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