190 lines
5.7 KiB
C++
190 lines
5.7 KiB
C++
/*
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* Copyright (C) 2016 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#include <memory>
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#include "gazebo/common/Console.hh"
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#include "gazebo/common/Material.hh"
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#include "gazebo/common/Mesh.hh"
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#include "gazebo/common/OBJLoader.hh"
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#define GAZEBO_TINYOBJLOADER_IMPLEMENTATION
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#include "tiny_obj_loader.h"
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namespace gazebo
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{
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namespace common
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{
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/// \internal
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/// \brief OBJLoader private data
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class OBJLoaderPrivate
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{
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};
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}
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}
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using namespace gazebo;
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using namespace common;
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//////////////////////////////////////////////////
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OBJLoader::OBJLoader()
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: MeshLoader(), dataPtr(new OBJLoaderPrivate)
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{
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}
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//////////////////////////////////////////////////
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OBJLoader::~OBJLoader()
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{
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}
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//////////////////////////////////////////////////
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Mesh *OBJLoader::Load(const std::string &_filename)
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{
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std::map<std::string, Material *> materialIds;
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std::string path;
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size_t idx = _filename.rfind('/');
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if (idx != std::string::npos)
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path = _filename.substr(0, idx+1);
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tinyobj::attrib_t attrib;
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std::vector<tinyobj::shape_t> shapes;
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std::vector<tinyobj::material_t> materials;
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// convert polygons to triangles
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bool triangulate = true;
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std::string err;
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bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err,
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_filename.c_str(), path.c_str(), triangulate);
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if (!err.empty())
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{
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gzerr << err << std::endl;
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}
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if (!ret)
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{
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gzerr << "Failed to load/parse " << _filename << std::endl;
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return nullptr;
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}
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Mesh *mesh = new Mesh();
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mesh->SetPath(path);
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for (const tinyobj::shape_t &s: shapes)
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{
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// obj mesh assigns a material id to each 'face' but gazebo assigns a single
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// material to each 'submesh'. The strategy here is to identify
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// the number of unique material ids in each obj shape and create a new
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// submesh per unique material id
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std::map<int, SubMesh *> subMeshMatId;
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for (const int id : s.mesh.material_ids)
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{
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if (subMeshMatId.find(id) == subMeshMatId.end())
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{
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std::unique_ptr<SubMesh> subMesh(new SubMesh());
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subMesh->SetName(s.name);
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subMesh->SetPrimitiveType(SubMesh::TRIANGLES);
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subMeshMatId[id] = subMesh.get();
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Material *mat = nullptr;
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if (id >= 0 && static_cast<size_t>(id) < materials.size())
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{
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tinyobj::material_t &m = materials[id];
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if (materialIds.find(m.name) != materialIds.end())
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{
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mat = materialIds[m.name];
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}
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else
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{
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// Create new material and pass it to mesh who will take
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// ownership of the object
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mat = new Material();
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mat->SetAmbient(Color(m.ambient[0], m.ambient[1], m.ambient[2]));
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mat->SetDiffuse(Color(m.diffuse[0], m.diffuse[1], m.diffuse[2]));
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mat->SetSpecular(
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Color(m.specular[0], m.specular[1], m.specular[2]));
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mat->SetEmissive(
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Color(m.emission[0], m.emission[1], m.emission[2]));
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mat->SetShininess(m.shininess);
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mat->SetTransparency(1.0 - m.dissolve);
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if (!m.diffuse_texname.empty())
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mat->SetTextureImage(m.diffuse_texname, path.c_str());
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materialIds[m.name] = mat;
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}
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int matIndex = mesh->GetMaterialIndex(mat);
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if (matIndex < 0)
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matIndex = mesh->AddMaterial(mat);
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subMesh->SetMaterialIndex(matIndex);
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}
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else
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{
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gzwarn << "Missing material for shape[" << s.name << "] "
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<< "in OBJ file[" << _filename << "]" << std::endl;
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}
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mesh->AddSubMesh(subMesh.release());
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}
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}
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unsigned int indexOffset = 0;
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// For each face
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for (unsigned int f = 0; f < s.mesh.num_face_vertices.size(); ++f)
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{
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// find the submesh that corresponds to the current face material
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unsigned int matId = s.mesh.material_ids[f];
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SubMesh *subMesh = subMeshMatId[matId];
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unsigned int fnum = s.mesh.num_face_vertices[f];
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// For each vertex in the face
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for (unsigned int v = 0; v < fnum; ++v)
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{
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auto i = s.mesh.indices[indexOffset + v];
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// vertices
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int vIdx = i.vertex_index;
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ignition::math::Vector3d vertex(attrib.vertices[3 * vIdx],
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attrib.vertices[3 * vIdx + 1],
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attrib.vertices[3 * vIdx + 2]);
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subMesh->AddVertex(vertex);
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// normals
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if (attrib.normals.size() > 0)
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{
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int nIdx = i.normal_index;
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ignition::math::Vector3d normal(attrib.normals[3 * nIdx],
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attrib.normals[3 * nIdx + 1],
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attrib.normals[3 * nIdx + 2]);
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subMesh->AddNormal(normal);
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}
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// texcoords
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if (attrib.texcoords.size() > 0)
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{
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int tIdx = i.texcoord_index;
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ignition::math::Vector2d uv(attrib.texcoords[2 * tIdx],
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attrib.texcoords[2 * tIdx + 1]);
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subMesh->AddTexCoord(uv.X(), 1.0-uv.Y());
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}
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subMesh->AddIndex(subMesh->GetIndexCount());
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}
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indexOffset += fnum;
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}
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}
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return mesh;
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}
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