/usr/src/castle-game-engine-5.0.0/x3d/x3dloadinternalobj.pas is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Load Wavefront OBJ 3D format.
See [http://www.fileformat.info/format/wavefrontobj/]
and [http://www.fileformat.info/format/material/].
Texture URL is also read from material file. }
unit X3DLoadInternalOBJ;
interface
uses X3DNodes;
function LoadWavefrontOBJ(const URL: string): TX3DRootNode;
implementation
uses CastleStringUtils, CastleFilesUtils, CastleWarnings,
CastleVectors, CastleUtils, Classes, CastleClassUtils, SysUtils,
FGL, X3DLoadInternalUtils, CastleGenericLists, CastleURIUtils,
CastleDownload;
type
TWavefrontMaterial = class
Name: string;
AmbientColor, DiffuseColor, SpecularColor, TransmissionColor: TVector3Single;
IlluminationModel: Cardinal;
Opacity: Single;
SpecularExponent: Single;
Sharpness, IndexOfRefraction: Single;
DiffuseTextureURL: string;
BumpTextureURL: string;
{ Initializes material with default values.
Since Wavefront specification doesn't say what the default values are,
we just assign something along the lines of default VRML material. }
constructor Create(const AName: string);
end;
TWavefrontMaterialList = class(specialize TFPGObjectList<TWavefrontMaterial>)
{ Find material with given name, @nil if not found. }
function TryFindName(const Name: string): TWavefrontMaterial;
end;
TWavefrontFace = record
VertIndices, TexCoordIndices, NormalIndices: TVector3Cardinal;
HasTexCoords: boolean;
HasNormals: boolean;
{ Material assigned to this face. @nil means that no material was assigned. }
Material: TWavefrontMaterial;
end;
PWavefrontFace = ^TWavefrontFace;
TWavefrontFaceList = specialize TGenericStructList<TWavefrontFace>;
{ 3D model in OBJ file format. }
TObject3DOBJ = class
private
FVerts: TVector3SingleList;
FTexCoords: TVector2SingleList;
FNormals: TVector3SingleList;
FFaces: TWavefrontFaceList;
FMaterials: TWavefrontMaterialList;
public
constructor Create(const URL: string);
destructor Destroy; override;
{ @groupBegin
Model data.
Contents of Verts, TexCoords, Normals and Faces are read-only
for users of this class. }
property Verts: TVector3SingleList read FVerts;
property TexCoords: TVector2SingleList read FTexCoords;
property Normals: TVector3SingleList read FNormals;
property Faces: TWavefrontFaceList read FFaces;
{ @groupEnd }
property Materials: TWavefrontMaterialList read FMaterials;
end;
EInvalidOBJFile = class(Exception);
{ TWavefrontMaterial --------------------------------------------------------- }
constructor TWavefrontMaterial.Create(const AName: string);
begin
inherited Create;
Name := AName;
AmbientColor := Vector3Single(0.2, 0.2, 0.2);
DiffuseColor := Vector3Single(0.8, 0.8, 0.8);
SpecularColor := Vector3Single(0, 0, 0);
{ This is not necessarily good, I don't use it anywhere for now }
TransmissionColor := Vector3Single(0, 0, 0);
{ Blender exported writes such illumination, I guess it's good default }
IlluminationModel := 2;
Opacity := 1.0;
SpecularExponent := 1;
Sharpness := 60;
IndexOfRefraction := 1;
DiffuseTextureURL := '';
BumpTextureURL := '';
end;
{ TWavefrontMaterialList ---------------------------------------------------- }
function TWavefrontMaterialList.TryFindName(const Name: string):
TWavefrontMaterial;
var
I: Integer;
begin
for I := 0 to Count - 1 do
begin
Result := Items[I];
if Result.Name = Name then Exit;
end;
Result := nil;
end;
{ TObject3DOBJ --------------------------------------------------------------- }
constructor TObject3DOBJ.Create(const URL: string);
var
BasePath: string;
procedure ReadFacesFromOBJLine(const line: string; Material: TWavefrontMaterial);
var
face: TWavefrontFace;
{ Zainicjuj indeksy numer indiceNum face na podstawie VertexStr }
procedure ReadIndices(const VertexStr: string;
IndiceNum: integer);
var
VertexSeekPos: Integer;
{ Reads and updates VertexStr and VertexSeekPos, and sets
IndiceExists and IndiceValue. IndiceExists is set to @false
if next indice is indeed empty,
or if we're standing at the end of VertexStr string.
Just call it in sequence to read indices from VertexStr.
Remember that empty indice may be followed by non-empty,
e.g. VectorStr = '2//3' is allowed, and means that vertex
index is 2, there's no texCoord index, and normal index is 3. }
procedure NextIndice(out IndiceExists: boolean;
out IndiceValue: Cardinal);
var
NewVertexSeekPos: Integer;
begin
NewVertexSeekPos := VertexSeekPos;
while (NewVertexSeekPos <= Length(VertexStr)) and
(VertexStr[NewVertexSeekPos] <> '/') do
Inc(NewVertexSeekPos);
IndiceExists := NewVertexSeekPos > VertexSeekPos;
if IndiceExists then
{ we subtract 1, because indexed in OBJ are 1-based and we
prefer 0-based }
IndiceValue := StrToInt(CopyPos(
VertexStr, VertexSeekPos, NewVertexSeekPos - 1)) - 1;
{ We add +1 to skip our ending '/' char.
Note that we add this even if VertexSeekPos was already
> Length(VertexStr), but this is harmless. }
VertexSeekPos := NewVertexSeekPos + 1;
end;
var
IndiceHasVertex, IndiceHasTexCoord, IndiceHasNormal: boolean;
begin
VertexSeekPos := 1;
{ read vertex index }
NextIndice(IndiceHasVertex, Face.VertIndices[IndiceNum]);
if not IndiceHasVertex then
raise EInvalidOBJFile.CreateFmt(
'Invalid OBJ vertex indexes "%s"', [VertexStr]);
{ read texCoord index }
NextIndice(IndiceHasTexCoord, Face.TexCoordIndices[IndiceNum]);
{ read normal index }
NextIndice(IndiceHasNormal, Face.NormalIndices[IndiceNum]);
{ update Face.HasXxx using IndiceHasXxx }
Face.HasTexCoords := Face.HasTexCoords and IndiceHasTexCoord;
Face.HasNormals := Face.HasNormals and IndiceHasNormal;
end;
var
SeekPos: integer;
function NextVertex: string;
begin
Result := NextToken(Line, SeekPos);
if Result = '' then
raise EInvalidOBJFile.CreateFmt(
'Incomplete OBJ face specification "%s"', [Line]);
while SCharIs(Line, SeekPos, WhiteSpaces) do Inc(SeekPos);
end;
begin
{ ReadIndices will eventually change this to @false, if for any
vertex normal or texCoord will not be present. }
Face.HasTexCoords := true;
Face.HasNormals := true;
Face.Material := Material;
SeekPos := 1;
ReadIndices(NextVertex, 0);
{ we check this, and eventually exit (without generating any face),
because blender exporter writes 2-item faces when the mesh is
edges-only. TODO: we should hadle 2-item faces as edges
(and probably 1-item faces as single points?). }
if SeekPos > Length(Line) then Exit;
ReadIndices(NextVertex, 1);
if SeekPos > Length(Line) then Exit;
ReadIndices(NextVertex, 2);
Faces.Add(Face);
while SeekPos <= Length(Line) do
begin
Face.VertIndices[1] := Face.VertIndices[2];
Face.TexCoordIndices[1] := Face.TexCoordIndices[2];
Face.NormalIndices[1] := Face.NormalIndices[2];
ReadIndices(NextVertex, 2);
Faces.Add(Face);
end;
end;
function ReadTexCoordFromOBJLine(const line: string): TVector2Single;
var
SeekPos: integer;
begin
SeekPos := 1;
result[0] := StrToFloat(NextToken(line, SeekPos));
result[1] := StrToFloat(NextToken(line, SeekPos));
{ nie uzywamy DeFormat - bo tex coord w OBJ moze byc 3d (z trzema
parametrami) a my uzywamy i tak tylko dwoch pierwszych }
end;
{ Reads single line from Wavefront OBJ or materials file.
This takes care of stripping comments.
If current line is empty or only comment, LineTok = ''.
Otherwise, LineTok <> '' and LineAfterMarker contains the rest of the line. }
procedure ReadLine(Line: string; out LineTok, LineAfterMarker: string);
var
SeekPosAfterMarker: Integer;
begin
Line := STruncateHash(Line);
{ calculate first line token }
SeekPosAfterMarker := 1;
LineTok := NextToken(Line, SeekPosAfterMarker);
if LineTok <> '' then
LineAfterMarker := Trim(SEnding(Line, SeekPosAfterMarker));
end;
procedure ReadMaterials(const URL: string);
var
IsMaterial: boolean;
function ReadRGBColor(const Line: string): TVector3Single;
var
FirstToken: string;
begin
FirstToken := NextTokenOnce(Line);
if SameText(FirstToken, 'xyz') or SameText(FirstToken, 'spectral') then
{ we can't interpret other colors than RGB, so we silently ignore them }
Result := Vector3Single(1, 1, 1) else
Result := Vector3SingleFromStr(Line);
end;
procedure CheckIsMaterial(const AttributeName: string);
begin
if not IsMaterial then
raise EInvalidOBJFile.CreateFmt(
'Material not named yet, but it''s %s specified', [AttributeName]);
end;
var
F: TTextReader;
LineTok, LineAfterMarker: string;
begin
{ Specification doesn't say what to do when multiple matlib directives
encountered, i.e. when ReadMaterials is called multiple times.
I simply add to Materials list. }
{ is some material in current file ? If false, then Materials is empty
or last material is from some other file. }
IsMaterial := false;
try
F := TTextReader.Create(CombineURI(BasePath, URL));
except
on E: Exception do
begin
OnWarning(wtMinor, 'Wavefront OBJ Material', E.Message);
Exit;
end;
end;
try
while not F.Eof do
begin
ReadLine(F.Readln, LineTok, LineAfterMarker);
if LineTok = '' then Continue;
case ArrayPosText(LineTok, ['newmtl', 'Ka', 'Kd', 'Ks', 'Tf', 'illum',
'd', 'Ns', 'sharpness', 'Ni', 'map_Kd', 'map_bump', 'bump']) of
0: begin
Materials.Add(TWavefrontMaterial.Create(LineAfterMarker));
IsMaterial := true;
end;
1: begin
CheckIsMaterial('ambient color (Ka)');
Materials.Last.AmbientColor := ReadRGBColor(LineAfterMarker);
end;
2: begin
CheckIsMaterial('diffuse color (Kd)');
Materials.Last.DiffuseColor := ReadRGBColor(LineAfterMarker);
end;
3: begin
CheckIsMaterial('specular color (Ks)');
Materials.Last.SpecularColor := ReadRGBColor(LineAfterMarker);
end;
4: begin
CheckIsMaterial('transmission filter color (Tf)');
Materials.Last.TransmissionColor := ReadRGBColor(LineAfterMarker);
end;
5: begin
CheckIsMaterial('illumination model (illum)');
Materials.Last.IlluminationModel := StrToInt(LineAfterMarker);
end;
6: begin
CheckIsMaterial('dissolve (d)');
Materials.Last.Opacity := StrToFloat(LineAfterMarker);
end;
7: begin
CheckIsMaterial('specular exponent (Ns)');
Materials.Last.SpecularExponent := StrToFloat(LineAfterMarker);
end;
8: begin
CheckIsMaterial('sharpness');
Materials.Last.Sharpness := StrToFloat(LineAfterMarker);
end;
9: begin
CheckIsMaterial('index of refraction (Ni)');
Materials.Last.IndexOfRefraction := StrToFloat(LineAfterMarker);
end;
10:begin
CheckIsMaterial('diffuse map (map_Kd)');
Materials.Last.DiffuseTextureURL := LineAfterMarker;
end;
11, 12:
begin
CheckIsMaterial('bump map (map_bump,bump)');
Materials.Last.BumpTextureURL := LineAfterMarker;
end;
else { we ignore other linetoks };
end;
end;
finally FreeAndNil(F) end;
end;
var
F: TTextReader;
LineTok, LineAfterMarker: string;
//GroupName: string;
UsedMaterial: TWavefrontMaterial;
begin
inherited Create;
BasePath := AbsoluteURI(URL);
FVerts := TVector3SingleList.Create;
FTexCoords := TVector2SingleList.Create;
FNormals := TVector3SingleList.Create;
FFaces := TWavefrontFaceList.Create;
FMaterials := TWavefrontMaterialList.Create(true);
UsedMaterial := nil;
F := TTextReader.Create(URL);
try
while not F.Eof do
begin
ReadLine(F.Readln, LineTok, LineAfterMarker);
{ LineTok = '' means "this line is a comment" }
if LineTok = '' then Continue;
{ specialized token line parsing }
case ArrayPosText(lineTok, ['v', 'vt', 'f', 'vn', 'g', 'mtllib', 'usemtl']) of
0: Verts.Add(Vector3SingleFromStr(lineAfterMarker));
1: TexCoords.Add(ReadTexCoordFromOBJLine(lineAfterMarker));
2: ReadFacesFromOBJLine(lineAfterMarker, UsedMaterial);
3: Normals.Add(Vector3SingleFromStr(lineAfterMarker));
4: {GroupName := LineAfterMarker};
5: ReadMaterials(LineAfterMarker);
6: begin
if LineAfterMarker = '(null)' then
UsedMaterial := nil else
begin
UsedMaterial := Materials.TryFindName(LineAfterMarker);
if UsedMaterial = nil then
OnWarning(wtMinor, 'Wavefront OBJ', Format('Unknown material name "%s"',
[LineAfterMarker]));
end;
end;
else { we ignore other linetoks };
end;
end;
finally FreeAndNil(F) end;
end;
destructor TObject3DOBJ.Destroy;
begin
FreeAndNil(FVerts);
FreeAndNil(FTexCoords);
FreeAndNil(FNormals);
FreeAndNil(FFaces);
FreeAndNil(FMaterials);
inherited;
end;
{ LoadWavefrontOBJ ----------------------------------------------------------- }
function LoadWavefrontOBJ(const URL: string): TX3DRootNode;
const
{ When constructing large index arrays, we use larger Capacity
to make them faster.
TODO: would be better to allocate necessary space once, by assigning Count. }
IndicesCapacity = 100;
var
BaseUrl: string;
function MatOBJNameToX3DName(const MatOBJName: string): string;
begin
Result := 'Material_' + ToX3DName(MatOBJName);
end;
function MaterialToVRML(const Material: TWavefrontMaterial): TAppearanceNode;
var
Mat: TMaterialNode;
Texture: TImageTextureNode;
begin
Result := TAppearanceNode.Create(
MatOBJNameToX3DName(Material.Name), BaseUrl);
Mat := TMaterialNode.Create('', BaseUrl);
Result.FdMaterial.Value := Mat;
Mat.FdAmbientIntensity.Value := AmbientIntensity(
Material.AmbientColor, Material.DiffuseColor);
Mat.FdDiffuseColor.Value := Material.DiffuseColor;
Mat.FdSpecularColor.Value := Material.SpecularColor;
Mat.FdTransparency.Value := 1 - Material.Opacity;
Mat.FdShininess.Value := Material.SpecularExponent / 128.0;
if Material.DiffuseTextureURL <> '' then
begin
Texture := TImageTextureNode.Create('', BaseUrl);
Result.FdTexture.Value := Texture;
Texture.FdUrl.Items.Add(SearchTextureFile(BaseUrl, Material.DiffuseTextureURL));
if Material.BumpTextureURL <> '' then
begin
Texture := TImageTextureNode.Create('', BaseUrl);
Result.FdNormalMap.Value := Texture;
Texture.FdUrl.Items.Add(SearchTextureFile(BaseUrl, Material.BumpTextureURL));
end;
end;
end;
var
Obj: TObject3DOBJ;
Coord: TCoordinateNode;
Faces: TIndexedFaceSetNode;
TexCoord: TTextureCoordinateNode;
i: integer;
FacesWithTexCoord, FacesWithNormal: boolean;
Normal: TNormalNode;
FacesWithMaterial: TWavefrontMaterial;
Appearances: TX3DNodeList;
Shape: TShapeNode;
begin
BaseUrl := AbsoluteURI(URL);
Appearances := nil;
Obj := TObject3DOBJ.Create(URL);
try
result := TX3DRootNode.Create('', BaseUrl);
try
Result.HasForceVersion := true;
Result.ForceVersion := X3DVersion;
Appearances := TX3DNodeList.Create(false);
Appearances.Count := Obj.Materials.Count;
for I := 0 to Obj.Materials.Count - 1 do
Appearances[I] := MaterialToVRML(Obj.Materials[I]);
Coord := TCoordinateNode.Create('ObjCoordinates',BaseUrl);
Coord.FdPoint.Items.Assign(obj.Verts);
TexCoord := TTextureCoordinateNode.Create('ObjTextureCoordinates', BaseUrl);
TexCoord.FdPoint.Items.Assign(obj.TexCoords);
Normal := TNormalNode.Create('ObjNormals', BaseUrl);
Normal.FdVector.Items.Assign(Obj.Normals);
i := 0;
while i < obj.Faces.Count do
begin
FacesWithTexCoord := Obj.Faces.L[i].HasTexCoords;
FacesWithNormal := Obj.Faces.L[i].HasNormals;
FacesWithMaterial := Obj.Faces.L[i].Material;
Shape := TShapeNode.Create('', BaseUrl);
Result.FdChildren.Add(Shape);
if FacesWithMaterial <> nil then
begin
{ We find appearance by name, using FindName. We're sure
that we will find it --- because we added them all to Appearances. }
Shape.Appearance := Appearances.FindName(
MatOBJNameToX3DName(FacesWithMaterial.Name)) as TAppearanceNode;
end else
Shape.Material := TMaterialNode.Create('', BaseUrl);
{ We don't do anything special for the case when FacesWithMaterial = nil
and FacesWithTexCoord = true. This may be generated e.g. by Blender
exporter, if Blender object has UV texture coords but no material.
We will then just output VRML/X3D texCoord
field, but without texture it will not have any effect.
This is natural, and there's no reason for now to do anything else. }
Faces := TIndexedFaceSetNode.Create('', BaseUrl);
Shape.FdGeometry.Value := Faces;
Faces.FdCreaseAngle.Value := NiceCreaseAngle;
Faces.FdSolid.Value := false;
Faces.FdCoord.Value := Coord;
Faces.FdCoordIndex.Items.Clear;
Faces.FdCoordIndex.Items.Capacity := IndicesCapacity;
if FacesWithTexCoord then
begin
Faces.FdTexCoord.Value := TexCoord;
Faces.FdTexCoordIndex.Items.Clear;
Faces.FdTexCoordIndex.Items.Capacity := IndicesCapacity;
end;
if FacesWithNormal then
begin
Faces.FdNormal.Value := Normal;
Faces.FdNormalIndex.Items.Clear;
Faces.FdNormalIndex.Items.Capacity := IndicesCapacity;
end;
{ We add Faces as long as FacesWithXxx parameters stay the same.
We know that at least the next face is Ok. }
repeat
Faces.FdCoordIndex.Items.AddArray(
[obj.Faces.L[i].VertIndices[0],
obj.Faces.L[i].VertIndices[1],
obj.Faces.L[i].VertIndices[2], -1]);
if FacesWithTexCoord then
Faces.FdTexCoordIndex.Items.AddArray(
[obj.Faces.L[i].TexCoordIndices[0],
obj.Faces.L[i].TexCoordIndices[1],
obj.Faces.L[i].TexCoordIndices[2], -1]);
if FacesWithNormal then
Faces.FdNormalIndex.Items.AddArray(
[obj.Faces.L[i].NormalIndices[0],
obj.Faces.L[i].NormalIndices[1],
obj.Faces.L[i].NormalIndices[2], -1]);
Inc(i);
until (i >= obj.Faces.Count) or
(FacesWithTexCoord <> obj.Faces.L[i].HasTexCoords) or
(FacesWithNormal <> obj.Faces.L[i].HasNormals) or
(FacesWithMaterial <> obj.Faces.L[i].Material);
end;
if Coord <> nil then
begin
Coord.FreeIfUnused;
Coord := nil;
end;
if TexCoord <> nil then
begin
TexCoord.FreeIfUnused;
TexCoord := nil;
end;
if Normal <> nil then
begin
Normal.FreeIfUnused;
Normal := nil;
end;
for I := 0 to Appearances.Count - 1 do
Appearances[I].FreeIfUnused;
except FreeAndNil(result); raise end;
finally
FreeAndNil(obj);
FreeAndNil(Appearances);
end;
end;
end.
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