fixes
This commit is contained in:
+51
-100
@@ -1,127 +1,78 @@
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#include "ColladaModel.h"
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ColladaModel::ColladaModel(const char* filename) : positions_(), triangles_() ,normals_()
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ColladaModel::ColladaModel(const char* filename) : faces_(), vertices_(), normals_()
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{
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tinyxml2::XMLDocument doc;
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doc.LoadFile(filename);
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////faces//////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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face_count = 0;
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tinyxml2::XMLElement* xml_face = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("triangles");
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xml_face->QueryIntAttribute("count", &face_count); //get count
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std::stringstream str_triangle(xml_face->FirstChildElement("p")->GetText()); //get values as a string
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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tinyxml2::XMLElement* xml_triangle_count = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("triangles");
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triangle_count = 0;
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xml_triangle_count->QueryIntAttribute("count", &triangle_count);
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tinyxml2::XMLElement* xml_triangle = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("triangles")->FirstChildElement("p");
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const char* xml2_triangle = xml_triangle->GetText();
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std::stringstream str_triangle(xml2_triangle);
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std::vector<std::vector<Vec3i>> triangle(triangle_count, std::vector<Vec3i>(3, Vec3i(0, 0, 0)));
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for (int i = 0; i < triangle_count; i++)
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for (int i = 0; i < face_count; i++)
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{
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int x = 0;
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str_triangle >> x;
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triangle[i][0].x = x;
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str_triangle >> x;
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triangle[i][1].x = x;
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str_triangle >> x;
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triangle[i][2].x = x;
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str_triangle >> x;
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triangle[i][0].y = x;
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str_triangle >> x;
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triangle[i][1].y = x;
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str_triangle >> x;
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triangle[i][2].y = x;
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str_triangle >> x;
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triangle[i][0].z = x;
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str_triangle >> x;
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triangle[i][1].z = x;
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str_triangle >> x;
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triangle[i][2].z = x;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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tinyxml2::XMLElement* xml_vertice = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("source")->FirstChildElement("float_array");
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vertice_count = 0;
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xml_vertice->QueryIntAttribute("count", &vertice_count);
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const char* xml2_vertice = xml_vertice->GetText();
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std::stringstream str_vertice(xml2_vertice);
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std::vector<Vec3f> vertice(vertice_count / 3);
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for (int i = 0; i < vertice_count / 3; i++)
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faces_.push_back(std::vector<Vec3i>());
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for (int j = 0; j < 3; j++)
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{
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float x = 0;
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str_vertice >> x;
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vertice[i].x = x;
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str_vertice >> x;
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vertice[i].y = x;
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str_vertice >> x;
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vertice[i].z = x;
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Vec3i temp;
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str_triangle >> temp.x;
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str_triangle >> temp.y;
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str_triangle >> temp.z;
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faces_[i].push_back(temp);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////vertex/////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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vertex_count = 0;
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tinyxml2::XMLElement* xml_vertex = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("source")->FirstChildElement("float_array");
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xml_vertex->QueryIntAttribute("count", &vertex_count);
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std::stringstream str_vertex(xml_vertex->GetText());
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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tinyxml2::XMLElement* xml_normal_count = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("source")->NextSiblingElement()->FirstChildElement("float_array");
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int normal_count = 0;
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xml_normal_count->QueryIntAttribute("count", &normal_count);
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for (int i = 0; i < vertex_count / 3; i++)
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{
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Vec3f temp;
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str_vertex >> temp.x;
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str_vertex >> temp.y;
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str_vertex >> temp.z;
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vertices_.push_back(temp);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////normal////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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normal_count = 0;
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tinyxml2::XMLElement* xml_normal = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("source")->NextSiblingElement()->FirstChildElement("float_array");
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const char* xml2_normal = xml_normal->GetText();
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std::stringstream str_normal(xml2_normal);
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xml_normal->QueryIntAttribute("count", &normal_count);
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std::stringstream str_normal(xml_normal->GetText());
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std::vector<Vec3f> normal(normal_count / 3);
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for (int i = 0; i < normal_count / 3; i++)
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{
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float x = 0;
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str_normal >> x;
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normal[i].x = x;
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str_normal >> x;
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normal[i].y = x;
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str_normal >> x;
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normal[i].z = x;
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Vec3f temp;
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str_normal >> temp.x;
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str_normal >> temp.y;
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str_normal >> temp.z;
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normals_.push_back(temp);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////
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}
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ColladaModel::~ColladaModel() {
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}
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std::vector<Vec3i> ColladaModel::triangle(int idx) {
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return triangles_[idx];
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std::vector<Vec3i> ColladaModel::face(int idx) {
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return faces_[idx];
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}
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Vec3f ColladaModel::position(int i) {
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return positions_[i];
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Vec3f ColladaModel::vertex(int i) {
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return vertices_[i];
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}
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int ColladaModel::nposition() {
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return vertice_count;
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int ColladaModel::nvertices() {
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return vertex_count;
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}
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int ColladaModel::ntriangle() {
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return triangle_count;
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int ColladaModel::nfaces() {
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return face_count;
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}
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@@ -19,21 +19,28 @@
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class ColladaModel {
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private:
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std::vector<Vec3f> positions_;
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std::vector<Vec3f> normals_;
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std::vector<std::vector<Vec3i> > triangles_;
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int face_count;
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int vertex_count;
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int normal_count;
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int textureco_count;
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int vertice_count;
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int triangle_count;
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std::vector<std::vector<Vec3i> > faces_;
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std::vector<Vec3f> vertices_;
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std::vector<Vec3f> normals_;
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std::vector<Vec3f> textureco_;
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public:
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ColladaModel(const char* filename);
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~ColladaModel();
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Vec3f position(int i);
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std::vector<Vec3i> triangle(int idx);
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std::vector<Vec3i> face(int idx);
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Vec3f vertex(int i);
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Vec3f normal(int i);
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Vec3f textureco(int i);
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int nposition();
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int ntriangle();
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int nfaces();
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int nvertices();
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int nnormals();
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int ntextureco();
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};
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#endif
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Binary file not shown.
+20
-22
@@ -208,25 +208,7 @@ void my_triangle(Vec2i t0, Vec2i t1, Vec2i t2, TGAImage& image, TGAColor color)
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void render()
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{
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ColladaModel* model = new ColladaModel("african_head.dae");
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TGAImage image(800, 800, TGAImage::RGB);
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Vec3f light_dir(0, 0, -1);
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for (int i = 0; i < model->ntriangle(); i++) {
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std::vector<Vec3i> face = model->triangle(i);
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Vec2i screen_coords[3];
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Vec3f world_coords[3];
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for (int j = 0; j < 3; j++) {
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Vec3f v = face[0];
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screen_coords[j] = Vec2i((v.x + 1.) * 800 / 2., (v.y + 1.) * 800 / 2.);
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world_coords[j] = v;
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}
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my_triangle(screen_coords[0], screen_coords[1], screen_coords[2], image, TGAColor(255,255,255,255));
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}
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image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
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image.write_tga_file("output.tga");
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delete model;
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//Model* model = new Model("african_head.obj");
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//Matrix ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4);
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//Matrix Projection = Matrix::identity();
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//Matrix ModelView = lookat(eye, center, Vec3f(0, 1, 0));
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@@ -249,7 +231,7 @@ void render()
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// Vec3f v = model->vert(face[j]);
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// Vec4f v4(v);
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// Vec3f coord(z * v4);
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//
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// screen_coords[j] = coord;
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// world_coords[j] = v;
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// diffuse_coords[j] = model->uv(i, j);
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@@ -259,6 +241,22 @@ void render()
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// triangle(screen_coords, model, diffuse_coords, intensities, Vec3f(0, 0, 5));
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//}
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//delete model;
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}
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ColladaModel* model = new ColladaModel("african_head.dae");
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TGAImage image(800, 800, TGAImage::RGB);
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Vec3f light_dir(0, 0, -1);
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for (int i = 0; i < model->nfaces(); i++) {
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std::vector<Vec3i> face = model->face(i);
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Vec2i screen_coords[3];
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Vec3f world_coords[3];
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for (int j = 0; j < 3; j++) {
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Vec3f v = model->vertex(face[j][0]);
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screen_coords[j] = Vec2i((v.x + 1.) * 800 / 2., (v.y + 1.) * 800 / 2.);
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world_coords[j] = v;
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}
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my_triangle(screen_coords[0], screen_coords[1], screen_coords[2], image, white);
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}
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image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
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image.write_tga_file("output.tga");
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delete model;
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}
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