module CyberarmEngine class WavefrontParser < Model::Parser def self.handles [:obj] end def parse lines = 0 list = File.read(@model.file_path).split("\n") list.each do |line| lines += 1 line = line.strip array = line.split(" ") case array[0] when "mtllib" @model.material_file = array[1] parse_mtllib when "usemtl" set_material(array[1]) when "o" change_object(nil, array[1]) when "s" set_smoothing(array[1]) when "v" add_vertex(array) when "vt" add_texture_coordinate(array) when "vn" add_normal(array) when "f" verts = [] uvs = [] norms = [] array[1..3].each do |f| verts << f.split("/")[0] uvs << f.split("/")[1] norms << f.split("/")[2] end face = Face.new face.vertices = [] face.uvs = [] face.normals = [] face.colors = [] face.material = current_material face.smoothing = @model.smoothing mat = face.material.diffuse color = mat verts.each_with_index do |v, index| if uvs.first != "" face.vertices << @model.vertices[Integer(v) - 1] face.uvs << @model.uvs[Integer(uvs[index]) - 1] face.normals << @model.normals[Integer(norms[index]) - 1] face.colors << color else face.vertices << @model.vertices[Integer(v) - 1] face.uvs << nil face.normals << @model.normals[Integer(norms[index]) - 1] face.colors << color end end @model.current_object.faces << face @model.faces << face end end @model.calculate_bounding_box(@model.vertices, @model.bounding_box) @model.objects.each do |o| @model.calculate_bounding_box(o.vertices, o.bounding_box) end end def parse_mtllib file = File.open(@model.file_path.sub(File.basename(@model.file_path), "") + @model.material_file, "r") file.readlines.each do |line| array = line.strip.split(" ") case array.first when "newmtl" material = Model::Material.new(array.last) @model.current_material = array.last @model.materials[array.last] = material when "Ns" # Specular Exponent when "Ka" # Ambient color @model.materials[@model.current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when "Kd" # Diffuse color @model.materials[@model.current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when "Ks" # Specular color @model.materials[@model.current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3])) when "Ke" # Emissive when "Ni" # Unknown (Blender Specific?) when "d" # Dissolved (Transparency) when "illum" # Illumination model when "map_Kd" # Diffuse texture texture = File.basename(array[1]) texture_path = "#{File.expand_path('../../', @model.file_path)}/textures/#{texture}" @model.materials[@model.current_material].set_texture(texture_path) end end end def set_smoothing(value) @model.smoothing = value == "1" end def add_vertex(array) @model.vertex_count += 1 vert = nil if array.size == 5 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4])) elsif array.size == 4 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0) else raise end @model.current_object.vertices << vert @model.vertices << vert end def add_normal(array) vert = nil if array.size == 5 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4])) elsif array.size == 4 vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0) else raise end @model.current_object.normals << vert @model.normals << vert end def add_texture_coordinate(array) texture = nil if array.size == 4 texture = Vector.new(Float(array[1]), 1 - Float(array[2]), Float(array[3])) elsif array.size == 3 texture = Vector.new(Float(array[1]), 1 - Float(array[2]), 1.0) else raise end @model.uvs << texture @model.current_object.uvs << texture end end end