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ObjFile.cpp
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// Object Class
// Damien MATTEI
#include "ObjFile.hpp"
// implementations
template <class T,class S> ObjFile<T,S>::ObjFile() {
#ifdef DISPLAY_CONSTRUCTOR
cout << "# ObjFile constructor # " << this << endl;
#endif
}
template <class T,class S> ObjFile<T,S>::ObjFile(string filename,Universe<T> & univ,Panorama<T> & pan) :filename(filename) , univ(&univ),pan(&pan) {
#ifdef DISPLAY_CONSTRUCTOR
cout << "# ObjFile constructor # " << this << endl;
#endif
// open the OBJ file
ifstream objfile;
objfile.open (filename);
assert(objfile.is_open()); // abort program otherwise
//Object<T> & refObject = pan.template createObject<T>(filename);
Object<T> & refObject = pan.createObject(filename);
std::string line;
while (std::getline(objfile, line))
{
trim( line ); // remove white space at begin and end with Boost
std::istringstream iss(line);
//cout << line << endl;
std::string type;
iss >> type;
cout << "ObjFile.cpp : ObjFile : type =" << type << endl;
if (type=="#" || type=="" || type=="o") {
continue;
}
if (type=="v") {
T x,y,z;
iss >> x; iss >> y; iss >> z;
cout << "ObjFile.cpp : ObjFile : vertex : " << "x=" << x << " y=" << y << " z=" << z << endl;
if(iss.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in vertex" << endl;
}
else {
// store the point in universe
Point3D<T> & refP3d = univ.template createPoint3DRefvectorC<Point3D<T>,T,T,T>(x,y,z); // template
// now we must store it also in the object
refObject.storeVertex(refP3d);
}
continue;
}
if (type=="vt") {
T x,y;
iss >> x; iss >> y;
cout << "ObjFile.cpp : ObjFile : texture : " << "x=" << x << " y=" << y << endl;
if(iss.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in texture" << endl;
}
continue;
}
if (type=="vn") {
T x,y,z;
iss >> x; iss >> y; iss >> z;
cout << "ObjFile.cpp : ObjFile : normal : " << "x=" << x << " y=" << y << " z=" << z << endl;
if(iss.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in normal" << endl;
}
else {
Vector3D<T> & refV3d = univ.template createVector3DRefvectorC<Vector3D<T>,T,T,T>(x,y,z);
// now we must store it also in the object
refObject.storeVector(refV3d);
}
continue;
}
// # Polygonal face element (see below)
// f 1 2 3
// f 3/1 4/2 5/3
// f 6/4/1 3/5/3 7/6/5
// f 7//1 8//2 9//3
if (type=="f") {
// Face3D must created in Universe
//Face3D<T> & refF3d =
S iv;
// vertex
std::string vertex;
iss >> vertex; // searching an indice
if(iss.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in Face's vertex" << endl;
continue;
}
cout << "ObjFile.cpp : ObjFile : vertex :" << vertex << "." << endl;
std::istringstream issv(vertex);
issv >> iv; // reading a type number
if(issv.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in Face's vertex index" << endl;
continue;
}
cout << "ObjFile.cpp : ObjFile : vertex index :" << iv << "." << endl;
// todo: case space or slash ....
char separ;
issv >> separ;
if(issv.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in Face's separator" << endl;
continue;
}
cout << "ObjFile.cpp : ObjFile : vertex separator :" << separ << "." << endl;
// texture
S it;
issv >> it;
if(issv.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in Face's texture index" << endl;
continue;
}
cout << "ObjFile.cpp : ObjFile : texture index :" << it << "." << endl;
issv >> separ;
if(issv.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in Face's separator" << endl;
continue;
}
cout << "ObjFile.cpp : ObjFile : vertex separator :" << separ << "." << endl;
S in;
issv >> in;
if(issv.fail()) {
cerr << "ObjFile.cpp : ObjFile : Read error,bad value in Face's normal index" << endl;
continue;
}
cout << "ObjFile.cpp : ObjFile : normal index :" << in << "." << endl;
// end one vertex face
} // end face
} // end While
}
template <class T,class S> ObjFile<T,S>::~ObjFile() {
#ifdef DISPLAY_CONSTRUCTOR
cout << "# ObjFile destructor # " << this << endl;
#endif
}
// create an instanciation that will be usefull at linking
template class ObjFile<float,int>;
template <class T,class S> ostream& operator<< (ostream &out, const ObjFile<T,S> &objFR)
{
out << "ObjFile "
<< &objFR // display the adress, without & i should make a recursive call to << operator !!!
<< " filename = " << objFR.filename ;
return out;
}
// create an instanciation that will be usefull at linking
template ostream& operator<< (ostream &, const ObjFile<float,int> &);