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/*
* Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MIDROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*
* Sun gratefully acknowledges that this software was originally authored
* and developed by Kenneth Bradley Russell and Christopher John Kline.
*/
package demos.util;
import java.io.*;
import java.nio.*;
import java.util.*;
import net.java.games.jogl.util.*;
/** Simple parser for Wavefront .OBJ files. Does not support all file
options -- currently requires vertices and normals (only) to be
present. */
public class ObjReader {
private int verticesPerFace = -1;
private FloatBuffer vertices;
private FloatBuffer normals;
private float[] aabbMin = new float[3];
private float[] aabbMax = new float[3];
private float[] center = new float[3];
private float radius;
// If we wanted this to be really general we'd have an array of
// FloatLists for the various kinds of vertices as well
private FloatList tmpVertices;
private FloatList tmpVertexNormals;
private IntList faceIndices;
private IntList[] tmpFaceIndices;
public ObjReader(String filename) throws IOException {
this(new File(filename));
}
public ObjReader(File file) throws IOException {
BufferedReader reader = new BufferedReader(new FileReader(file));
String line = null;
int lineNo = 0;
float[] floatTmp = new float[3];
while ((line = reader.readLine()) != null) {
++lineNo;
if (line.length() > 0) {
char c = line.charAt(0);
// FIXME: support continuation of lines with trailing '\'
switch (c) {
case '#':
break;
case 'v':
if (Character.isWhitespace(line.charAt(1))) {
addVertex(parseFloats(line, 3, floatTmp, lineNo));
} else if (line.startsWith("vn")) {
addVertexNormal(parseFloats(line, 3, floatTmp, lineNo));
} else {
throw new IOException("Unsupported vertex command on line " + lineNo);
}
break;
case 'f':
parseIndices(line, lineNo);
default:
// For now we ignore all other lines
}
}
}
// Now have all vertex information.
// Make it possible to use same indices for both vertices and normals
condenseIndices();
// Compute axis-aligned bounding box and radius
computeBoundingBox();
}
public void rescale(float amount) {
for (int i = 0; i < vertices.capacity(); i++) {
vertices.put(i, vertices.get(i) * amount);
}
}
public FloatBuffer getVertices() {
return vertices;
}
public FloatBuffer getVertexNormals() {
return normals;
}
public int[] getFaceIndices() {
return faceIndices.getData();
}
public int getVerticesPerFace() {
return verticesPerFace;
}
public float[] getAABBMin() {
return aabbMin;
}
public float[] getAABBMax() {
return aabbMax;
}
public float[] getCenter() {
return center;
}
public float getRadius() {
return radius;
}
//----------------------------------------------------------------------
// Internals only below this point
//
private void addVertex(float[] tmp) {
if (tmpVertices == null) {
tmpVertices = new FloatList();
}
for (int i = 0; i < 3; i++) {
tmpVertices.add(tmp[i]);
}
}
private void addVertexNormal(float[] tmp) {
if (tmpVertexNormals == null) {
tmpVertexNormals = new FloatList();
}
for (int i = 0; i < 3; i++) {
tmpVertexNormals.add(tmp[i]);
}
}
private float[] parseFloats(String line, int num, float[] tmp, int lineNo) throws IOException {
StringTokenizer tok = new StringTokenizer(line);
tok.nextToken(); // skip command
int idx = 0;
while (tok.hasMoreTokens()) {
if (idx >= tmp.length) {
throw new IOException("Too many floating-point values on line " + lineNo);
}
tmp[idx++] = Float.parseFloat(tok.nextToken());
}
return tmp;
}
private void parseIndices(String line, int lineNo) throws IOException {
StringTokenizer tok = new StringTokenizer(line);
tok.nextToken(); // skip command
List tokens = new ArrayList();
while (tok.hasMoreTokens()) {
tokens.add(tok.nextToken());
}
// This is the number of vertices in this face.
// If we seem to have already found this, it had better match the
// previously read value (for now - don't want to add the
// complexity of supporting some faces with a certain number of
// vertices and some with a different number)
if (verticesPerFace < 0) {
verticesPerFace = tokens.size();
} else {
if (verticesPerFace != tokens.size()) {
throw new IOException("Face on line " + lineNo + " had " + tokens.size() +
" vertices, but had already previously set the number of vertices per face to " +
verticesPerFace);
}
}
// Now read the individual indices out of each token
for (Iterator iter = tokens.iterator(); iter.hasNext(); ) {
String indices = (String) iter.next();
if (tmpFaceIndices == null) {
StringTokenizer tmpTok = new StringTokenizer(indices, "/");
int numIndicesPerVertex = 0;
while (tmpTok.hasMoreTokens()) {
tmpTok.nextToken();
++numIndicesPerVertex;
}
tmpFaceIndices = new IntList[numIndicesPerVertex];
for (int i = 0; i < numIndicesPerVertex; i++) {
tmpFaceIndices[i] = new IntList();
}
}
StringTokenizer tok2 = new StringTokenizer(indices, "/");
int which = 0;
while (tok2.hasMoreTokens()) {
if (which >= tmpFaceIndices.length) {
throw new IOException("Expected all vertices to have " + tmpFaceIndices.length +
" indices based on earlier input, but saw vertex with more on line " + lineNo);
}
String token = tok2.nextToken();
int index = Integer.parseInt(token);
tmpFaceIndices[which].add(index);
++which;
}
}
}
// Don't know the hashing rules for arrays off the top of my head
static class Indices {
int[] data;
Indices(int[] data) {
this.data = data;
}
public boolean equals(Object obj) {
if ((obj == null) || (!(obj instanceof Indices))) {
return false;
}
Indices other = (Indices) obj;
if (data.length != other.data.length) {
return false;
}
for (int i = 0; i < data.length; i++) {
if (data[i] != other.data[i]) {
return false;
}
}
return true;
}
public int hashCode() {
int hash = 0;
for (int i = 0; i < data.length; i++) {
hash ^= data[i];
}
return hash;
}
}
private void condenseIndices() {
FloatList newVertices = new FloatList();
FloatList newVertexNormals = new FloatList();
IntList newIndices = new IntList();
int nextIndex = 0;
HashMap condensingMap = new HashMap();
for (int i = 0; i < tmpFaceIndices[0].size(); i++) {
Indices indices = getIndices(i);
Integer newIndex = (Integer) condensingMap.get(indices);
if (newIndex == null) {
// Fabricate new vertex and normal index for this one
// FIXME: generalize this by putting vertices and vertex
// normals in FloatList[] as well
condensingMap.put(indices, new Integer(nextIndex));
int vtxIdx = 3 * (indices.data[0] - 1);
int vtxNrmIdx = 3 * (indices.data[1] - 1);
newVertices.add(tmpVertices.get(vtxIdx + 0));
newVertices.add(tmpVertices.get(vtxIdx + 1));
newVertices.add(tmpVertices.get(vtxIdx + 2));
newVertexNormals.add(tmpVertexNormals.get(vtxNrmIdx + 0));
newVertexNormals.add(tmpVertexNormals.get(vtxNrmIdx + 1));
newVertexNormals.add(tmpVertexNormals.get(vtxNrmIdx + 2));
newIndices.add(nextIndex);
++nextIndex;
} else {
newIndices.add(newIndex.intValue());
}
}
newVertices.trim();
newVertexNormals.trim();
newIndices.trim();
vertices = BufferUtils.newFloatBuffer(newVertices.size());
vertices.put(newVertices.getData());
normals = BufferUtils.newFloatBuffer(newVertexNormals.size());
normals.put(newVertexNormals.getData());
faceIndices = newIndices;
tmpVertices = null;
tmpVertexNormals = null;
}
private void computeBoundingBox() {
for (int i = 0; i < vertices.capacity(); i += 3) {
if (i == 0) {
aabbMin[0] = vertices.get(i + 0);
aabbMin[1] = vertices.get(i + 1);
aabbMin[2] = vertices.get(i + 2);
aabbMax[0] = vertices.get(i + 0);
aabbMax[1] = vertices.get(i + 1);
aabbMax[2] = vertices.get(i + 2);
} else {
aabbMin[0] = Math.min(aabbMin[0], vertices.get(i + 0));
aabbMin[1] = Math.min(aabbMin[1], vertices.get(i + 1));
aabbMin[2] = Math.min(aabbMin[2], vertices.get(i + 2));
aabbMax[0] = Math.max(aabbMax[0], vertices.get(i + 0));
aabbMax[1] = Math.max(aabbMax[1], vertices.get(i + 1));
aabbMax[2] = Math.max(aabbMax[2], vertices.get(i + 2));
}
}
center[0] = 0.5f * (aabbMin[0] + aabbMax[0]);
center[1] = 0.5f * (aabbMin[1] + aabbMax[1]);
center[2] = 0.5f * (aabbMin[2] + aabbMax[2]);
radius = (float) Math.sqrt((aabbMax[0] - center[0]) * (aabbMax[0] - center[0]) +
(aabbMax[1] - center[1]) * (aabbMax[1] - center[1]) +
(aabbMax[2] - center[2]) * (aabbMax[2] - center[2]));
}
private Indices getIndices(int index) {
int[] indices = new int[tmpFaceIndices.length];
for (int i = 0; i < tmpFaceIndices.length; i++) {
indices[i] = tmpFaceIndices[i].get(index);
}
return new Indices(indices);
}
}
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