3dtrial/tinyrender4/obj.go

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2024-07-29 01:19:28 +00:00
package main
// This reads obj files?
import (
"bufio"
"fmt"
"io"
"log"
"math"
"strings"
)
type Vec3f struct {
X, Y, Z float32
}
type Vec2i struct {
X, Y int
}
type Vec2f struct {
X, Y float32
}
// A single vertex generally has multiple items associated with it
// when it's part of a face.
type Vertex struct {
Pos Vec3f
Tex Vec3f
}
type Facef [3]Vertex
// struct {
// Vertices [3]Vec3f
// TextureCoords [3]Vec2i
// }
type ObjModel struct {
Vertices []Vec3f
VTexture []Vec3f
Faces []Facef
}
func (vi *Vec2i) ToF() Vec2f {
return Vec2f{float32(vi.X), float32(vi.Y)}
}
func (vi *Vec3f) ToVec2i() Vec2i {
return Vec2i{int(vi.X), int(vi.Y)}
}
func (v0 *Vec3f) Sub(v1 Vec3f) Vec3f {
return Vec3f{
X: v0.X - v1.X,
Y: v0.Y - v1.Y,
Z: v0.Z - v1.Z,
}
}
func (v0 *Vec3f) CrossProduct(v1 Vec3f) Vec3f {
return Vec3f{
X: v0.Y*v1.Z - v0.Z*v1.Y,
Y: v0.Z*v1.X - v0.X*v1.Z,
Z: v0.X*v1.Y - v0.Y*v1.X,
}
}
//func (v
func (v *Vec3f) Normalize() Vec3f {
l := float32(math.Sqrt(float64(v.MultSimp(v))))
return Vec3f{
X: v.X / l,
Y: v.Y / l,
Z: v.Z / l,
}
}
func (v0 *Vec3f) MultSimp(v1 *Vec3f) float32 {
return v0.X*v1.X + v0.Y*v1.Y + v0.Z*v1.Z
}
// Parse an obj file at the given reader. Only handles v and f right now
func ParseObj(reader io.Reader) (*ObjModel, error) {
result := ObjModel{
Vertices: make([]Vec3f, 0),
Faces: make([]Facef, 0),
}
breader := bufio.NewReader(reader)
done := false
for !done {
// Scan a line
line, err := breader.ReadString('\n')
if err != nil {
if err == io.EOF {
done = true
} else {
log.Printf("NOT EOF ERR?")
return nil, err
}
}
line = strings.Trim(line, " \t\n\r")
if len(line) == 0 {
continue
}
// Find the first "item", whatever that is. This also gets rid of comments
// since we just don't use lines that start with # (no handler
var t string
_, err = fmt.Sscan(line, &t)
if err != nil {
log.Printf("SSCANF ERR")
return nil, err
}
line = line[len(t):]
if t == "v" {
// Read a vertex, should be just three floats
var v Vec3f
_, err := fmt.Sscan(line, &v.X, &v.Y, &v.Z)
if err != nil {
return nil, err
}
result.Vertices = append(result.Vertices, v)
} else if t == "vt" {
// Read a vertex tex coord, should be just three floats too
var vt Vec3f
_, err := fmt.Sscan(line, &vt.X, &vt.Y, &vt.Z)
if err != nil {
return nil, err
}
result.VTexture = append(result.VTexture, vt)
} else if t == "f" {
// Read a face; in our example, it's always three sets.
// For THIS example, we throw away those other values
var face Facef
var vi [3]int
var vti [3]int
var ti int
_, err := fmt.Sscanf(line, "%d/%d/%d %d/%d/%d %d/%d/%d",
&vi[0], &vti[0], &ti, &vi[1], &vti[1], &ti, &vi[2], &vti[2], &ti)
if err != nil {
return nil, err
}
for i := range 3 {
if vi[i] > len(result.Vertices) || vi[i] < 1 {
return nil, fmt.Errorf("Face vertex index out of bounds: %d", vi[i])
}
face[i].Pos = result.Vertices[vi[i]-1]
if vti[i] > len(result.VTexture) || vti[i] < 1 {
return nil, fmt.Errorf("Face vertex texture index out of bounds: %d", vti[i])
}
face[i].Tex = result.VTexture[vti[i]-1]
}
result.Faces = append(result.Faces, face)
}
}
return &result, nil
}