/** * Load model. * * @param pa the pa * @param pathToModel the path to model * @param creaseAngle the crease angle * @param flipTextureY flip texture y * @param flipTextureX flip texture x * @return the MT triangle meshes[] * @throws FileNotFoundException the file not found exception */ public MTTriangleMesh[] loadModelImpl( PApplet pa, String pathToModel, float creaseAngle, boolean flipTextureY, boolean flipTextureX) throws FileNotFoundException { long timeA = System.currentTimeMillis(); this.pa = pa; ArrayList<MTTriangleMesh> returnMeshList = new ArrayList<MTTriangleMesh>(); TriangleNormalGenerator normalGenerator = new TriangleNormalGenerator(); // normalGenerator.setDebug(debug); HashMap<Integer, Group> materialIdToGroup = new HashMap<Integer, Group>(); // TODO implement if (textureCache != null) textureCache.clear(); textureCache = new WeakHashMap<String, PImage>(); Scene3ds scene = null; try { TextDecode3ds decode = new TextDecode3ds(); // int level = Scene3ds.DECODE_USED_PARAMS_AND_CHUNKS; //Scene3ds.DECODE_ALL; // DECODE_USED_PARAMS, DECODE_USED_PARAMS_AND_CHUNKS int level = Scene3ds.DECODE_ALL; // LOAD all meshes from file into scene object File file = new File(pathToModel); if (file.exists()) { scene = new Scene3ds(file, decode, level); } else { InputStream in = Thread.currentThread().getContextClassLoader().getResourceAsStream(pathToModel); if (in == null) { in = pa.getClass().getResourceAsStream(pathToModel); } if (in != null) { scene = new Scene3ds(in, decode, level); } else { throw new FileNotFoundException("File not found: " + file.getAbsolutePath()); } } if (debug) logger.debug("\n-> Loading model: " + file.getName() + " <-"); if (debug) { // Go through all MATERIALS logger.debug("\nNum Scene Materials: " + scene.materials()); for (int m = 0; m < scene.materials(); m++) { Material3ds mat = scene.material(m); logger.debug(" Material " + m + ": \" " + mat.name() + "\""); } logger.debug(""); } ///////// Go through all MESHES ////////////////////////// for (int i = 0; i < scene.meshes(); i++) { Mesh3ds m = scene.mesh(i); if (debug) { int texMapType = m.texMapType(); logger.debug("Texture coordinates provided: " + m.texCoords()); logger.debug("Texture mapping type: " + texMapType); logger.debug("Mesh:" + m.name() + " Pivot:" + m.pivot()); } /* XYZTrack3ds pos = m.positionTrack(); RotationTrack3ds rot = m.rotationTrack(); XYZTrack3ds sc = m.scaleTrack(); //FIXME .track and key(i) werden nicht zur verfügung gestellt?!? aber in javadoc */ if (debug) { logger.debug( "->Processing mesh: " + i + " of " + scene.meshes() + " Name: \"" + m.name() + "\""); logger.debug(" Num Faces: " + m.faces()); logger.debug(" Num Vertices: " + m.vertices()); logger.debug(" Num TextureCoordinates: " + m.texCoords()); logger.debug(""); } // Create the arrays needed for the cruncher Vertex[] vertices = new Vertex[m.vertices()]; int[] indices = new int[m.faces() * 3]; int[] texCoordIndices = new int[m.faces() * 3]; float[][] textureCoords = new float[m.texCoords()][2]; // Fill Vertices array for (int j = 0; j < m.vertices(); j++) { Vertex3ds vert = m.vertex(j); if (this.flipY) { vertices[j] = new Vertex(vert.X, -vert.Y, vert.Z, -1, -1); } else { vertices[j] = new Vertex(vert.X, vert.Y, vert.Z, -1, -1); } if (m.texCoords() > j) textureCoords[j] = new float[] {m.texCoord(j).U, m.texCoord(j).V}; } // Fill texcoords array for (int j = 0; j < m.texCoords(); j++) { TexCoord3ds tex = m.texCoord(j); float[] texCoord = new float[2]; texCoord[0] = tex.U; texCoord[1] = tex.V; textureCoords[j] = texCoord; } // TODO so werden gleiche materials in verschiedenen meshes nicht zu einem mesh gemacht! // also müsste also ohne clear machen und dafür vertices + texcoords in einen grossen // array, dafür müssten indices aber per offset angepasst werden dass die wieder stimmen! materialIdToGroup.clear(); if (m.faceMats() > 0) { // List face Materials //TODO USE LOGGERS!! logger.debug(" Num Face-Materials: " + m.faceMats()); for (int n = 0; n < m.faceMats(); n++) { FaceMat3ds fmat = m.faceMat(n); logger.debug(" FaceMat ID: " + fmat.matIndex()); logger.debug(" FaceMat indices: " + fmat.faceIndexes()); int[] faceIndicesForMaterial = fmat.faceIndex(); if (faceIndicesForMaterial.length <= 0) { continue; } // Check if there already is a group with the same material Group group = materialIdToGroup.get(fmat.matIndex()); // If not, create a new group and save it in map if (group == null) { group = new Group(new Integer(fmat.matIndex()).toString()); materialIdToGroup.put(fmat.matIndex(), group); } // Go through all pointers to the faces for this material // and get the corresponding face for (int j = 0; j < faceIndicesForMaterial.length; j++) { int k = faceIndicesForMaterial[j]; Face3ds face = m.face(k); AFace aFace = new AFace(); aFace.p0 = face.P0; aFace.p1 = face.P1; aFace.p2 = face.P2; aFace.t0 = face.P0; aFace.t1 = face.P1; aFace.t2 = face.P2; group.addFace(aFace); } } Iterator<Integer> it = materialIdToGroup.keySet().iterator(); logger.debug("Mesh: " + m.name() + " Anzahl Groups:" + materialIdToGroup.keySet().size()); while (it.hasNext()) { int currentGroupName = it.next(); Group currentGroup = materialIdToGroup.get(currentGroupName); logger.debug("Current group: " + currentGroupName); currentGroup.compileItsOwnLists(vertices, textureCoords); // Get the new arrays Vertex[] newVertices = currentGroup.getGroupVertices(); int[] newIndices = currentGroup.getIndexArray(); float[][] newTextureCoords = currentGroup.getGroupTexCoords(); int[] newTexIndices = currentGroup.getTexCoordIndices(); logger.debug( "\nGroup: \"" + currentGroup.name + "\" ->Vertices: " + currentGroup.verticesForGroup.size() + " ->TextureCoords: " + currentGroup.texCoordsForGroup.size() + " ->Indices: " + currentGroup.indexArray.length + " ->Texcoord Indices: " + currentGroup.texCoordIndexArray.length); logger.debug(""); if (vertices.length > 2) { GeometryInfo geometry = null; // Load as all vertex normals smoothed if creaseAngle == 180; if (creaseAngle == 180) { geometry = normalGenerator.generateSmoothNormals( pa, newVertices, newIndices, newTextureCoords, newTexIndices, creaseAngle, flipTextureY, flipTextureX); } else { geometry = normalGenerator.generateCreaseAngleNormals( pa, newVertices, newIndices, newTextureCoords, newTexIndices, creaseAngle, flipTextureY, flipTextureX); } MTTriangleMesh mesh = new MTTriangleMesh(pa, geometry); if (mesh != null) { mesh.setName(m.name() + " material: " + new Integer(currentGroupName).toString()); // Assign texture this.assignMaterial(pathToModel, file, scene, m, currentGroupName, mesh); if (mesh.getTexture() != null) { mesh.setTextureEnabled(true); } else { logger.debug("No texture could be assigned to mesh."); } returnMeshList.add(mesh); } } } } else { // If there are no materials for this mesh dont split mesh into // groups by material // Fill indices array and texcoords array (Here: vertex index = texcoord index) for (int faceIndex = 0; faceIndex < m.faces(); faceIndex++) { Face3ds f = m.face(faceIndex); indices[faceIndex * 3] = f.P0; indices[faceIndex * 3 + 1] = f.P1; indices[faceIndex * 3 + 2] = f.P2; texCoordIndices[faceIndex * 3] = f.P0; texCoordIndices[faceIndex * 3 + 1] = f.P1; texCoordIndices[faceIndex * 3 + 2] = f.P2; } // for faces // Create the Mesh and set a texture if (vertices.length > 2) { // Create normals for the mesh and duplicate vertices for faces that share the same // Vertex, but with different texture coordinates or different normals GeometryInfo geometry = null; // Generate normals and denormalize vertices with more than 1 texture coordinate if (creaseAngle == 180) { geometry = normalGenerator.generateSmoothNormals( pa, vertices, indices, textureCoords, texCoordIndices, creaseAngle, flipTextureY, flipTextureX); } else { geometry = normalGenerator.generateCreaseAngleNormals( pa, vertices, indices, textureCoords, texCoordIndices, creaseAngle, flipTextureY, flipTextureX); } MTTriangleMesh mesh = new MTTriangleMesh(pa, geometry); mesh.setName(m.name()); // this.assignMaterial(file, scene, m, sceneMaterialID, mesh); returnMeshList.add(mesh); } // end if vertices.lentgh > 2 } } // for meshes // logger.debug(decode.text()); } catch (Exception e) { e.printStackTrace(); } materialIdToGroup.clear(); long timeB = System.currentTimeMillis(); long delta = timeB - timeA; logger.debug("Loaded model in: " + delta + " ms"); return (MTTriangleMesh[]) returnMeshList.toArray(new MTTriangleMesh[returnMeshList.size()]); }
/** * Uses the faces attached to this group during the parsing process and the lists with all * vertex and all texture coordinates of the obj file to create arrays for this group with * vertices and texture coords that only belong to this single group. * * @param allFileVerts * @param allTexCoords */ public void compileItsOwnLists(Vertex[] allFileVerts, float[][] allTexCoords) { indexArray = new int[faces.size() * 3]; if (allTexCoords.length > 0) { texCoordIndexArray = new int[faces.size() * 3]; } for (int i = 0; i < faces.size(); i++) { AFace currentFace = faces.get(i); Vertex v0 = allFileVerts[currentFace.p0]; Vertex v1 = allFileVerts[currentFace.p1]; Vertex v2 = allFileVerts[currentFace.p2]; if (allTexCoords.length > currentFace.t0 && allTexCoords.length > currentFace.t1 && allTexCoords.length > currentFace.t2) { float[] texV0 = allTexCoords[currentFace.t0]; float[] texV1 = allTexCoords[currentFace.t1]; float[] texV2 = allTexCoords[currentFace.t2]; // Etwas redundant immer wieder zu machen beim gleichen vertex..whatever v0.setTexCoordU(texV0[0]); v0.setTexCoordV(texV0[1]); v1.setTexCoordU(texV1[0]); v1.setTexCoordV(texV1[1]); v2.setTexCoordU(texV2[0]); v2.setTexCoordV(texV2[1]); // Check if there is a texture index in the hashtable at the faces texture pointer // if not, create a new index = the end of thexcoords list, and put the pointer into the // hash // if yes, point the faces texture pointer to the pointer in the hash // This process maps the texture coords and indices of all the groups in the obj // file to only this groups texture coord list and texture indices, the indices // are created from the index in the thex coord list when they are put in // Only the texture coordinates are added to the list that have not been adressed // in the texture indices pointers in the faces // Same texture pointers will point to the same texcoord in the list Integer oldToNewT0 = oldTexIndexToNewTexIndex.get(currentFace.t0); if (oldToNewT0 != null) { currentFace.t0 = oldToNewT0; } else { int newIndex = texCoordsForGroup.size(); texCoordsForGroup.add(texV0); oldTexIndexToNewTexIndex.put(currentFace.t0, newIndex); currentFace.t0 = newIndex; } Integer oldToNewT1 = oldTexIndexToNewTexIndex.get(currentFace.t1); if (oldToNewT1 != null) { currentFace.t1 = oldToNewT1; } else { int newIndex = texCoordsForGroup.size(); texCoordsForGroup.add(texV1); oldTexIndexToNewTexIndex.put(currentFace.t1, newIndex); currentFace.t1 = newIndex; } Integer oldToNewT2 = oldTexIndexToNewTexIndex.get(currentFace.t2); if (oldToNewT2 != null) { currentFace.t2 = oldToNewT2; } else { int newIndex = texCoordsForGroup.size(); texCoordsForGroup.add(texV2); oldTexIndexToNewTexIndex.put(currentFace.t2, newIndex); currentFace.t2 = newIndex; } } // Do the same for the vertices. // Create a new vertex pointer when adding the vertex to the list Integer oldToNewP0 = oldIndexToNewIndex.get(currentFace.p0); if (oldToNewP0 != null) { // index of the old vertex list has already been mapped to a new one here -> use the new // index in the face currentFace.p0 = oldToNewP0; } else { int newIndex = verticesForGroup.size(); verticesForGroup.add(v0); // mark that the former index (for exmample 323) is now at new index (f.e. 1) oldIndexToNewIndex.put(currentFace.p0, newIndex); currentFace.p0 = newIndex; } Integer oldToNewP1 = oldIndexToNewIndex.get(currentFace.p1); if (oldToNewP1 != null) { currentFace.p1 = oldToNewP1; } else { int newIndex = verticesForGroup.size(); verticesForGroup.add(v1); oldIndexToNewIndex.put(currentFace.p1, newIndex); currentFace.p1 = newIndex; } Integer oldToNewP2 = oldIndexToNewIndex.get(currentFace.p2); if (oldToNewP2 != null) { currentFace.p2 = oldToNewP2; } else { int newIndex = verticesForGroup.size(); verticesForGroup.add(v2); oldIndexToNewIndex.put(currentFace.p2, newIndex); currentFace.p2 = newIndex; } indexArray[i * 3] = currentFace.p0; indexArray[i * 3 + 1] = currentFace.p1; indexArray[i * 3 + 2] = currentFace.p2; if (allTexCoords.length > 0) { texCoordIndexArray[i * 3] = currentFace.t0; texCoordIndexArray[i * 3 + 1] = currentFace.t1; texCoordIndexArray[i * 3 + 2] = currentFace.t2; } } }