space-game001/TextModel.cpp
2025-03-01 11:45:16 +03:00

222 lines
4.9 KiB
C++

#include "TextModel.h"
#include <regex>
#include <string>
#include <fstream>
#include <iostream>
namespace ZL
{
VertexDataStruct LoadFromTextFile(const std::string& fileName)
{
VertexDataStruct result;
std::ifstream f(fileName);
//Skip first 5 lines
std::string tempLine;
std::getline(f, tempLine);
static const std::regex pattern_count(R"(\d+)");
static const std::regex pattern_float(R"([-]?\d+\.\d+)");
static const std::regex pattern_int(R"([-]?\d+)");
std::smatch match;
int numberVertices;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberVertices = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<Vector3f> vertices;
vertices.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
vertices[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
}
std::cout << "Hello x1" << std::endl;
std::getline(f, tempLine); //===UV Coordinates:
std::getline(f, tempLine); //triangle count
int numberTriangles;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberTriangles = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
// Now process UVs
std::vector<std::array<Vector2f, 3>> uvCoords;
uvCoords.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine); //Face 0
int uvCount;
std::getline(f, tempLine);
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
uvCount = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
if (uvCount != 3)
{
throw std::runtime_error("more than 3 uvs");
}
std::vector<float> floatValues;
for (int j = 0; j < 3; j++)
{
std::getline(f, tempLine); //UV <Vector (-0.3661, -1.1665)>
auto b = tempLine.cbegin();
auto e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
if (floatValues.size() != 2)
{
throw std::runtime_error("more than 2 uvs---");
}
uvCoords[i][j] = Vector2f{ floatValues[0],floatValues[1] };
}
}
std::cout << "Hello eee" << std::endl;
std::getline(f, tempLine); //===Normals:
std::vector<Vector3f> normals;
normals.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
normals[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
}
std::cout << "Hello x4" << std::endl;
std::getline(f, tempLine); //===Triangles: 3974
std::vector<std::array<int, 3>> triangles;
triangles.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine);
std::vector<int> intValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_int)) {
intValues.push_back(std::stoi(match.str()));
b = match.suffix().first;
}
triangles[i] = { intValues[0], intValues[1], intValues[2] };
}
std::cout << "Hello x5" << std::endl;
// Now let's process bone weights and vertices
for (int i = 0; i < numberTriangles; i++)
{
result.PositionData.push_back(vertices[triangles[i][0]]);
result.PositionData.push_back(vertices[triangles[i][1]]);
result.PositionData.push_back(vertices[triangles[i][2]]);
result.NormalData.push_back(normals[triangles[i][0]]);
result.NormalData.push_back(normals[triangles[i][1]]);
result.NormalData.push_back(normals[triangles[i][2]]);
result.TexCoordData.push_back(uvCoords[i][0]);
result.TexCoordData.push_back(uvCoords[i][1]);
result.TexCoordData.push_back(uvCoords[i][2]);
}
//Swap from Blender format to OpenGL format
for (int i = 0; i < result.PositionData.size(); i++)
{
Vector3f tempVec = result.PositionData[i];
result.PositionData[i].v[0] = tempVec.v[1];
result.PositionData[i].v[1] = tempVec.v[2];
result.PositionData[i].v[2] = tempVec.v[0];
tempVec = result.NormalData[i];
result.NormalData[i].v[0] = tempVec.v[1];
result.NormalData[i].v[1] = tempVec.v[2];
result.NormalData[i].v[2] = tempVec.v[0];
}
return result;
}
}