)));
group.normals.append(Vector3f(cos((theta+dtheta)*DTOR) * cos(phi*DTOR), cos((theta+dtheta)*DTOR) * sin(phi*DTOR), sin((theta+dtheta)*DTOR)));
group.faces.append(vns);
}
}
group.reduceVertices();
motherGroup.addGroup(group);
}
}
void ObjRenderer::addLineQuad(ObjGroup& group, Vector3f v1,Vector3f v2,Vector3f v3,Vector3f v4) {
int vi = group.vertices.count()+1;
group.vertices.append(v1);
group.vertices.append(v2);
group.vertices.append(v3);
group.vertices.append(v4);
for (int j = 0; j<4; j++) {
QVector<VertexNormal> vns;
vns.append(VertexNormal(vi+j, -1));
vns.append(VertexNormal(vi+(j+1 % 4), -1));
group.faces.append(vns);
}
}
void ObjRenderer::addQuad(ObjGroup& group, Vector3f v1,Vector3f v2,Vector3f v3,Vector3f v4) {
int vi = group.vertices.count()+1;
int vn = group.normals.count()+1;
group.vertices.append(v1);
group.vertices.append(v2);
group.vertices.append(v3);
group.vertices.append(v4);
Vector3f normal = Vector3f::cross((v2-v1), (v4-v1)).normalized();
group.normals.append(normal);
group.normals.append(normal);
group.normals.append(normal);
group.normals.append(normal);
QVector<VertexNormal> vns;
for (int j = 0; j<4; j++) vns.append(VertexNormal(vi+j, vn+j));
group.faces.append(vns);
}
void ObjRenderer::setClass(QString classID, Vector3f rgb, double /*alpha*/) {
// Should we also group by alpha channel?
QString className;
if (groupByTagging) className += classID;
if (groupByColor) className += QColor(int(rgb[0]*255),int(rgb[1]*255),int(rgb[2]*255)).name();
if (className.isEmpty()) className = "default";
if (!groups.contains(className)) groups[className] = ObjGroup();
groups[className].groupName = className;
currentGroup = className;
}
void ObjRenderer::drawBox(SyntopiaCore::Math::Vector3f O,
SyntopiaCore::Math::Vector3f v1 ,
SyntopiaCore::Math::Vector3f v2,
SyntopiaCore::Math::Vector3f v3, PrimitiveClass* classID) {
setClass(classID->name,rgb,alpha);
ObjGroup group;
addQuad(group, O, O+v2,O+v2+v1,O+v1);
addQuad(group, O+v3, O+v1+v3, O+v2+v1+v3, O+v2+v3);
addQuad(group, O, O+v3, O+v3+v2,O+v2);
addQuad(group, O+v1,O+v2+v1, O+v3+v2+v1, O+v3+v1);
addQuad(group, O, O+v1, O+v3+v1, O+v3);
addQuad(group, O+v2, O+v3+v2 , O+v3+v2+v1,O+v1+v2);
group.reduceVertices();
groups[currentGroup].addGroup(group);
};
void ObjRenderer::drawMesh( SyntopiaCore::Math::Vector3f O,
SyntopiaCore::Math::Vector3f v1,
SyntopiaCore::Math::Vector3f v2,
SyntopiaCore::Math::Vector3f endBase,
SyntopiaCore::Math::Vector3f u1,
SyntopiaCore::Math::Vector3f u2,
PrimitiveClass* classID) {
setClass(classID->name,rgb,alpha);
ObjGroup group;
Vector3f v3 = endBase-O;
addQuad(group, O, O+v2,O+v2+v1,O+v1);
addQuad(group, O+v3, O+u1+v3, O+u2+u1+v3, O+u2+v3);
addQuad(group, O, O+v3, O+v3+u2,O+v2);
addQuad(group, O+v1,O+v2+v1, O+v3+u2+u1, O+v3+u1);
addQuad(group, O, O+v1, O+v3+u1, O+v3);
addQuad(group, O+v2, O+v3+u2 , O+v3+u2+u1,O+v1+v2);
group.reduceVertices();
groups[currentGroup].addGroup(group);
};
void ObjRenderer::drawGrid(SyntopiaCore::Math::Vector3f O,
SyntopiaCore::Math::Vector3f v1 ,
SyntopiaCore::Math::Vector3f v2,
SyntopiaCore::Math::Vector3f v3,
PrimitiveClass* classID) {
setClass(classID->name,rgb,alpha);
ObjGroup group;
addLineQuad(group,O, O+v2,O+v2+v1,O+v1);
addLineQuad(group,O+v3, O+v1+v3, O+v2+v1+v3, O+v2+v3);
addLineQuad(group,O, O+v3, O+v3+v2,O+v2);
addLineQuad(group,O+v1,O+v2+v1, O+v3+v2+v1, O+v3+v1);
addLineQuad(group,O, O+v1, O+v3+v1, O+v3);
addLineQuad(group,O+v2, O+v3+v2 , O+v3+v2+v1,O+v1+v2);
group.reduceVertices();
groups[currentGroup].addGroup(group);
};
void ObjRenderer::drawLine(SyntopiaCore::Math::Vector3f from, SyntopiaCore::Math::Vector3f to, PrimitiveClass* classID) {
setClass(classID->name,rgb,alpha);
ObjGroup group;
group.vertices.append(from);
group.vertices.append(to);
QVector<VertexNormal> vns;
vns.append(VertexNormal(1, -1));
vns.append(VertexNormal(2, -1));
group.faces.append(vns);
groups[currentGroup].addGroup(group);
};
void ObjRenderer::drawTriangle(SyntopiaCore::Math::Vector3f p1,
SyntopiaCore::Math::Vector3f p2,
SyntopiaCore::Math::Vector3f p3,
PrimitiveClass* classID)
{
setClass(classID->name,rgb,alpha);
ObjGroup group;
group.vertices.append(p1);
group.vertices.append(p2);
group.vertices.append(p3);
QVector<VertexNormal> vns;
for (int j = 0; j<3; j++) vns.append(VertexNormal(1+j, -1));
group.faces.append(vns);
groups[currentGroup].addGroup(group);
}
void ObjRenderer::drawDot(SyntopiaCore::Math::Vector3f v, PrimitiveClass* classID) {
setClass(classID->name,rgb,alpha);
ObjGroup group;
group.vertices.append(v);
QVector<VertexNormal> vns;
vns.append(VertexNormal(1, -1));
group.faces.append(vns);
groups[currentGroup].addGroup(group);
};
void ObjRenderer::drawSphere(SyntopiaCore::Math::Vector3f center, float radius, PrimitiveClass* classID) {
setClass(classID->name,rgb,alpha);
Matrix4f m = Matrix4f::Translation(center.x(),center.y(),center.z())*(Matrix4f::ScaleMatrix(radius));
CreateUnitSphere(sphereDT,sphereDP,groups[currentGroup],m);
};
void ObjRenderer::begin() {
rgb = Vector3f(1,0,0);
alpha = 1;
};
void ObjRenderer::end() {
};
void ObjRenderer::writeToStream(QTextStream& ts) {
int vertexCount = 0;
int normalCount = 0;
foreach (ObjGroup o, groups) {
// Group name
INFO(o.groupName);
ts << "g " << o.groupName << endl;
ts << "usemtl " << o.groupName << endl;
// Vertices
foreach (Vector3f v, o.vertices) {
ts << "v " << QString::number(v.x()) << " "
<< QString::number(v.y()) << " "
<< QString::number(v.z()) << " "
<< endl;
}
// Normals
foreach (Vector3f v, o.normals) {
ts << "vn " << QString::number(v.x()) << " "
<< QString::number(v.y()) << " "
<< QString::number(v.z()) << " "
<< endl;
}
// Faces
foreach (QVector<VertexNormal> vi, o.faces) {
if (vi.count() == 1) {
ts << "p ";
} else if (vi.count() == 2) {
ts << "l ";
} else {
ts << "f ";
}
foreach (VertexNormal vn, vi) {
if (vn.nID == -1) {
ts << QString::number(vn.vID+vertexCount) << " ";
} else {
ts << QString::number(vn.vID+vertexCount) << "//"
<< QString::number(vn.nID+normalCount) << " ";
}
}
ts << endl;
}
vertexCount += o.vertices.count();
normalCount += o.normals.count();
}
};
}
}
}