mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
Merge pull request #586 from Talon1024/feature/objSmoothCalc
Calculate normals for OBJ models with smooth groups
This commit is contained in:
commit
d4a64284ea
2 changed files with 152 additions and 26 deletions
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@ -101,8 +101,9 @@ bool FOBJModel::Load(const char* fn, int lumpnum, const char* buffer, int length
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FTextureID curMtl = FNullTextureID();
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OBJSurface *curSurface = nullptr;
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int aggSurfFaceCount = 0;
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int curSurfFaceCount = 0;
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unsigned int aggSurfFaceCount = 0;
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unsigned int curSurfFaceCount = 0;
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unsigned int curSmoothGroup = 0;
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while(sc.GetString())
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{
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@ -186,9 +187,25 @@ bool FOBJModel::Load(const char* fn, int lumpnum, const char* buffer, int length
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sc.UnGet(); // No 4th side, move back
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}
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}
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face.smoothGroup = curSmoothGroup;
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faces.Push(face);
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curSurfFaceCount += 1;
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}
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else if (sc.Compare("s"))
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{
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sc.MustGetString();
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if (sc.Compare("off"))
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{
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curSmoothGroup = 0;
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}
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else
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{
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sc.UnGet();
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sc.MustGetNumber();
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curSmoothGroup = sc.Number;
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hasSmoothGroups = hasSmoothGroups || curSmoothGroup > 0;
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}
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}
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}
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sc.Close();
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@ -277,11 +294,13 @@ bool FOBJModel::ParseFaceSide(const FString &sideStr, OBJFace &face, int sidx)
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else
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{
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side.normref = -1;
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hasMissingNormals = true;
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}
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}
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else
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{
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side.normref = -1;
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hasMissingNormals = true;
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}
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}
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else
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@ -289,6 +308,7 @@ bool FOBJModel::ParseFaceSide(const FString &sideStr, OBJFace &face, int sidx)
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origIdx = atoi(sideStr.GetChars());
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side.vertref = ResolveIndex(origIdx, FaceElement::VertexIndex);
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side.normref = -1;
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hasMissingNormals = true;
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side.uvref = -1;
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}
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face.sides[sidx] = side;
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@ -348,15 +368,20 @@ void FOBJModel::BuildVertexBuffer(FModelRenderer *renderer)
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surfaces[i].vbStart = vbufsize;
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vbufsize += surfaces[i].numTris * 3;
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}
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// Initialize/populate vertFaces
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if (hasMissingNormals && hasSmoothGroups)
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{
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AddVertFaces();
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}
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auto vbuf = renderer->CreateVertexBuffer(false,true);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
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for (size_t i = 0; i < surfaces.Size(); i++)
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for (unsigned int i = 0; i < surfaces.Size(); i++)
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{
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for (size_t j = 0; j < surfaces[i].numTris; j++)
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for (unsigned int j = 0; j < surfaces[i].numTris; j++)
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{
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for (size_t side = 0; side < 3; side++)
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{
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@ -372,39 +397,40 @@ void FOBJModel::BuildVertexBuffer(FModelRenderer *renderer)
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FVector3 curVvec = RealignVector(verts[vidx]);
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FVector2 curUvec = FixUV(uvs[uvidx]);
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FVector3 *nvec = nullptr;
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FVector3 nvec;
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mdv->Set(curVvec.X, curVvec.Y, curVvec.Z, curUvec.X, curUvec.Y);
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if (nidx >= 0 && (unsigned int)nidx < norms.Size())
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{
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nvec = new FVector3(RealignVector(norms[nidx]));
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nvec = RealignVector(norms[nidx]);
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}
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else
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{
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// https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
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// Find other sides of triangle
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auto nextSidx = side + 2;
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if (nextSidx >= 3) nextSidx -= 3;
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auto lastSidx = side + 1;
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if (lastSidx >= 3) lastSidx -= 3;
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OBJFaceSide &nextSide = surfaces[i].tris[j].sides[nextSidx];
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OBJFaceSide &lastSide = surfaces[i].tris[j].sides[lastSidx];
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// Cross-multiply the U-vector and V-vector
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FVector3 uvec = RealignVector(verts[nextSide.vertref]) - curVvec;
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FVector3 vvec = RealignVector(verts[lastSide.vertref]) - curVvec;
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nvec = new FVector3(uvec ^ vvec);
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if (surfaces[i].tris[j].smoothGroup == 0)
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{
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nvec = CalculateNormalFlat(i, j);
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}
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mdv->SetNormal(nvec->X, nvec->Y, nvec->Z);
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delete nvec;
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else
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{
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nvec = CalculateNormalSmooth(vidx, surfaces[i].tris[j].smoothGroup);
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}
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}
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mdv->SetNormal(nvec.X, nvec.Y, nvec.Z);
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}
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}
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delete[] surfaces[i].tris;
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}
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// Destroy vertFaces
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if (hasMissingNormals && hasSmoothGroups)
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{
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for (size_t i = 0; i < verts.Size(); i++)
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{
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vertFaces[i].Clear();
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}
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delete[] vertFaces;
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}
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vbuf->UnlockVertexBuffer();
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}
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@ -432,6 +458,7 @@ void FOBJModel::ConstructSurfaceTris(OBJSurface &surf)
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surf.tris[triIdx].sideCount = 3;
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if (faces[i].sideCount == 3)
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{
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surf.tris[triIdx].smoothGroup = faces[i].smoothGroup;
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memcpy(surf.tris[triIdx].sides, faces[i].sides, sizeof(OBJFaceSide) * 3);
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}
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else if (faces[i].sideCount == 4) // Triangulate face
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@ -443,6 +470,7 @@ void FOBJModel::ConstructSurfaceTris(OBJSurface &surf)
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delete[] triangulated;
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triIdx += 1; // Filling out two faces
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}
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DPrintf(DMSG_SPAMMY, "Smooth group: %d\n", surf.tris[triIdx].smoothGroup);
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}
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}
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@ -455,7 +483,9 @@ void FOBJModel::ConstructSurfaceTris(OBJSurface &surf)
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void FOBJModel::TriangulateQuad(const OBJFace &quad, OBJFace *tris)
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{
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tris[0].sideCount = 3;
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tris[0].smoothGroup = quad.smoothGroup;
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tris[1].sideCount = 3;
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tris[1].smoothGroup = quad.smoothGroup;
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int tsidx[2][3] = {{0, 1, 3}, {1, 2, 3}};
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@ -470,6 +500,26 @@ void FOBJModel::TriangulateQuad(const OBJFace &quad, OBJFace *tris)
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}
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}
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/**
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* Add the vertices of all surfaces' triangles to the array of vertex->triangle references
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*/
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void FOBJModel::AddVertFaces() {
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// Initialize and populate vertFaces - this array stores references to triangles per vertex
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vertFaces = new TArray<OBJTriRef>[verts.Size()];
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for (unsigned int i = 0; i < surfaces.Size(); i++)
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{
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for (unsigned int j = 0; j < surfaces[i].numTris; j++)
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{
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OBJTriRef otr = OBJTriRef(i, j);
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for (size_t k = 0; k < surfaces[i].tris[j].sideCount; k++)
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{
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int vidx = surfaces[i].tris[j].sides[k].vertref;
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vertFaces[vidx].Push(otr);
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}
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}
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}
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}
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/**
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* Re-align a vector to match MD3 alignment
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*
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@ -494,6 +544,65 @@ inline FVector2 FOBJModel::FixUV(FVector2 vecToRealign)
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return vecToRealign;
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}
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/**
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* Calculate the surface normal for a triangle
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*
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* @param surfIdx The surface index
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* @param triIdx The triangle Index
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* @return The surface normal vector
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*/
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FVector3 FOBJModel::CalculateNormalFlat(unsigned int surfIdx, unsigned int triIdx)
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{
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// https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
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int curVert = surfaces[surfIdx].tris[triIdx].sides[0].vertref;
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int nextVert = surfaces[surfIdx].tris[triIdx].sides[2].vertref;
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int lastVert = surfaces[surfIdx].tris[triIdx].sides[1].vertref;
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// Cross-multiply the U-vector and V-vector
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FVector3 curVvec = RealignVector(verts[curVert]);
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FVector3 uvec = RealignVector(verts[nextVert]) - curVvec;
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FVector3 vvec = RealignVector(verts[lastVert]) - curVvec;
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return uvec ^ vvec;
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}
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/**
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* Calculate the surface normal for a triangle
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*
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* @param otr A reference to the surface, and a triangle within that surface, as an OBJTriRef
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* @return The surface normal vector
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*/
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FVector3 FOBJModel::CalculateNormalFlat(OBJTriRef otr)
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{
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return CalculateNormalFlat(otr.surf, otr.tri);
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}
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/**
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* Calculate the normal of a vertex in a specific smooth group
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*
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* @param vidx The index of the vertex in the array of vertices
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* @param smoothGroup The smooth group number
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*/
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FVector3 FOBJModel::CalculateNormalSmooth(unsigned int vidx, unsigned int smoothGroup)
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{
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unsigned int connectedFaces = 0;
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TArray<OBJTriRef>& vTris = vertFaces[vidx];
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FVector3 vNormal(0,0,0);
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for (size_t face = 0; face < vTris.Size(); face++)
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{
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OBJFace& tri = surfaces[vTris[face].surf].tris[vTris[face].tri];
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if (tri.smoothGroup == smoothGroup)
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{
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FVector3 fNormal = CalculateNormalFlat(vTris[face]);
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connectedFaces += 1;
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vNormal += fNormal;
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}
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}
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vNormal /= (float)connectedFaces;
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return vNormal;
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}
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/**
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* Find the index of the frame with the given name
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*
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@ -30,6 +30,8 @@ class FOBJModel : public FModel
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{
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private:
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const char *newSideSep = "$"; // OBJ side separator is /, which is parsed as a line comment by FScanner if two of them are next to each other.
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bool hasMissingNormals;
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bool hasSmoothGroups;
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enum class FaceElement
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{
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@ -38,6 +40,14 @@ private:
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VNormalIndex
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};
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struct OBJTriRef
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{
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unsigned int surf;
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unsigned int tri;
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OBJTriRef(): surf(0), tri(0) {}
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OBJTriRef(unsigned int surf, unsigned int tri): surf(surf), tri(tri) {}
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bool operator== (OBJTriRef other) { return surf == other.surf && tri == other.tri; }
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};
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struct OBJFaceSide
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{
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int vertref;
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@ -47,7 +57,9 @@ private:
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struct OBJFace
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{
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unsigned int sideCount;
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unsigned int smoothGroup;
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OBJFaceSide sides[4];
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OBJFace(): sideCount(0), smoothGroup(0) {}
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};
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struct OBJSurface // 1 surface per 'usemtl'
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{
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@ -66,16 +78,21 @@ private:
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TArray<OBJFace> faces;
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TArray<OBJSurface> surfaces;
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FScanner sc;
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TArray<OBJTriRef>* vertFaces;
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int ResolveIndex(int origIndex, FaceElement el);
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template<typename T, size_t L> void ParseVector(TArray<T> &array);
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bool ParseFaceSide(const FString &side, OBJFace &face, int sidx);
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void ConstructSurfaceTris(OBJSurface &surf);
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int ResolveIndex(int origIndex, FaceElement el);
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void AddVertFaces();
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void TriangulateQuad(const OBJFace &quad, OBJFace *tris);
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FVector3 RealignVector(FVector3 vecToRealign);
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FVector2 FixUV(FVector2 vecToRealign);
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FVector3 CalculateNormalFlat(unsigned int surfIdx, unsigned int triIdx);
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FVector3 CalculateNormalFlat(OBJTriRef otr);
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FVector3 CalculateNormalSmooth(unsigned int vidx, unsigned int smoothGroup);
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public:
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FOBJModel() {}
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FOBJModel(): hasMissingNormals(false), hasSmoothGroups(false), vertFaces(nullptr) {}
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~FOBJModel();
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bool Load(const char* fn, int lumpnum, const char* buffer, int length) override;
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int FindFrame(const char* name) override;
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