| 1 | // Copyright (C) 2017 The Qt Company Ltd and/or its subsidiary(-ies). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "objgeometryloader.h" |
| 5 | |
| 6 | #include <QtCore/QHash> |
| 7 | #include <QtCore/QLoggingCategory> |
| 8 | #include <QtCore/QRegularExpression> |
| 9 | #include <QtCore/QIODevice> |
| 10 | |
| 11 | QT_BEGIN_NAMESPACE |
| 12 | |
| 13 | namespace Qt3DRender { |
| 14 | |
| 15 | Q_LOGGING_CATEGORY(ObjGeometryLoaderLog, "Qt3D.ObjGeometryLoader" , QtWarningMsg) |
| 16 | |
| 17 | static void addFaceVertex(const FaceIndices &faceIndices, |
| 18 | QList<FaceIndices> &faceIndexVector, |
| 19 | QHash<FaceIndices, unsigned int> &faceIndexMap); |
| 20 | |
| 21 | inline uint qHash(const FaceIndices &faceIndices) |
| 22 | { |
| 23 | return faceIndices.positionIndex |
| 24 | + 10 * faceIndices.texCoordIndex |
| 25 | + 100 * faceIndices.normalIndex; |
| 26 | } |
| 27 | |
| 28 | bool ObjGeometryLoader::doLoad(QIODevice *ioDev, const QString &subMesh) |
| 29 | { |
| 30 | // Parse faces taking into account each vertex in a face can index different indices |
| 31 | // for the positions, normals and texture coords; |
| 32 | // Generate unique vertices (in OpenGL parlance) and output to points, texCoords, |
| 33 | // normals and calculate mapping from faces to unique indices |
| 34 | QList<QVector3D> positions; |
| 35 | QList<QVector3D> normals; |
| 36 | QList<QVector2D> texCoords; |
| 37 | QHash<FaceIndices, unsigned int> faceIndexMap; |
| 38 | QList<FaceIndices> faceIndexVector; |
| 39 | |
| 40 | bool skipping = false; |
| 41 | int positionsOffset = 0; |
| 42 | int normalsOffset = 0; |
| 43 | int texCoordsOffset = 0; |
| 44 | |
| 45 | QRegularExpression subMeshMatch(subMesh); |
| 46 | if (!subMeshMatch.isValid()) |
| 47 | subMeshMatch.setPattern(QLatin1String("^(" ) + subMesh + QLatin1String(")$" )); |
| 48 | Q_ASSERT(subMeshMatch.isValid()); |
| 49 | |
| 50 | char lineBuffer[1024]; |
| 51 | const char *line; |
| 52 | QByteArray longLine; |
| 53 | while (!ioDev->atEnd()) { |
| 54 | // try to read into lineBuffer first, if the line fits (common case) we can do this without expensive allocations |
| 55 | // if not, fall back to dynamically allocated QByteArrays |
| 56 | auto lineSize = ioDev->readLine(data: lineBuffer, maxlen: sizeof(lineBuffer)); |
| 57 | if (lineSize == sizeof(lineBuffer) - 1 && lineBuffer[lineSize - 1] != '\n') { |
| 58 | longLine = QByteArray(lineBuffer, lineSize); |
| 59 | longLine += ioDev->readLine(); |
| 60 | line = longLine.constData(); |
| 61 | lineSize = longLine.size(); |
| 62 | } else { |
| 63 | line = lineBuffer; |
| 64 | } |
| 65 | |
| 66 | if (lineSize > 0 && line[0] != '#') { |
| 67 | if (line[lineSize - 1] == '\n') |
| 68 | --lineSize; // chop newline |
| 69 | if (lineSize <= 0) |
| 70 | continue; |
| 71 | |
| 72 | if (line[lineSize - 1] == '\r') |
| 73 | --lineSize; // chop newline also for CRLF format |
| 74 | if (lineSize <= 0) |
| 75 | continue; |
| 76 | |
| 77 | while (lineSize > 0 && (line[lineSize - 1] == ' ' || line[lineSize - 1] == '\t')) { |
| 78 | --lineSize; // chop trailing spaces |
| 79 | } |
| 80 | if (lineSize <= 0) |
| 81 | continue; |
| 82 | |
| 83 | const ByteArraySplitter tokens(line, line + lineSize, ' ', Qt::SkipEmptyParts); |
| 84 | |
| 85 | if (qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "v " , len: 2) == 0) { |
| 86 | if (tokens.size() < 4) { |
| 87 | qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex" ; |
| 88 | } else { |
| 89 | if (!skipping) { |
| 90 | const float x = tokens.floatAt(index: 1); |
| 91 | const float y = tokens.floatAt(index: 2); |
| 92 | const float z = tokens.floatAt(index: 3); |
| 93 | positions.append(t: QVector3D(x, y, z)); |
| 94 | } else { |
| 95 | positionsOffset++; |
| 96 | } |
| 97 | } |
| 98 | } else if (m_loadTextureCoords && qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "vt " , len: 3) == 0) { |
| 99 | if (tokens.size() < 3) { |
| 100 | qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in texture coordinate" ; |
| 101 | } else { |
| 102 | if (!skipping) { |
| 103 | // Process texture coordinate |
| 104 | const float s = tokens.floatAt(index: 1); |
| 105 | const float t = tokens.floatAt(index: 2); |
| 106 | texCoords.append(t: QVector2D(s, t)); |
| 107 | } else { |
| 108 | ++texCoordsOffset; |
| 109 | } |
| 110 | } |
| 111 | } else if (qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "vn " , len: 3) == 0) { |
| 112 | if (tokens.size() < 4) { |
| 113 | qCWarning(ObjGeometryLoaderLog) << "Unsupported number of components in vertex normal" ; |
| 114 | } else { |
| 115 | if (!skipping) { |
| 116 | const float x = tokens.floatAt(index: 1); |
| 117 | const float y = tokens.floatAt(index: 2); |
| 118 | const float z = tokens.floatAt(index: 3); |
| 119 | normals.append(t: QVector3D(x, y, z)); |
| 120 | } else { |
| 121 | ++normalsOffset; |
| 122 | } |
| 123 | } |
| 124 | } else if (!skipping && tokens.size() >= 4 && qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "f " , len: 2) == 0) { |
| 125 | // Process face |
| 126 | int faceVertices = tokens.size() - 1; |
| 127 | |
| 128 | QVarLengthArray<FaceIndices, 4> face; // try to avoid allocations in the common case of triangulated data |
| 129 | face.reserve(sz: faceVertices); |
| 130 | |
| 131 | for (int i = 0; i < faceVertices; i++) { |
| 132 | FaceIndices faceIndices; |
| 133 | const ByteArraySplitter indices = tokens.splitterAt(index: i + 1, delimiter: '/', splitBehavior: Qt::KeepEmptyParts); |
| 134 | switch (indices.size()) { |
| 135 | case 3: |
| 136 | faceIndices.normalIndex = indices.intAt(index: 2) - 1 - normalsOffset; // fall through |
| 137 | Q_FALLTHROUGH(); |
| 138 | case 2: |
| 139 | faceIndices.texCoordIndex = indices.intAt(index: 1) - 1 - texCoordsOffset; // fall through |
| 140 | Q_FALLTHROUGH(); |
| 141 | case 1: |
| 142 | faceIndices.positionIndex = indices.intAt(index: 0) - 1 - positionsOffset; |
| 143 | break; |
| 144 | default: |
| 145 | qCWarning(ObjGeometryLoaderLog) << "Unsupported number of indices in face element" ; |
| 146 | } |
| 147 | |
| 148 | face.append(t: faceIndices); |
| 149 | } |
| 150 | |
| 151 | // If number of edges in face is greater than 3, |
| 152 | // decompose into triangles as a triangle fan. |
| 153 | FaceIndices v0 = face[0]; |
| 154 | FaceIndices v1 = face[1]; |
| 155 | FaceIndices v2 = face[2]; |
| 156 | |
| 157 | // First face |
| 158 | addFaceVertex(faceIndices: v0, faceIndexVector, faceIndexMap); |
| 159 | addFaceVertex(faceIndices: v1, faceIndexVector, faceIndexMap); |
| 160 | addFaceVertex(faceIndices: v2, faceIndexVector, faceIndexMap); |
| 161 | |
| 162 | for (int i = 3; i < face.size(); ++i) { |
| 163 | v1 = v2; |
| 164 | v2 = face[i]; |
| 165 | addFaceVertex(faceIndices: v0, faceIndexVector, faceIndexMap); |
| 166 | addFaceVertex(faceIndices: v1, faceIndexVector, faceIndexMap); |
| 167 | addFaceVertex(faceIndices: v2, faceIndexVector, faceIndexMap); |
| 168 | } |
| 169 | |
| 170 | // end of face |
| 171 | } else if (qstrncmp(str1: tokens.charPtrAt(index: 0), str2: "o " , len: 2) == 0) { |
| 172 | if (tokens.size() < 2) { |
| 173 | qCWarning(ObjGeometryLoaderLog) << "Missing submesh name" ; |
| 174 | } else { |
| 175 | if (!subMesh.isEmpty() ) { |
| 176 | const QString objName = tokens.stringAt(index: 1); |
| 177 | QRegularExpressionMatch match = subMeshMatch.match(subject: objName); |
| 178 | skipping = !match.hasMatch(); |
| 179 | } |
| 180 | } |
| 181 | } |
| 182 | } // empty input line |
| 183 | } // while (!ioDev->atEnd()) |
| 184 | |
| 185 | // Iterate over the faceIndexMap and pull out pos, texCoord and normal data |
| 186 | // thereby generating unique vertices of data (by OpenGL definition) |
| 187 | const qsizetype vertexCount = faceIndexMap.size(); |
| 188 | const bool hasTexCoords = !texCoords.isEmpty(); |
| 189 | const bool hasNormals = !normals.isEmpty(); |
| 190 | |
| 191 | m_points.resize(new_size: vertexCount); |
| 192 | m_texCoords.clear(); |
| 193 | if (hasTexCoords) |
| 194 | m_texCoords.resize(new_size: vertexCount); |
| 195 | m_normals.clear(); |
| 196 | if (hasNormals) |
| 197 | m_normals.resize(new_size: vertexCount); |
| 198 | |
| 199 | for (auto it = faceIndexMap.cbegin(), endIt = faceIndexMap.cend(); it != endIt; ++it) { |
| 200 | const uint positionIndex = it.key().positionIndex; |
| 201 | const uint texCoordIndex = it.key().texCoordIndex; |
| 202 | const uint normalIndex = it.key().normalIndex; |
| 203 | |
| 204 | m_points[it.value()] = (positionIndex < uint(positions.size())) ? positions[positionIndex] : QVector3D(); |
| 205 | if (hasTexCoords) |
| 206 | m_texCoords[it.value()] = (texCoordIndex < uint(texCoords.size())) ? texCoords[texCoordIndex] : QVector2D(); |
| 207 | if (hasNormals) |
| 208 | m_normals[it.value()] = (normalIndex < uint(normals.size())) ? normals[normalIndex] : QVector3D(); |
| 209 | } |
| 210 | |
| 211 | // Now iterate over the face indices and lookup the unique vertex index |
| 212 | const qsizetype indexCount = faceIndexVector.size(); |
| 213 | m_indices.clear(); |
| 214 | m_indices.reserve(n: indexCount); |
| 215 | for (const FaceIndices &faceIndices : std::as_const(t&: faceIndexVector)) { |
| 216 | const unsigned int i = faceIndexMap.value(key: faceIndices); |
| 217 | m_indices.push_back(x: i); |
| 218 | } |
| 219 | |
| 220 | return true; |
| 221 | } |
| 222 | |
| 223 | static void addFaceVertex(const FaceIndices &faceIndices, |
| 224 | QList<FaceIndices> &faceIndexVector, |
| 225 | QHash<FaceIndices, unsigned int> &faceIndexMap) |
| 226 | { |
| 227 | if (faceIndices.positionIndex != std::numeric_limits<unsigned int>::max()) { |
| 228 | faceIndexVector.append(t: faceIndices); |
| 229 | if (!faceIndexMap.contains(key: faceIndices)) |
| 230 | faceIndexMap.insert(key: faceIndices, value: faceIndexMap.size()); |
| 231 | } else { |
| 232 | qCWarning(ObjGeometryLoaderLog) << "Missing position index" ; |
| 233 | } |
| 234 | } |
| 235 | |
| 236 | } // namespace Qt3DRender |
| 237 | |
| 238 | QT_END_NAMESPACE |
| 239 | |