| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2017 The Qt Company Ltd and/or its subsidiary(-ies). | 
| 4 | ** Contact: https://www.qt.io/licensing/ | 
| 5 | ** | 
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. | 
| 7 | ** | 
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ | 
| 9 | ** Commercial License Usage | 
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. | 
| 16 | ** | 
| 17 | ** GNU Lesser General Public License Usage | 
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser | 
| 19 | ** General Public License version 3 as published by the Free Software | 
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the | 
| 21 | ** packaging of this file. Please review the following information to | 
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements | 
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. | 
| 24 | ** | 
| 25 | ** GNU General Public License Usage | 
| 26 | ** Alternatively, this file may be used under the terms of the GNU | 
| 27 | ** General Public License version 2.0 or (at your option) the GNU General | 
| 28 | ** Public license version 3 or any later version approved by the KDE Free | 
| 29 | ** Qt Foundation. The licenses are as published by the Free Software | 
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 | 
| 31 | ** included in the packaging of this file. Please review the following | 
| 32 | ** information to ensure the GNU General Public License requirements will | 
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| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. | 
| 35 | ** | 
| 36 | ** $QT_END_LICENSE$ | 
| 37 | ** | 
| 38 | ****************************************************************************/ | 
| 39 |  | 
| 40 | #include "objgeometryloader.h" | 
| 41 |  | 
| 42 | #include <QtCore/QLoggingCategory> | 
| 43 | #include <QtCore/QRegularExpression> | 
| 44 |  | 
| 45 | QT_BEGIN_NAMESPACE | 
| 46 |  | 
| 47 | namespace Qt3DRender { | 
| 48 |  | 
| 49 | Q_LOGGING_CATEGORY(ObjGeometryLoaderLog, "Qt3D.ObjGeometryLoader" , QtWarningMsg) | 
| 50 |  | 
| 51 | static void addFaceVertex(const FaceIndices &faceIndices, | 
| 52 |                           QVector<FaceIndices>& faceIndexVector, | 
| 53 |                           QHash<FaceIndices, unsigned int>& faceIndexMap); | 
| 54 |  | 
| 55 | inline uint qHash(const FaceIndices &faceIndices) | 
| 56 | { | 
| 57 |     return faceIndices.positionIndex | 
| 58 |             + 10 * faceIndices.texCoordIndex | 
| 59 |             + 100 * faceIndices.normalIndex; | 
| 60 | } | 
| 61 |  | 
| 62 | bool ObjGeometryLoader::doLoad(QIODevice *ioDev, const QString &subMesh) | 
| 63 | { | 
| 64 |     // Parse faces taking into account each vertex in a face can index different indices | 
| 65 |     // for the positions, normals and texture coords; | 
| 66 |     // Generate unique vertices (in OpenGL parlance) and output to points, texCoords, | 
| 67 |     // normals and calculate mapping from faces to unique indices | 
| 68 |     QVector<QVector3D> positions; | 
| 69 |     QVector<QVector3D> normals; | 
| 70 |     QVector<QVector2D> texCoords; | 
| 71 |     QHash<FaceIndices, unsigned int> faceIndexMap; | 
| 72 |     QVector<FaceIndices> faceIndexVector; | 
| 73 |  | 
| 74 |     bool skipping = false; | 
| 75 |     int positionsOffset = 0; | 
| 76 |     int normalsOffset = 0; | 
| 77 |     int texCoordsOffset = 0; | 
| 78 |  | 
| 79 |     QRegularExpression subMeshMatch(subMesh); | 
| 80 |     if (!subMeshMatch.isValid()) | 
| 81 |         subMeshMatch.setPattern(QLatin1String("^(" ) + subMesh + QLatin1String(")$" )); | 
| 82 |     Q_ASSERT(subMeshMatch.isValid()); | 
| 83 |  | 
| 84 |     char lineBuffer[1024]; | 
| 85 |     const char *line; | 
| 86 |     QByteArray longLine; | 
| 87 |     while (!ioDev->atEnd()) { | 
| 88 |         // try to read into lineBuffer first, if the line fits (common case) we can do this without expensive allocations | 
| 89 |         // if not, fall back to dynamically allocated QByteArrays | 
| 90 |         auto lineSize = ioDev->readLine(data: lineBuffer, maxlen: sizeof(lineBuffer)); | 
| 91 |         if (lineSize == sizeof(lineBuffer) - 1 && lineBuffer[lineSize - 1] != '\n') { | 
| 92 |             longLine = QByteArray(lineBuffer, lineSize); | 
| 93 |             longLine += ioDev->readLine(); | 
| 94 |             line = longLine.constData(); | 
| 95 |             lineSize = longLine.size(); | 
| 96 |         } else { | 
| 97 |             line = lineBuffer; | 
| 98 |         } | 
| 99 |  | 
| 100 |         if (lineSize > 0 && line[0] != '#') { | 
| 101 |             if (line[lineSize - 1] == '\n') | 
| 102 |                 --lineSize; // chop newline | 
| 103 |             if (line[lineSize - 1] == '\r') | 
| 104 |                 --lineSize; // chop newline also for CRLF format | 
| 105 |             while (line[lineSize - 1] == ' ' || line[lineSize - 1] == '\t') | 
| 106 |                 --lineSize; // chop trailing spaces | 
| 107 |  | 
| 108 |             const ByteArraySplitter tokens(line, line + lineSize, ' ', Qt::SkipEmptyParts); | 
| 109 |  | 
| 110 |             if (qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "v " , len: 2) == 0) { | 
| 111 |                 if (tokens.size() < 4) { | 
| 112 |                     qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex" ; | 
| 113 |                 } else { | 
| 114 |                     if (!skipping) { | 
| 115 |                         const float x = tokens.floatAt(index: 1); | 
| 116 |                         const float y = tokens.floatAt(index: 2); | 
| 117 |                         const float z = tokens.floatAt(index: 3); | 
| 118 |                         positions.append(t: QVector3D(x, y, z)); | 
| 119 |                     } else { | 
| 120 |                         positionsOffset++; | 
| 121 |                     } | 
| 122 |                 } | 
| 123 |             } else if (m_loadTextureCoords && qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "vt " , len: 3) == 0) { | 
| 124 |                 if (tokens.size() < 3) { | 
| 125 |                     qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in texture coordinate" ; | 
| 126 |                 } else { | 
| 127 |                     if (!skipping) { | 
| 128 |                         // Process texture coordinate | 
| 129 |                         const float s = tokens.floatAt(index: 1); | 
| 130 |                         const float t = tokens.floatAt(index: 2); | 
| 131 |                         texCoords.append(t: QVector2D(s, t)); | 
| 132 |                     } else { | 
| 133 |                         ++texCoordsOffset; | 
| 134 |                     } | 
| 135 |                 } | 
| 136 |             } else if (qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "vn " , len: 3) == 0) { | 
| 137 |                 if (tokens.size() < 4) { | 
| 138 |                     qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex normal" ; | 
| 139 |                 } else { | 
| 140 |                     if (!skipping) { | 
| 141 |                         const float x = tokens.floatAt(index: 1); | 
| 142 |                         const float y = tokens.floatAt(index: 2); | 
| 143 |                         const float z = tokens.floatAt(index: 3); | 
| 144 |                         normals.append(t: QVector3D(x, y, z)); | 
| 145 |                     } else { | 
| 146 |                         ++normalsOffset; | 
| 147 |                     } | 
| 148 |                 } | 
| 149 |             } else if (!skipping && tokens.size() >= 4 && qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "f " , len: 2) == 0) { | 
| 150 |                 // Process face | 
| 151 |                 int faceVertices = tokens.size() - 1; | 
| 152 |  | 
| 153 |                 QVarLengthArray<FaceIndices, 4> face; // try to avoid allocations in the common case of triangulated data | 
| 154 |                 face.reserve(asize: faceVertices); | 
| 155 |  | 
| 156 |                 for (int i = 0; i < faceVertices; i++) { | 
| 157 |                     FaceIndices faceIndices; | 
| 158 |                     const ByteArraySplitter indices = tokens.splitterAt(index: i + 1, delimiter: '/', splitBehavior: Qt::KeepEmptyParts); | 
| 159 |                     switch (indices.size()) { | 
| 160 |                     case 3: | 
| 161 |                         faceIndices.normalIndex = indices.intAt(index: 2) - 1 - normalsOffset;  // fall through | 
| 162 |                         Q_FALLTHROUGH(); | 
| 163 |                     case 2: | 
| 164 |                         faceIndices.texCoordIndex = indices.intAt(index: 1) - 1 - texCoordsOffset; // fall through | 
| 165 |                         Q_FALLTHROUGH(); | 
| 166 |                     case 1: | 
| 167 |                         faceIndices.positionIndex = indices.intAt(index: 0) - 1 - positionsOffset; | 
| 168 |                         break; | 
| 169 |                     default: | 
| 170 |                         qCWarning(ObjGeometryLoaderLog) << "Unsupported number of indices in face element" ; | 
| 171 |                     } | 
| 172 |  | 
| 173 |                     face.append(t: faceIndices); | 
| 174 |                 } | 
| 175 |  | 
| 176 |                 // If number of edges in face is greater than 3, | 
| 177 |                 // decompose into triangles as a triangle fan. | 
| 178 |                 FaceIndices v0 = face[0]; | 
| 179 |                 FaceIndices v1 = face[1]; | 
| 180 |                 FaceIndices v2 = face[2]; | 
| 181 |  | 
| 182 |                 // First face | 
| 183 |                 addFaceVertex(faceIndices: v0, faceIndexVector, faceIndexMap); | 
| 184 |                 addFaceVertex(faceIndices: v1, faceIndexVector, faceIndexMap); | 
| 185 |                 addFaceVertex(faceIndices: v2, faceIndexVector, faceIndexMap); | 
| 186 |  | 
| 187 |                 for (int i = 3; i < face.size(); ++i) { | 
| 188 |                     v1 = v2; | 
| 189 |                     v2 = face[i]; | 
| 190 |                     addFaceVertex(faceIndices: v0, faceIndexVector, faceIndexMap); | 
| 191 |                     addFaceVertex(faceIndices: v1, faceIndexVector, faceIndexMap); | 
| 192 |                     addFaceVertex(faceIndices: v2, faceIndexVector, faceIndexMap); | 
| 193 |                 } | 
| 194 |  | 
| 195 |                 // end of face | 
| 196 |             } else if (qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "o " , len: 2) == 0) { | 
| 197 |                 if (tokens.size() < 2) { | 
| 198 |                     qCWarning(ObjGeometryLoaderLog) << "Missing submesh name" ; | 
| 199 |                 } else { | 
| 200 |                     if (!subMesh.isEmpty() ) { | 
| 201 |                         const QString objName = tokens.stringAt(index: 1); | 
| 202 |                         QRegularExpressionMatch match = subMeshMatch.match(subject: objName); | 
| 203 |                         skipping = !match.hasMatch(); | 
| 204 |                     } | 
| 205 |                 } | 
| 206 |             } | 
| 207 |         } // empty input line | 
| 208 |     } // while (!ioDev->atEnd()) | 
| 209 |  | 
| 210 |     // Iterate over the faceIndexMap and pull out pos, texCoord and normal data | 
| 211 |     // thereby generating unique vertices of data (by OpenGL definition) | 
| 212 |     const int vertexCount = faceIndexMap.size(); | 
| 213 |     const bool hasTexCoords = !texCoords.isEmpty(); | 
| 214 |     const bool hasNormals = !normals.isEmpty(); | 
| 215 |  | 
| 216 |     m_points.resize(asize: vertexCount); | 
| 217 |     m_texCoords.clear(); | 
| 218 |     if (hasTexCoords) | 
| 219 |         m_texCoords.resize(asize: vertexCount); | 
| 220 |     m_normals.clear(); | 
| 221 |     if (hasNormals) | 
| 222 |         m_normals.resize(asize: vertexCount); | 
| 223 |  | 
| 224 |     for (auto it = faceIndexMap.cbegin(), endIt = faceIndexMap.cend(); it != endIt; ++it) { | 
| 225 |         const uint positionIndex = it.key().positionIndex; | 
| 226 |         const uint texCoordIndex = it.key().texCoordIndex; | 
| 227 |         const uint normalIndex = it.key().normalIndex; | 
| 228 |  | 
| 229 |         m_points[it.value()] = (positionIndex < uint(positions.size())) ? positions[positionIndex] : QVector3D(); | 
| 230 |         if (hasTexCoords) | 
| 231 |             m_texCoords[it.value()] = (texCoordIndex < uint(texCoords.size())) ? texCoords[texCoordIndex] : QVector2D(); | 
| 232 |         if (hasNormals) | 
| 233 |             m_normals[it.value()] = (normalIndex < uint(normals.size())) ? normals[normalIndex] : QVector3D(); | 
| 234 |     } | 
| 235 |  | 
| 236 |     // Now iterate over the face indices and lookup the unique vertex index | 
| 237 |     const int indexCount = faceIndexVector.size(); | 
| 238 |     m_indices.clear(); | 
| 239 |     m_indices.reserve(asize: indexCount); | 
| 240 |     for (const FaceIndices faceIndices : qAsConst(t&: faceIndexVector)) { | 
| 241 |         const unsigned int i = faceIndexMap.value(akey: faceIndices); | 
| 242 |         m_indices.append(t: i); | 
| 243 |     } | 
| 244 |  | 
| 245 |     return true; | 
| 246 | } | 
| 247 |  | 
| 248 | static void addFaceVertex(const FaceIndices &faceIndices, | 
| 249 |                           QVector<FaceIndices>& faceIndexVector, | 
| 250 |                           QHash<FaceIndices, unsigned int>&faceIndexMap) | 
| 251 | { | 
| 252 |     if (faceIndices.positionIndex != std::numeric_limits<unsigned int>::max()) { | 
| 253 |         faceIndexVector.append(t: faceIndices); | 
| 254 |         if (!faceIndexMap.contains(akey: faceIndices)) | 
| 255 |             faceIndexMap.insert(akey: faceIndices, avalue: faceIndexMap.size()); | 
| 256 |     } else { | 
| 257 |         qCWarning(ObjGeometryLoaderLog) << "Missing position index" ; | 
| 258 |     } | 
| 259 | } | 
| 260 |  | 
| 261 | } // namespace Qt3DRender | 
| 262 |  | 
| 263 | QT_END_NAMESPACE | 
| 264 |  |