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sparrowMesh.c
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/* This file is part of sparrow3d.
* Sparrow3d is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* Sparrow3d 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. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Foobar. If not, see <http://www.gnu.org/licenses/>
*
* For feedback and questions about my Files and Projects please mail me,
* Alexander Matthes (Ziz) , zizsdl_at_googlemail.com */
#include "sparrowMesh.h"
#include "sparrowMath.h"
#include <math.h>
#include <stdlib.h>
static int meshReadLine( char* buffer, SDL_RWops *file, int max ) //Returns 0 at EOF, otherwise amount of letters
{
char sign;
int pos = 0;
while ( SDL_RWread( file, &sign, 1, 1 ) > 0 && pos < max )
{
buffer[pos] = sign;
pos++;
if ( sign == '\n' )
break;
}
buffer[pos] = 0;
return pos;
}
typedef struct spMeshTempStruct *spMeshTempPointer;
typedef struct spMeshTempStruct
{
Uint32 point;
Uint32 uv;
Uint32 nr;
Uint32 face[2];
Uint32 face_count;
spMeshTempPointer next;
} spMeshTemp;
static Uint32 meshGetNumber( spMeshTempPointer* first, Uint32 point, Uint32 uv )
{
spMeshTempPointer mom = *first;
Uint32 nr = -1;
while ( mom != NULL )
{
if ( mom->point == point && mom->uv == uv )
return mom->nr; //found!
mom = mom->next;
}
//not forund:
mom = ( spMeshTempPointer )malloc( sizeof( spMeshTemp ) );
mom->point = point;
mom->uv = uv;
if ( *first )
{
mom->nr = ( *first )->nr + 1;
mom->next = ( *first );
( *first ) = mom;
return mom->nr;
}
( *first ) = mom;
mom->next = NULL;
mom->nr = 0;
return mom->nr;
}
static Uint32 meshGetNumberEdge( spMeshTempPointer* first, Uint32 point, Uint32 uv, int face )
{
spMeshTempPointer mom = *first;
Uint32 nr = -1;
while ( mom != NULL )
{
if ( ( mom->point == point && mom->uv == uv ) ||
( mom->point == uv && mom->uv == point ) )
{ //found
mom->face[mom->face_count] = face;
mom->face_count++;
return mom->nr;
}
mom = mom->next;
}
//not forund:
mom = ( spMeshTempPointer )malloc( sizeof( spMeshTemp ) );
mom->point = point;
mom->uv = uv;
mom->face[0] = face;
mom->face_count = 1;
if ( *first )
{
mom->nr = ( *first )->nr + 1;
mom->next = ( *first );
( *first ) = mom;
return mom->nr;
}
( *first ) = mom;
mom->next = NULL;
mom->nr = 0;
return mom->nr;
}
static void meshParseVertex( char* buffer, spPointPointer point, int max )
{
point->x = 0;
point->y = 0;
point->z = 0;
//search ' ' after 'v'
int left = 0;
while ( left < max && buffer[left] != ' ' )
left++;
//now buffer[left] is the ' ' after 'v' before the first number
while ( left < max && buffer[left] == ' ' )
left++;
int right = left + 1;
while ( right < max && buffer[right] != ' ' )
right++;
//now buffer[right] is the ' ' after the number
char oldc = buffer[right];
buffer[right] = 0;
point->x = spAtof(&( buffer[left] ));
buffer[right] = oldc;
//second number
left = right;
while ( left < max && buffer[left] != ' ' )
left++;
while ( left < max && buffer[left] == ' ' )
left++;
right = left + 1;
while ( right < max && buffer[right] != ' ' )
right++;
oldc = buffer[right];
buffer[right] = 0;
point->y = spAtof(&( buffer[left] ));
buffer[right] = oldc;
//third number
left = right;
while ( left < max && buffer[left] != ' ' )
left++;
while ( left < max && buffer[left] == ' ' )
left++;
right = left + 1;
while ( right < max && buffer[right] > ' ' )
right++;
oldc = buffer[right];
buffer[right] = 0;
point->z = spAtof(&( buffer[left] ));
buffer[right] = oldc;
//printf("Parsed %i %i %i\n",point->x,point->y,point->z);
}
static void meshParseUV( char* buffer, spTexPointPointer point, int max, int texw, int texh )
{
point->u = 0;
point->v = 0;
//search ' ' after 't'
int left = 0;
while ( left < max && buffer[left] != ' ' )
left++;
//now buffer[left] is the ' ' after 't' before the first number
while ( left < max && buffer[left] == ' ' )
left++;
int right = left + 1;
while ( right < max && buffer[right] != ' ' )
right++;
//now buffer[right] is the ' ' after the number
char oldc = buffer[right];
buffer[right] = 0;
float number = spAtoFloat( &( buffer[left] ) );
point->u = ( int )( number * ( float )texw );
buffer[right] = oldc;
//second number
left = right;
while ( left < max && buffer[left] != ' ' )
left++;
while ( left < max && buffer[left] == ' ' )
left++;
right = left + 1;
while ( right < max && buffer[right] != ' ' )
right++;
oldc = buffer[right];
buffer[right] = 0;
number = spAtoFloat( &( buffer[left] ) );
point->v = texh - 1 - ( int )( number * ( float )( texh - 1 ) );
buffer[right] = oldc;
}
static int meshParseFace( char* buffer, int* face, int max ) //3 triangle, 4 quad
{
int count = 0;
//search ' ' after 'f'
int left = 0;
while ( left < max && buffer[left] != ' ' )
left++;
//now buffer[left] is the ' ' after 'f' before the first number
while ( 1 )
{
while ( left < max && buffer[left] == ' ' )
left++;
int right = left + 1;
while ( right < max && buffer[right] != '/' )
right++;
//now buffer[right] is the '/' after the number
char oldc = buffer[right];
buffer[right] = 0;
face[count * 3 + 0] = atoi( &( buffer[left] ) );
buffer[right] = oldc;
//second number?
if ( buffer[right + 1] != '/' )
{
left = right + 1;
right = left + 1;
while ( right < max && buffer[right] != '/' )
right++;
//now buffer[right] is the '/' after the number
oldc = buffer[right];
buffer[right] = 0;
face[count * 3 + 1] = atoi( &( buffer[left] ) );
buffer[right] = oldc;
left = right + 1;
}
else
{
face[count * 3 + 1] = -1;
left = right + 2;
}
right = left + 1;
while ( right < max && buffer[right] != ' ' && buffer[right] != '\n' )
right++;
//now buffer[right] is the sign after the number
oldc = buffer[right];
buffer[right] = 0;
face[count * 3 + 2] = atoi( &( buffer[left] ) );
buffer[right] = oldc;
left = right;
count++;
if ( buffer[left] == '\n' || buffer[left] == 0 || left >= max )
return count;
}
}
static void meshCalcNormal(Sint32 *normal, Sint32 x1,Sint32 y1,Sint32 z1,
Sint32 x2,Sint32 y2,Sint32 z2,
Sint32 x3,Sint32 y3,Sint32 z3)
{
normal[0] = spMulHigh( y1 - y2, z2 - z3 )
- spMulHigh( z1 - z2, y2 - y3 );
normal[1] = spMulHigh( z1 - z2, x2 - x3 )
- spMulHigh( x1 - x2, z2 - z3 );
normal[2] = spMulHigh( x1 - x2, y2 - y3 )
- spMulHigh( y1 - y2, x2 - x3 );
Sint32 l = spSqrt( spMulHigh( normal[0], normal[0] ) +
spMulHigh( normal[1], normal[1] ) +
spMulHigh( normal[2], normal[2] ) );
if (l == 0)
{
normal[0] = 0;
normal[1] = 0;
normal[2] = 0;
}
else
{
normal[0] = spDivHigh( normal[0], l );
normal[1] = spDivHigh( normal[1], l );
normal[2] = spDivHigh( normal[2], l );
}
}
PREFIX spModelPointer spMeshLoadObj( char* name, SDL_Surface* texture, Uint16 color )
{
char buffer[256];
//Counting
SDL_RWops *file = SDL_RWFromFile( name, "rb" );
if ( file == NULL )
return NULL;
int vertexCount = 0, uvCount = 0, triCount = 0, triTexCount = 0, quadCount = 0, quadTexCount = 0;
while ( meshReadLine( buffer, file, 255 ) )
{
if ( buffer[0] == 'v' && buffer[1] == ' ' )
vertexCount++;
if ( buffer[0] == 'v' && buffer[1] == 't' )
uvCount++;
if ( buffer[0] == 'f' && buffer[1] == ' ' )
{
// searching"//"
int count = 0;
int pos;
for ( pos = 2; pos < 256 && buffer[pos] != 0; pos++ )
if ( buffer[pos] == '/' )
count++;
pos = 2;
while ( pos < 256 && buffer[pos] != 0 )
{
if ( buffer[pos] == '/' && buffer[pos - 1] == '/' )
break;
pos++;
}
if ( buffer[pos] == '/' )
{
if ( count > 6 )
quadCount++;
else
triCount++;
}
else
{
if ( count > 6 )
quadTexCount++;
else
triTexCount++;
}
}
}
SDL_RWclose( file );
//Getting memory
spPointPointer rawPoints = ( spPointPointer )malloc( sizeof( spPoint ) * vertexCount );
spTexPointPointer rawUV = NULL;
if ( uvCount > 0 )
rawUV = ( spTexPointPointer )malloc( sizeof( spTexPoint ) * uvCount );
spTrianglePointer triangles = NULL;
if ( triCount > 0 )
triangles = ( spTrianglePointer )malloc( sizeof( spTriangleS ) * triCount );
spTrianglePointer texTriangles = NULL;
if ( triTexCount > 0 )
texTriangles = ( spTrianglePointer )malloc( sizeof( spTriangleS ) * triTexCount );
spQuadPointer quads = NULL;
if ( quadCount > 0 )
quads = ( spQuadPointer )malloc( sizeof( spQuadS ) * quadCount );
spQuadPointer texQuads = NULL;
if ( quadTexCount > 0 )
texQuads = ( spQuadPointer )malloc( sizeof( spQuadS ) * quadTexCount );
printf( "Reading \"%s\" with\n", name );
printf( " %i Triangles without uv\n", triCount );
printf( " %i Triangles with uv\n", triTexCount );
printf( " %i Quads without uv\n", quadCount );
printf( " %i Quads with uv\n", quadTexCount );
//Reading
file = SDL_RWFromFile( name, "rb" );
if ( file == NULL )
return NULL;
vertexCount = 0;
uvCount = 0;
triCount = 0;
triTexCount = 0;
quadCount = 0;
quadTexCount = 0;
int texw = 256;
int texh = 256;
if ( texture )
{
texw = texture->w;
texh = texture->h;
}
spMeshTempPointer tempPointer = NULL;
spMeshTempPointer texTempPointer = NULL;
while ( meshReadLine( buffer, file, 255 ) )
{
//Reading Vertexes and uv coordinates
if ( buffer[0] == 'v' && buffer[1] == ' ' )
{
meshParseVertex( buffer, &( rawPoints[vertexCount] ), 255 );
vertexCount++;
}
if ( buffer[0] == 'v' && buffer[1] == 't' )
{
meshParseUV( buffer, &( rawUV[uvCount] ), 255, texw, texh );
uvCount++;
}
if ( buffer[0] == 'f' && buffer[1] == ' ' )
{
int face[12];
int count = meshParseFace( buffer, face, 255 );
if ( count == 3 )
{
if ( face[1] == -1 )
{
triangles[triCount].point[0] = meshGetNumber( &tempPointer, face[0] - 1, face[1] - 1 );
triangles[triCount].point[1] = meshGetNumber( &tempPointer, face[3] - 1, face[4] - 1 );
triangles[triCount].point[2] = meshGetNumber( &tempPointer, face[6] - 1, face[7] - 1 );
triCount++;
}
else
{
texTriangles[triTexCount].point[0] = meshGetNumber( &texTempPointer, face[0] - 1, face[1] - 1 );
texTriangles[triTexCount].point[1] = meshGetNumber( &texTempPointer, face[3] - 1, face[4] - 1 );
texTriangles[triTexCount].point[2] = meshGetNumber( &texTempPointer, face[6] - 1, face[7] - 1 );
triTexCount++;
}
}
else
{
if ( face[1] == -1 )
{
quads[quadCount].point[0] = meshGetNumber( &tempPointer, face[0] - 1, face[1] - 1 );
quads[quadCount].point[1] = meshGetNumber( &tempPointer, face[3] - 1, face[4] - 1 );
quads[quadCount].point[2] = meshGetNumber( &tempPointer, face[6] - 1, face[7] - 1 );
quads[quadCount].point[3] = meshGetNumber( &tempPointer, face[9] - 1, face[10] - 1 );
quadCount++;
}
else
{
texQuads[quadTexCount].point[0] = meshGetNumber( &texTempPointer, face[0] - 1, face[1] - 1 );
texQuads[quadTexCount].point[1] = meshGetNumber( &texTempPointer, face[3] - 1, face[4] - 1 );
texQuads[quadTexCount].point[2] = meshGetNumber( &texTempPointer, face[6] - 1, face[7] - 1 );
texQuads[quadTexCount].point[3] = meshGetNumber( &texTempPointer, face[9] - 1, face[10] - 1 );
quadTexCount++;
}
}
}
}
//Creating Point lists
vertexCount = 0;
spPointPointer points = NULL;
if ( tempPointer )
{
vertexCount = tempPointer->nr + 1;
points = ( spPointPointer )malloc( sizeof( spPoint ) * vertexCount );
}
uvCount = 0;
spTexPointPointer texPoints = NULL;
if ( texTempPointer )
{
uvCount = texTempPointer->nr + 1;
texPoints = ( spTexPointPointer )malloc( sizeof( spTexPoint ) * uvCount );
}
while ( tempPointer )
{
points[tempPointer->nr].x = rawPoints[tempPointer->point].x;
points[tempPointer->nr].y = rawPoints[tempPointer->point].y;
points[tempPointer->nr].z = rawPoints[tempPointer->point].z;
spMeshTempPointer next = tempPointer->next;
free( tempPointer );
tempPointer = next;
}
while ( texTempPointer )
{
texPoints[texTempPointer->nr].x = rawPoints[texTempPointer->point].x;
texPoints[texTempPointer->nr].y = rawPoints[texTempPointer->point].y;
texPoints[texTempPointer->nr].z = rawPoints[texTempPointer->point].z;
texPoints[texTempPointer->nr].u = rawUV[texTempPointer->uv].u;
texPoints[texTempPointer->nr].v = rawUV[texTempPointer->uv].v;
spMeshTempPointer next = texTempPointer->next;
free( texTempPointer );
texTempPointer = next;
}
free( rawPoints );
free( rawUV );
//Creating Edgelist and Normals
tempPointer = NULL;
texTempPointer = NULL;
int i;
for ( i = 0; i < triCount; i++ )
{
triangles[i].edge[0] = meshGetNumberEdge( &tempPointer, triangles[i].point[0], triangles[i].point[1], i );
triangles[i].edge[1] = meshGetNumberEdge( &tempPointer, triangles[i].point[1], triangles[i].point[2], i );
triangles[i].edge[2] = meshGetNumberEdge( &tempPointer, triangles[i].point[2], triangles[i].point[0], i );
meshCalcNormal(triangles[i].normal, points[triangles[i].point[0]].x, points[triangles[i].point[0]].y, points[triangles[i].point[0]].z,
points[triangles[i].point[1]].x, points[triangles[i].point[1]].y, points[triangles[i].point[1]].z,
points[triangles[i].point[2]].x, points[triangles[i].point[2]].y, points[triangles[i].point[2]].z);
}
for ( i = 0; i < triTexCount; i++ )
{
texTriangles[i].edge[0] = meshGetNumberEdge( &texTempPointer, texTriangles[i].point[0], texTriangles[i].point[1], i );
texTriangles[i].edge[1] = meshGetNumberEdge( &texTempPointer, texTriangles[i].point[1], texTriangles[i].point[2], i );
texTriangles[i].edge[2] = meshGetNumberEdge( &texTempPointer, texTriangles[i].point[2], texTriangles[i].point[0], i );
meshCalcNormal(texTriangles[i].normal, texPoints[texTriangles[i].point[0]].x, texPoints[texTriangles[i].point[0]].y, texPoints[texTriangles[i].point[0]].z,
texPoints[texTriangles[i].point[1]].x, texPoints[texTriangles[i].point[1]].y, texPoints[texTriangles[i].point[1]].z,
texPoints[texTriangles[i].point[2]].x, texPoints[texTriangles[i].point[2]].y, texPoints[texTriangles[i].point[2]].z);
}
for ( i = 0; i < quadCount; i++ )
{
quads[i].edge[0] = meshGetNumberEdge( &tempPointer, quads[i].point[0], quads[i].point[1], i );
quads[i].edge[1] = meshGetNumberEdge( &tempPointer, quads[i].point[1], quads[i].point[2], i );
quads[i].edge[2] = meshGetNumberEdge( &tempPointer, quads[i].point[2], quads[i].point[3], i );
quads[i].edge[3] = meshGetNumberEdge( &tempPointer, quads[i].point[3], quads[i].point[0], i );
meshCalcNormal(quads[i].normal, points[quads[i].point[0]].x, points[quads[i].point[0]].y, points[quads[i].point[0]].z,
points[quads[i].point[1]].x, points[quads[i].point[1]].y, points[quads[i].point[1]].z,
points[quads[i].point[2]].x, points[quads[i].point[2]].y, points[quads[i].point[2]].z);
}
for ( i = 0; i < quadTexCount; i++ )
{
texQuads[i].edge[0] = meshGetNumberEdge( &texTempPointer, texQuads[i].point[0], texQuads[i].point[1], i );
texQuads[i].edge[1] = meshGetNumberEdge( &texTempPointer, texQuads[i].point[1], texQuads[i].point[2], i );
texQuads[i].edge[2] = meshGetNumberEdge( &texTempPointer, texQuads[i].point[2], texQuads[i].point[3], i );
texQuads[i].edge[3] = meshGetNumberEdge( &texTempPointer, texQuads[i].point[3], texQuads[i].point[0], i );
meshCalcNormal(texQuads[i].normal, texPoints[texQuads[i].point[0]].x, texPoints[texQuads[i].point[0]].y, texPoints[texQuads[i].point[0]].z,
texPoints[texQuads[i].point[1]].x, texPoints[texQuads[i].point[1]].y, texPoints[texQuads[i].point[1]].z,
texPoints[texQuads[i].point[2]].x, texPoints[texQuads[i].point[2]].y, texPoints[texQuads[i].point[2]].z);
}
int edgeCount = 0;
spEdge* edges = NULL;
if ( tempPointer )
{
edgeCount = tempPointer->nr + 1;
edges = ( spEdge* )malloc( sizeof( spEdge ) * edgeCount );
}
while ( tempPointer )
{
edges[tempPointer->nr].point[0] = tempPointer->point;
edges[tempPointer->nr].point[1] = tempPointer->uv;
edges[tempPointer->nr].face[0] = tempPointer->face[0];
edges[tempPointer->nr].face[1] = tempPointer->face[1];
edges[tempPointer->nr].face_count = tempPointer->face_count;
edges[tempPointer->nr].status = 0;
spMeshTempPointer next = tempPointer->next;
free( tempPointer );
tempPointer = next;
}
printf( " %i Edges\n", edgeCount );
int texEdgeCount = 0;
spEdge* texEdges = NULL;
if ( texTempPointer )
{
texEdgeCount = texTempPointer->nr + 1;
texEdges = ( spEdge* )malloc( sizeof( spEdge ) * texEdgeCount );
}
while ( texTempPointer )
{
texEdges[texTempPointer->nr].point[0] = texTempPointer->point;
texEdges[texTempPointer->nr].point[1] = texTempPointer->uv;
texEdges[texTempPointer->nr].status = 0;
texEdges[texTempPointer->nr].face[0] = texTempPointer->face[0];
texEdges[texTempPointer->nr].face[1] = texTempPointer->face[1];
texEdges[texTempPointer->nr].face_count = texTempPointer->face_count;
spMeshTempPointer next = texTempPointer->next;
free( texTempPointer );
texTempPointer = next;
}
printf( " %i uv Edges\n", texEdgeCount );
spModelPointer model = ( spModelPointer )malloc( sizeof( spModel ) );
model->texture = texture;
model->pointCount = vertexCount;
model->point = points;
model->texPointCount = uvCount;
model->texPoint = texPoints;
model->triangleCount = triCount;
model->texTriangleCount = triTexCount;
model->triangle = triangles;
model->texTriangle = texTriangles;
model->quadCount = quadCount;
model->texQuadCount = quadTexCount;
model->quad = quads;
model->texQuad = texQuads;
model->edgeCount = edgeCount;
model->edge = edges;
model->texEdgeCount = texEdgeCount;
model->texEdge = texEdges;
model->color = color;
SDL_RWclose( file );
return model;
}
PREFIX spModelPointer spMeshLoadObjSize( char* name, SDL_Surface* texture, Uint16 color, Sint32 size )
{
spModelPointer mesh = spMeshLoadObj( name, texture, color );
int i;
for ( i = 0; i < mesh->pointCount; i++ )
{
mesh->point[i].x = spMulHigh( mesh->point[i].x, size );
mesh->point[i].y = spMulHigh( mesh->point[i].y, size );
mesh->point[i].z = spMulHigh( mesh->point[i].z, size );
}
for ( i = 0; i < mesh->texPointCount; i++ )
{
mesh->texPoint[i].x = spMulHigh( mesh->texPoint[i].x, size );
mesh->texPoint[i].y = spMulHigh( mesh->texPoint[i].y, size );
mesh->texPoint[i].z = spMulHigh( mesh->texPoint[i].z, size );
}
return mesh;
}
PREFIX void spMeshDelete( spModelPointer mesh )
{
free( mesh->point );
free( mesh->texPoint );
free( mesh->triangle );
free( mesh->texTriangle );
free( mesh->quad );
free( mesh->texQuad );
free( mesh->edge );
free( mesh->texEdge );
free( mesh );
}