Fix formatting of OBJLoader

This commit is contained in:
Edwin Jakobs
2020-03-10 11:06:34 +01:00
parent a8fc4f34d7
commit f663677cfa

View File

@@ -9,6 +9,8 @@ import org.openrndr.math.Vector3
import java.io.File
import java.net.MalformedURLException
import java.net.URL
import kotlin.math.max
import kotlin.math.min
class Triangle(val positions: Array<Vector3> = emptyArray(),
val normals: Array<Vector3> = emptyArray(),
@@ -31,23 +33,23 @@ fun bounds(triangles: List<Triangle>): Box {
triangles.forEach {
it.positions.forEach {
minX = Math.min(minX, it.x)
minY = Math.min(minY, it.y)
minZ = Math.min(minZ, it.z)
minX = min(minX, it.x)
minY = min(minY, it.y)
minZ = min(minZ, it.z)
maxX = Math.max(maxX, it.x)
maxY = Math.max(maxY, it.y)
maxZ = Math.max(maxZ, it.z)
maxX = max(maxX, it.x)
maxY = max(maxY, it.y)
maxZ = max(maxZ, it.z)
}
}
return Box(Vector3(minX, minY, minZ), maxX - minX, maxY - minY, maxZ - minZ)
}
fun List<Triangle>.vertexBuffer():VertexBuffer {
val vertexBuffer = vertexBuffer(objVertexFormat, size*3)
fun List<Triangle>.vertexBuffer(): VertexBuffer {
val vertexBuffer = vertexBuffer(objVertexFormat, size * 3)
vertexBuffer.put {
this@vertexBuffer.forEach {
for (i in 0 until it.positions.size) {
for (i in it.positions.indices) {
write(it.positions[i])
write(it.normals[i])
write(Vector2.ZERO)
@@ -92,16 +94,16 @@ fun loadOBJasVertexBuffer(lines: List<String>): VertexBuffer {
vertexBuffer.put {
objects.entries.forEach {
it.value.forEach {
for (i in 0 until it.positions.size) {
for (i in it.positions.indices) {
write(it.positions[i])
if (it.normals.size > 0) {
if (it.normals.isNotEmpty()) {
write(it.normals[i])
} else {
val d0 = it.positions[2] - it.positions[0]
val d1 = it.positions[1] - it.positions[0]
write(d0.normalized.cross(d1.normalized).normalized)
}
if (it.textureCoords.size > 0) {
if (it.textureCoords.isNotEmpty()) {
write(it.textureCoords[i])
} else {
write(Vector2.ZERO)
@@ -145,36 +147,36 @@ fun loadOBJ(lines: List<String>): Map<String, List<Triangle>> {
it.map { it.toIntOrNull() }
}
for (i in 0 until indices.size-2) {
for (i in 0 until indices.size - 2) {
val attributes = indices[0].size
val o = i*2
val o = i * 2
val s = indices.size
val ps = if (attributes >= 1) arrayOf(
indices[(0+o)%s][0]?.let { positions[it - 1] } ?: Vector3.ZERO,
indices[(1+o)%s][0]?.let { positions[it - 1] } ?: Vector3.ZERO,
indices[(2+o)%s][0]?.let { positions[it - 1] } ?: Vector3.ZERO)
indices[(0 + o) % s][0]?.let { positions[it - 1] } ?: Vector3.ZERO,
indices[(1 + o) % s][0]?.let { positions[it - 1] } ?: Vector3.ZERO,
indices[(2 + o) % s][0]?.let { positions[it - 1] } ?: Vector3.ZERO)
else
emptyArray()
val tcs = if (attributes >= 2) arrayOf(
indices[(0+o)%s][1]?.let { textureCoords[it - 1] } ?: Vector2.ZERO,
indices[(1+o)%s][1]?.let { textureCoords[it - 1] } ?: Vector2.ZERO,
indices[(2+o)%s][1]?.let { textureCoords[it - 1] } ?: Vector2.ZERO)
indices[(0 + o) % s][1]?.let { textureCoords[it - 1] } ?: Vector2.ZERO,
indices[(1 + o) % s][1]?.let { textureCoords[it - 1] } ?: Vector2.ZERO,
indices[(2 + o) % s][1]?.let { textureCoords[it - 1] } ?: Vector2.ZERO)
else
emptyArray()
val ns = if (attributes >= 3) arrayOf(
indices[(0+o)%s][2]?.let { normals[it - 1] } ?: Vector3.ZERO,
indices[(1+o)%s][2]?.let { normals[it - 1] } ?: Vector3.ZERO,
indices[(2+o)%s][2]?.let { normals[it - 1] } ?: Vector3.ZERO)
indices[(0 + o) % s][2]?.let { normals[it - 1] } ?: Vector3.ZERO,
indices[(1 + o) % s][2]?.let { normals[it - 1] } ?: Vector3.ZERO,
indices[(2 + o) % s][2]?.let { normals[it - 1] } ?: Vector3.ZERO)
else
emptyArray()
activeMesh.add(Triangle(ps, ns, tcs))
if(meshes.isEmpty()) {
if (meshes.isEmpty()) {
meshes["no-name"] = activeMesh
}
}