6dc3f54786
Tweaks to this submission from Robert Osfield to fix missing elements in submission.
329 lines
12 KiB
C++
329 lines
12 KiB
C++
// -*-c++-*-
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#include "ReaderWriterVRML2.h"
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#if defined(_MSC_VER)
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# pragma warning(disable: 4250)
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# pragma warning(disable: 4290)
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# pragma warning(disable: 4800)
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#endif
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#include <openvrml/node.h>
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#include <osg/CullFace>
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osg::ref_ptr<osg::Geometry> ReaderWriterVRML2::convertVRML97IndexedFaceSet(openvrml::node *vrml_ifs) const
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{
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osg::ref_ptr<osg::Geometry> osg_geom = new osg::Geometry();
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osg_geom->addPrimitiveSet(new osg::DrawArrayLengths(osg::PrimitiveSet::POLYGON));
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// get array of vertex coordinate_nodes
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if(vrml_ifs->type().id() == "IndexedFaceSet")
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{
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std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("coord");
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const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
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openvrml::coordinate_node *vrml_coord_node = dynamic_cast<openvrml::coordinate_node *>((sfn->value()).get());
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const std::vector<openvrml::vec3f> &vrml_coord = vrml_coord_node->point();
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osg::ref_ptr<osg::Vec3Array> osg_vertices = new osg::Vec3Array();
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unsigned i;
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for (i = 0; i < vrml_coord.size(); i++)
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{
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openvrml::vec3f vec = vrml_coord[i];
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osg_vertices->push_back(osg::Vec3(vec[0], vec[1], vec[2]));
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}
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osg_geom->setVertexArray(osg_vertices.get());
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// get array of vertex indices
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std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("coordIndex");
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const openvrml::mfint32 *vrml_coord_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
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osg::ref_ptr<osg::IntArray> osg_vert_index = new osg::IntArray();
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int num_vert = 0;
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for (i = 0; i < vrml_coord_index->value().size(); i++)
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{
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int index = vrml_coord_index->value()[i];
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if (index == -1)
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{
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static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0))->push_back(num_vert);
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num_vert = 0;
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}
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else
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{
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osg_vert_index->push_back(index);
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++num_vert;
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}
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}
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if (num_vert)
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{
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//GvdB: Last coordIndex wasn't -1
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static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0))->push_back(num_vert);
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}
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osg_geom->setVertexIndices(osg_vert_index.get());
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}
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{
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// get texture coordinate_nodes
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std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("texCoord");
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const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
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openvrml::texture_coordinate_node *vrml_tex_coord_node = dynamic_cast<openvrml::texture_coordinate_node *>(sfn->value().get());
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if (vrml_tex_coord_node != 0) // if no texture, node is NULL pointer
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{
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const std::vector<openvrml::vec2f> &vrml_tex_coord = vrml_tex_coord_node->point();
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osg::ref_ptr<osg::Vec2Array> osg_texcoords = new osg::Vec2Array();
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unsigned i;
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for (i = 0; i < vrml_tex_coord.size(); i++)
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{
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openvrml::vec2f vec = vrml_tex_coord[i];
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osg_texcoords->push_back(osg::Vec2(vec[0], vec[1]));
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}
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osg_geom->setTexCoordArray(0, osg_texcoords.get());
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// get array of texture indices
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std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("texCoordIndex");
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const openvrml::mfint32 *vrml_tex_coord_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
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osg::ref_ptr<osg::IntArray> osg_tex_coord_index = new osg::IntArray();
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if(vrml_tex_coord_index->value().size() > 0)
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{
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for (i = 0; i < vrml_tex_coord_index->value().size(); i++)
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{
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int index = vrml_tex_coord_index->value()[i];
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if (index != -1) {
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osg_tex_coord_index->push_back(index);
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}
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}
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osg_geom->setTexCoordIndices(0, osg_tex_coord_index.get());
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} else
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// no indices defined, use coordIndex
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osg_geom->setTexCoordIndices(0, osg_geom->getVertexIndices());
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}
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}
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// get array of normals per vertex (if specified)
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{
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std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("normal");
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const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
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openvrml::normal_node *vrml_normal_node = dynamic_cast<openvrml::normal_node *>(sfn->value().get());
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if (vrml_normal_node != 0) // if no normals, node is NULL pointer
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{
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const std::vector<openvrml::vec3f>& vrml_normal_coord = vrml_normal_node->vector();
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osg::ref_ptr<osg::Vec3Array> osg_normalcoords = new osg::Vec3Array();
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unsigned i;
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for (i = 0; i < vrml_normal_coord.size(); i++)
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{
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const openvrml::vec3f vec = vrml_normal_coord[i];
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osg_normalcoords->push_back(osg::Vec3(vec[0], vec[1], vec[2]));
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}
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osg_geom->setNormalArray(osg_normalcoords.get());
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// get array of normal indices
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std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("normalIndex");
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const openvrml::mfint32 *vrml_normal_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
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osg::ref_ptr<osg::IntArray> osg_normal_index = new osg::IntArray();
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if (vrml_normal_index->value().size() > 0)
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{
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for (i = 0; i < vrml_normal_index->value().size(); i++)
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{
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int index = vrml_normal_index->value()[i];
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if (index != -1)
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{
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osg_normal_index->push_back(index);
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}
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}
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osg_geom->setNormalIndices(osg_normal_index.get());
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}
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else
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// unspecified, use the coordIndex field
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osg_geom->setNormalIndices(osg_geom->getVertexIndices());
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// get normal binding
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std::auto_ptr<openvrml::field_value> fv3 = vrml_ifs->field("normalPerVertex");
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const openvrml::sfbool *vrml_norm_per_vertex = dynamic_cast<const openvrml::sfbool *>(fv3.get());
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if (vrml_norm_per_vertex->value())
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{
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osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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} else
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{
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osg_geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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}
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}
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}
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// get array of colours per vertex (if specified)
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{
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std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("color");
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const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
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openvrml::color_node *vrml_color_node = dynamic_cast<openvrml::color_node *>(sfn->value().get());
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if (vrml_color_node != 0) // if no colors, node is NULL pointer
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{
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const std::vector<openvrml::color> &vrml_colors = vrml_color_node->color();
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osg::ref_ptr<osg::Vec3Array> osg_colors = new osg::Vec3Array();
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unsigned i;
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for (i = 0; i < vrml_colors.size(); i++)
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{
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const openvrml::color color = vrml_colors[i];
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osg_colors->push_back(osg::Vec3(color.r(), color.g(), color.b()));
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}
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osg_geom->setColorArray(osg_colors.get());
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// get array of color indices
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std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("colorIndex");
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const openvrml::mfint32 *vrml_color_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
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osg::ref_ptr<osg::IntArray> osg_color_index = new osg::IntArray();
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if(vrml_color_index->value().size() > 0)
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{
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for (i = 0; i < vrml_color_index->value().size(); i++)
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{
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int index = vrml_color_index->value()[i];
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if (index != -1) {
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osg_color_index->push_back(index);
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}
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}
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osg_geom->setColorIndices(osg_color_index.get());
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} else
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// unspecified, use coordIndices field
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osg_geom->setColorIndices(osg_geom->getVertexIndices());
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// get color binding
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std::auto_ptr<openvrml::field_value> fv3 = vrml_ifs->field("colorPerVertex");
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const openvrml::sfbool *vrml_color_per_vertex = dynamic_cast<const openvrml::sfbool *>(fv3.get());
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if (vrml_color_per_vertex->value())
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{
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osg_geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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} else
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{
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osg_geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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}
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}
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}
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// normal smoothing
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std::auto_ptr<openvrml::field_value> fv_solid = vrml_ifs->field("solid");
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const openvrml::sfbool *solid = dynamic_cast<const openvrml::sfbool *>(fv_solid.get());
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if (solid->value())
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{
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osg_geom->getOrCreateStateSet()->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
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}
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if (!osg_geom->getNormalArray())
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{
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#if 0
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// GvdB: This is what I wanted to do, but got zero normals since the triangles were considered temporaries (?)
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osgUtil::SmoothingVisitor().smooth(*osg_geom);
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#else
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// GvdB: So I ended up computing the smoothing normals myself. Also, I might add support for "creaseAngle" if a big need for it rises.
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// However, for now I can perfectly live with the fact that all edges are smoothed despite the use of a crease angle.
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osg::Vec3Array& coords = *static_cast<osg::Vec3Array*>(osg_geom->getVertexArray());
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assert(coords.size());
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osg::Vec3Array* normals = new osg::Vec3Array(coords.size());
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for (osg::Vec3Array::iterator it = normals->begin(); it != normals->end(); ++it)
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{
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(*it).set(0.0f, 0.0f, 0.0f);
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}
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osg::IntArray& indices = *static_cast<osg::IntArray*>(osg_geom->getVertexIndices());
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osg::DrawArrayLengths& lengths = *static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0));
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unsigned index = 0;
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for (osg::DrawArrayLengths::iterator it = lengths.begin(); it != lengths.end(); ++it)
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{
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assert(*it >= 3);
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const osg::Vec3& v0 = coords[indices[index]];
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const osg::Vec3& v1 = coords[indices[index + 1]];
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const osg::Vec3& v2 = coords[indices[index + 2]];
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osg::Vec3 normal = (v1 - v0) ^ (v2 - v0);
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normal.normalize();
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for (int i = 0; i != *it; ++i)
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{
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(*normals)[indices[index + i]] += normal;
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}
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index += *it;
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}
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assert(index == indices.size());
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for(osg::Vec3Array::iterator it = normals->begin(); it != normals->end(); ++it)
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{
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(*it).normalize();
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}
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osg_geom->setNormalArray(normals);
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osg_geom->setNormalIndices(osg_geom->getVertexIndices());
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osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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#endif
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}
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osg::DrawArrayLengths& lengths = *static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0));
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osg::DrawArrayLengths::iterator it = lengths.begin();
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if (it != lengths.end())
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{
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switch (*it)
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{
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case 3:
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while (++it != lengths.end() && *it == 3)
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;
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if (it == lengths.end())
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{
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// All polys are triangles
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osg::ref_ptr<osg::DrawArrays> mesh = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES);
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mesh->setCount(lengths.size() * 3);
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osg_geom->removePrimitiveSet(0);
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osg_geom->addPrimitiveSet(mesh.get());
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}
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break;
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case 4:
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while (++it != lengths.end() && *it == 4)
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;
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if (it == lengths.end())
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{
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// All polys are quads
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osg::ref_ptr<osg::DrawArrays> mesh = new osg::DrawArrays(osg::PrimitiveSet::QUADS);
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mesh->setCount(lengths.size() * 4);
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osg_geom->removePrimitiveSet(0);
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osg_geom->addPrimitiveSet(mesh.get());
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}
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break;
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}
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}
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return osg_geom.get();
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}
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