Fixing loading of triangle meshes in physics by using the obj loader from ACGL.

This commit is contained in:
Faerbit 2015-03-15 14:19:12 +01:00
parent f4adcb122b
commit bf9ec726fc

View File

@ -1,4 +1,8 @@
#include "physics.hh" #include "physics.hh"
#include <ACGL/OpenGL/Data/GeometryData.hh>
#include <ACGL/OpenGL/Data/GeometryDataLoadStore.hh>
using namespace ACGL::OpenGL;
Physics::Physics() { Physics::Physics() {
@ -203,39 +207,30 @@ void Physics::addConvexBody(Entity entity, std::string path, float mass, float d
if(bodies.size() == indice) if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" ); throw std::invalid_argument( "Bodies out of Sync" );
std::vector< unsigned int > vertexIndices; //temp lists for data sets SharedGeometryData geometry = loadGeometryData("../" + geometryPath + path);
std::vector< btVector3 > temp_vertices;
path = "../" + geometryPath + path; for (unsigned int i = 0; i<geometry->mAttributes.size(); i++) {
FILE * file = fopen(path.c_str(), "r"); if (geometry->mAttributes.at(i).type != GL_FLOAT) {
if( file == NULL ){ printf("File %s incompatible with physics\n", std::string(geometryPath + path).c_str());
throw std::invalid_argument( "Impossible to open the file" ); //create correct filepath and report error if cannot open exit(-1);
}
} }
while( 1 ){ int strideSize = geometry->getStrideSize()/sizeof(geometry->mAttributes.at(0).type);
char lineHeader[128]; int size = geometry->getSize()/geometry->getStrideSize();
//read the first word of the line
int res = fscanf(file, "%s", lineHeader); GLfloat* dataStart = (GLfloat*) geometry->getData();
if (res == EOF)
break; //while not at end do loop std::vector<btVector3> vertices;
if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex
glm::vec3 vertex; for (int i = 0; i<size; i++) {
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); vertices.push_back(btVector3(dataStart[i*strideSize + 0], dataStart[i*strideSize + 1], dataStart[i*strideSize + 2]));
temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z)); //save vertex in array
}
else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle)
std::string vertex1, vertex2, vertex3;
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array
}
} }
//finally start making body //finally start making body
btTriangleMesh* triMesh = new btTriangleMesh(); btTriangleMesh* triMesh = new btTriangleMesh();
for(unsigned i = 2; i < vertexIndices.size();i+=3) for(unsigned i = 0; i < vertices.size();i+=3)
{ {
triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle triMesh->addTriangle(vertices.at(i+0), vertices.at(i+1), vertices.at(i+2));
} }
btConvexTriangleMeshShape* shape = new btConvexTriangleMeshShape(triMesh,true); btConvexTriangleMeshShape* shape = new btConvexTriangleMeshShape(triMesh,true);
@ -273,45 +268,36 @@ void Physics::addConvexBody(Entity entity, std::string path, float mass, float d
void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate) void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate)
{ {
if(bodies.size() == indice) if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" ); throw std::invalid_argument( "Bodies out of Sync" );
std::vector< unsigned int > vertexIndices; //temp lists for data sets SharedGeometryData geometry = loadGeometryData("../" + geometryPath + path);
std::vector< btVector3 > temp_vertices;
path = "../" + geometryPath + path; for (unsigned int i = 0; i<geometry->mAttributes.size(); i++) {
FILE * file = fopen(path.c_str(), "r"); if (geometry->mAttributes.at(i).type != GL_FLOAT) {
if( file == NULL ){ printf("File %s incompatible with physics\n", std::string(geometryPath + path).c_str());
throw std::invalid_argument( "Impossible to open the file" ); //create correct filepath and report error if cannot open exit(-1);
}
while( 1 ){
char lineHeader[128];
//read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if (res == EOF)
break; //while not at end do loop
if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex
glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z)); //save vertex in array
}
else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle)
std::string vertex1, vertex2, vertex3;
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array
} }
} }
int strideSize = geometry->getStrideSize()/sizeof(geometry->mAttributes.at(0).type);
int size = geometry->getSize()/geometry->getStrideSize();
GLfloat* dataStart = (GLfloat*) geometry->getData();
std::vector<btVector3> vertices;
for (int i = 0; i<size; i++) {
vertices.push_back(btVector3(dataStart[i*strideSize + 0], dataStart[i*strideSize + 1], dataStart[i*strideSize + 2]));
}
//finally start making body //finally start making body
btTriangleMesh* triMesh = new btTriangleMesh(); btTriangleMesh* triMesh = new btTriangleMesh();
for(unsigned i = 2; i < vertexIndices.size();i+=3) for(unsigned i = 0; i < vertices.size();i+=3)
{ {
triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle triMesh->addTriangle(vertices.at(i+0), vertices.at(i+1), vertices.at(i+2));
} }
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true); btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors) shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors)