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object.h
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object.h
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#pragma once
#pragma once
/*
mesh object class
written by myself (Jan Oliver Yameogo)
... yes I wote quite a lot of comments for my standarts ... I don't wanna get conused by my own code
... lol
*/
#include <fstream>
#include <string>
#include <vector>
#include "vectors.h"
//using std::string;
using namespace std;
class object {
public:
//name
string name = "object";
//true if culling
bool culling;
//vertices in the same order as in the file
vector<vec3> vertices;
//vertex normals in the same order as in the file
vector<vec3> normals;
//faces in the same order as in the file
//(every index contains another list for each face with indices pointing to a vertex in the vertices list)
vector<vector<int>> faces;
//vertex normals in the same order as in the file
//(every index contains another list for each face with indices pointing to a vertex normal in the normals list)
vector<vector<int>> vertex_normals;
//uv texture coordinates in the same order as in the file
//(every index contains another list for each face with indices pointing to a uv texture coordinate in the normals list)
vector<vector<int>> uv;
//uv coordinates
vector<vec2> uv_texture_coordinates;
//list that contains each face normal at the index of its corresponding face
vector<vec3> face_normals;
//axes (x,y,z)
vec3 axes[3] = { vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) };
//splits up a string into multiple smaller ones that are then saved in a vector list
vector<string> split(string s, char c)
{
vector<string> group;
int last = 0;
for (int i = 0; i < s.length(); i++)
{
if (s.at(i) == c)
{
group.push_back(s.substr(last, i - last));
last = i + 1;
}
else if (i + 1 == s.length())
{
group.push_back(s.substr(last, i - last + 1));
}
}
return group;
}
void rotateObj(int axis, float angle) {
for (int i = 0; i < vertices.size(); i++)
vertices.at(i) = vertices.at(i).rotate(axes[axis], angle);
for (int i = 0; i < face_normals.size(); i++)
face_normals.at(i) = face_normals.at(i).rotate(axes[axis], angle);
for (int i = 0; i < normals.size(); i++)
normals.at(i) = normals.at(i).rotate(axes[axis], angle);
for (int i = 0; i < 3; i++)
axes[i] = axes[i].rotate(axes[axis], angle);
}
void rotateObj(vec3 axis, float angle) {
for (int i = 0; i < vertices.size(); i++)
vertices.at(i) = vertices.at(i).rotate(axis, angle);
for (int i = 0; i < face_normals.size(); i++)
face_normals.at(i) = face_normals.at(i).rotate(axis, angle);
for (int i = 0; i < normals.size(); i++)
normals.at(i) = normals.at(i).rotate(axis, angle);
for (int i = 0; i < 3; i++)
axes[i] = axes[i].rotate(axis, angle);
}
/*
reads an .obj file from the path path and a smooth object
*/
void readObj(string path, string smooth_path)
{
int numberOfNormals;
string line;
ifstream objectFile("assets/objects/" + path);
//reads the file line by line
while (getline(objectFile, line))
{
//name
if (line.substr(0, 2) == ("o "))
{
name = split(line, ' ').at(1);
}
//vertices
else if (line.substr(0, 2) == ("v "))
{
vector<string> list = split(line, ' ');
vertices.push_back(
vec3(
stof(list.at(1)),
stof(list.at(2)),
stof(list.at(3))
));
}
//uv texture coordinates
else if (line.substr(0, 3) == ("vt "))
{
vector<string> list = split(line, ' ');
uv_texture_coordinates.push_back( vec2( stof(list.at(1)), stof(list.at(2)) ) );
}
//vertex normals (somehow face normals in blender)
else if (line.substr(0, 3) == ("vn "))
{
vector<string> list = split(line, ' ');
normals.push_back(
vec3(
stof(list.at(1)),
stof(list.at(2)),
stof(list.at(3))
));
}
//faces
else if (line.substr(0, 2) == ("f "))
{
vector<string> list1 = split(line, ' ');
vector<int> face_vertices;
vector<int> face_face_normals;
vector<int> face_uv;
for (int i = 1; i < list1.size(); i++)
{
vector<string> list2 = split(list1.at(i), '/');
face_vertices.push_back(stoi(list2.at(0)));
face_face_normals.push_back(stoi(list2.at(2)));
face_uv.push_back(stoi(list2.at(1)));
}
faces.push_back(face_vertices);
uv.push_back(face_uv);
face_normals.push_back(normals.at(face_face_normals.at(0) - 1));
}
}
objectFile.close();
numberOfNormals = normals.size();
//reads smooth object
ifstream smooth_objectFile("assets/objects/" + smooth_path);
while (getline(smooth_objectFile, line))
{
//vertex normals (somehow face normals in blender)
if (line.substr(0, 3) == ("vn "))
{
vector<string> list = split(line, ' ');
normals.push_back(
vec3(
stof(list.at(1)),
stof(list.at(2)),
stof(list.at(3))
));
}
//vertex normals
else if (line.substr(0, 2) == ("f "))
{
vector<string> list1 = split(line, ' ');
vector<int> face_vertex_normals;
for (int i = 1; i < list1.size(); i++)
face_vertex_normals.push_back(stoi(split(list1.at(i), '/').at(2)) + numberOfNormals);
vertex_normals.push_back(face_vertex_normals);
}
}
smooth_objectFile.close();
}
//constructors
object(string path, string smooth_path, bool primitive_culling)
{
//sets culling flag
culling = primitive_culling;
//reading .obj file with path to smooth object
readObj(path, smooth_path);
cout << "Object loaded: [" << path << "; " << smooth_path << "]" << endl;
}
//getters
string getName()
{return name;}
//setters
void setName(string n)
{name = n;}
};