Work in progress: implementing VRML1 to SGNODE translation

This commit is contained in:
Cirilo Bernardo 2016-01-06 18:02:21 +11:00
parent 403cd94edc
commit 7e165ac866
4 changed files with 203 additions and 113 deletions

View File

@ -4,7 +4,7 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/v2
)
add_definitions( -DDEBUG_VRML1=3 )
#add_definitions( -DDEBUG_VRML1=3 -DDEBUG_VRML2=3 )
add_library( s3d_plugin_vrml MODULE
vrml.cpp

View File

@ -246,13 +246,20 @@ SGNODE* WRL1FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
if( NULL == m_current.coord || NULL == m_current.mat )
return NULL;
WRLVEC3F* pcoords;
size_t coordsize;
m_current.coord->GetCoords( pcoords, coordsize );
size_t vsize = coordIndex.size();
if( coordsize < 3 || vsize < 3 )
return NULL;
// 1. create the vertex/normals/colors lists
std::vector< SGPOINT > vlist;
std::vector< SGVECTOR > nlist;
std::vector< SGCOLOR > colorlist;
SGCOLOR partColor;
SGNODE* sgcolor = NULL;
int nface = 1;
switch( m_current.matbind )
{
@ -264,11 +271,20 @@ SGNODE* WRL1FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
case BIND_PER_FACE:
case BIND_PER_VERTEX:
break;
case BIND_PER_FACE_INDEXED:
if( matIndex.empty() )
return NULL;
break;
case BIND_PER_VERTEX_INDEXED:
// take the first color definition from the material
m_current.mat->GetColor( &partColor, 1 );
if( matIndex.size() < 3 )
return NULL;
break;
default:
@ -278,34 +294,12 @@ SGNODE* WRL1FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
break;
}
WRLVEC3F* pts;
size_t npts;
m_current.coord->GetCoords( pts, npts );
//while()
//qwerty;
#ifdef NOGO
size_t vsize = coordIndex.size();
if( NULL == coord || vsize < 3 )
return NULL;
// create the index list and make sure we have >3 points
size_t idx;
int i1 = coordIndex[0];
int i2 = coordIndex[1];
int i3 = coordIndex[2];
WRLVEC3F* pcoords;
size_t coordsize;
((WRL1COORDS*) coord)->GetCoords( pcoords, coordsize );
if( coordsize < 3 )
return NULL;
// check that all indices are valid
for( idx = 0; idx < vsize; ++idx )
{
@ -325,53 +319,187 @@ SGNODE* WRL1FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
std::vector< int > lCIdx; // coordinate index list for SG node (must be triads)
std::vector< SGVECTOR > lCNorm; // per-vertex normals
std::vector< int > faces; // tracks the number of polygons for the entire set
std::vector< SGCOLOR > lColors; // colors points (if any) for SG node
int nfaces = 0; // number of triangles for each face in the list
// assuming convex polygons, create triangles for the SG node
for( idx = 3; idx < vsize; )
if( BIND_OVERALL == m_current.matbind || BIND_DEFAULT == m_current.matbind )
{
lCIdx.push_back( i1 );
if( ccw )
// no color list
// assuming convex polygons, create triangles for the SG node
for( idx = 3; idx < vsize; )
{
lCIdx.push_back( i1 );
lCIdx.push_back( i2 );
lCIdx.push_back( i3 );
}
else
{
lCIdx.push_back( i3 );
lCIdx.push_back( i2 );
}
++nfaces;
i2 = i3;
i3 = coordIndex[idx++];
while( ( i1 < 0 || i2 < 0 || i3 < 0 ) && ( idx < vsize ) )
{
if( i3 < 0 )
{
faces.push_back( nfaces );
nfaces = 0;
}
i1 = i2;
++nfaces;
i2 = i3;
i3 = coordIndex[idx++];
// any invalid polygons shall void the entire faceset; this is a requirement
// to ensure correct handling of the normals
if( ( i1 < 0 && i2 < 0 ) || ( i1 < 0 && i3 < 0 ) || ( i2 < 0 && i3 < 0 ) )
while( ( i1 < 0 || i2 < 0 || i3 < 0 ) && ( idx < vsize ) )
{
if( i3 < 0 )
{
faces.push_back( nfaces );
nfaces = 0;
}
i1 = i2;
i2 = i3;
i3 = coordIndex[idx++];
// any invalid polygons shall void the entire faceset; this is a requirement
// to ensure correct handling of the normals
if( ( i1 < 0 && i2 < 0 ) || ( i1 < 0 && i3 < 0 ) || ( i2 < 0 && i3 < 0 ) )
return NULL;
}
}
}
else
{
// the entity requires a color list
int cIndex;
SGCOLOR pc1, pc2, pc3;
switch( m_current.matbind )
{
case BIND_PER_VERTEX:
cIndex = 3;
m_current.mat->GetColor( &pc1, 1 );
m_current.mat->GetColor( &pc2, 2 );
m_current.mat->GetColor( &pc3, 3 );
break;
case BIND_PER_VERTEX_INDEXED:
cIndex = 3;
if( matIndex.size() < vsize )
{
#if defined( DEBUG_VRML1 ) && ( DEBUG_VRML1 > 1 )
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] bad file; colorIndex.size() < coordIndex.size()\n";
#endif
return NULL;
}
m_current.mat->GetColor( &pc1, matIndex[0] + 1 );
m_current.mat->GetColor( &pc2, matIndex[1] + 1 );
m_current.mat->GetColor( &pc3, matIndex[2] + 1 );
break;
case BIND_PER_FACE:
cIndex = 1;
m_current.mat->GetColor( &pc1, 1 );
pc2.SetColor( pc1 );
pc3.SetColor( pc1 );
break;
default:
// BIND_PER_FACE_INDEXED
cIndex = 1;
m_current.mat->GetColor( &pc1, matIndex[0] + 1 );
pc2.SetColor( pc1 );
pc3.SetColor( pc1 );
break;
}
// assuming convex polygons, create triangles for the SG node
int cMaxIdx = (int) matIndex.size();
bool colorPerVertex = false;
if( BIND_PER_VERTEX == m_current.matbind
|| BIND_PER_VERTEX_INDEXED == m_current.matbind )
colorPerVertex = true;
bool noidx = false;
if( matIndex.empty() )
noidx = true;
for( idx = 3; idx < vsize; )
{
lCIdx.push_back( i1 );
lCIdx.push_back( i2 );
lCIdx.push_back( i3 );
lColors.push_back( pc1 );
lColors.push_back( pc2 );
lColors.push_back( pc3 );
++nfaces;
i2 = i3;
i3 = coordIndex[idx++];
if( colorPerVertex && i1 >= 0 && i2 >= 0 && i3 >= 0 )
{
pc1.SetColor( pc2 );
pc2.SetColor( pc3 );
if( noidx || cIndex >= cMaxIdx )
{
m_current.mat->GetColor( &pc3, cIndex + 1 );
++cIndex;
}
else
m_current.mat->GetColor( &pc3, matIndex[cIndex++] + 1 );
}
while( ( i1 < 0 || i2 < 0 || i3 < 0 ) && ( idx < vsize ) )
{
if( i3 < 0 )
{
faces.push_back( nfaces );
nfaces = 0;
if( !colorPerVertex )
{
if( noidx || cIndex >= cMaxIdx )
{
m_current.mat->GetColor( &pc1, cIndex + 1 );
++cIndex;
}
else
m_current.mat->GetColor( &pc1, matIndex[cIndex++] + 1 );
pc2.SetColor( pc1 );
pc3.SetColor( pc1 );
}
}
i1 = i2;
i2 = i3;
i3 = coordIndex[idx++];
if( colorPerVertex )
{
pc1.SetColor( pc2 );
pc2.SetColor( pc3 );
if( noidx || cIndex >= cMaxIdx )
{
m_current.mat->GetColor( &pc3, cIndex + 1 );
++cIndex;
}
else
m_current.mat->GetColor( &pc3, matIndex[cIndex++] + 1 );
}
// any invalid polygons shall void the entire faceset; this is a requirement
// to ensure correct handling of the normals
if( ( i1 < 0 && i2 < 0 ) || ( i1 < 0 && i3 < 0 ) || ( i2 < 0 && i3 < 0 ) )
return NULL;
}
}
}
if( lCIdx.empty() )
return NULL;
if( calcNormals || NULL == normal )
{
// create a vertex list for per-face per-vertex normals
// create a vertex list for per-face per-vertex normals
do {
std::vector< int >::iterator sI = lCIdx.begin();
std::vector< int >::iterator eI = lCIdx.end();
@ -389,69 +517,33 @@ SGNODE* WRL1FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
lCNorm.push_back( sv );
}
}
else
{
// XXX - TO IMPLEMENT
return NULL;
/*
// use the vertex list as is
if( normalPerVertex )
{
// normalPerVertex = TRUE
// rules:
// + if normalIndex is not EMPTY, it is used to select a normal for each vertex
// + if normalIndex is EMPTY, the normal list is used in order per vertex
if( normalIndex.empty() )
{
for( size_t i = 0; i < coordsize; ++i )
{
lCPts.push_back( SGPOINT( pcoords[i].x, pcoords[i].y, pcoords[i].z ) );
// XXX - TO IMPLEMENT
}
}
else
{
// XXX - TO IMPLEMENT: index the normals
}
}
else
{
// normalPerVertex = FALSE
// rules:
// + if normalIndex is not EMPTY, it is used to select a normal for each face
// + if normalIndex is EMPTY, the normal list is used in order per face
}
//*/
}
// XXX - TO IMPLEMENT: Per-vertex colors
} while( 0 );
// XXX - create the hierarchy:
// Transform
// + Shape
// + (option) Appearance
// + FaceSet
#ifdef NOGO
#endif
IFSG_FACESET fsNode( aParent );
IFSG_COORDS cpNode( fsNode );
cpNode.SetCoordsList( lCPts.size(), &lCPts[0] );
IFSG_COORDINDEX ciNode( fsNode );
if( calcNormals || NULL == normal )
{
for( int i = 0; i < (int)lCPts.size(); ++i )
ciNode.AddIndex( i );
}
else
{
ciNode.SetIndices( lCIdx.size(), &lCIdx[0] );
}
for( int i = 0; i < (int)lCPts.size(); ++i )
ciNode.AddIndex( i );
IFSG_NORMALS nmNode( fsNode );
nmNode.SetNormalList( lCNorm.size(), &lCNorm[0] );
if( !lColors.empty() )
{
IFSG_COLORS nmColor( fsNode );
nmColor.SetColorList( lColors.size(), &lColors[0] );
}
m_sgNode = fsNode.GetRawPtr();
return m_sgNode;
#endif
return NULL;
}

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@ -207,7 +207,7 @@ bool WRL2COLOR::HasColors( void )
void WRL2COLOR::GetColor( int aIndex, float& red, float& green, float& blue )
{
if( aIndex < 0 || aIndex >= colors.size() )
if( aIndex < 0 || aIndex >= (int)colors.size() )
{
red = 0.8;
green = 0.8;

View File

@ -703,9 +703,7 @@ SGNODE* WRL2FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
{
#if defined( DEBUG_VRML2 ) && ( DEBUG_VRML2 > 1 )
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] bad file; colorIndex.size() < coordIndex.size() ";
std::cerr << column << "\n";
std::cerr << " * [INFO] file: '" << proc.GetFileName() << "'\n";
std::cerr << " * [INFO] bad file; colorIndex.size() < coordIndex.size()\n";
#endif
return NULL;
}