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BasaltMeter/BasaltPresenter/Plugins/ObjectLoader/ObjObjectLoader/main.cpp
2026-01-10 20:02:50 +08:00

104 lines
3.7 KiB
C++

#include <basalt/export_macro.hpp>
#include <basalt/object_loader.hpp>
#include <tiny_obj_loader.h>
#include <vector>
#include <string>
#include <filesystem>
#include <fstream>
namespace object_loader = ::basalt::shared::object_loader;
using object_loader::IObjectLoader;
using object_loader::Object;
using object_loader::ObjectLoaderConfig;
namespace math = ::basalt::shared::math;
using math::FloatPoint;
using math::Index;
using math::Triangle;
using math::Vector3;
class ObjObjectLoader : public IObjectLoader {
public:
ObjObjectLoader() {}
virtual ~ObjObjectLoader() {}
public:
virtual void load(ObjectLoaderConfig&& config) override {
IObjectLoader::load(std::move(config));
// Load the OBJ file using tinyobjloader
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string err;
// Load the OBJ file
std::ifstream fs;
fs.open(std::filesystem::path(this->config.filename));
if (!fs.is_open()) {
throw std::runtime_error("fail to open obj file");
}
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &err, &fs)) {
throw std::runtime_error("fail to load obj file");
}
fs.close();
// Create one object from all shapes in the OBJ file
std::vector<Vector3> vertices;
std::vector<Triangle> triangles;
// Extract all vertices from the OBJ file
// In tinyobjloader, vertices are stored in a flat array [x,y,z,x,y,z,...]
size_t num_vertices = attrib.vertices.size() / 3;
vertices.reserve(num_vertices);
for (size_t i = 0; i < attrib.vertices.size(); i += 3) {
Vector3 vertex;
vertex.x = attrib.vertices[i + 0]; // x coordinate
vertex.y = attrib.vertices[i + 1]; // y coordinate
vertex.z = attrib.vertices[i + 2]; // z coordinate
vertices.emplace_back(vertex);
}
// Process each shape and add its triangles
for (const auto& shape : shapes) {
// Add triangles from this shape to our collection
// Each face in the shape has been triangulated by tinyobjloader
for (size_t i = 0; i < shape.mesh.indices.size(); i += 3) {
if (i + 2 < shape.mesh.indices.size()) {
Triangle triangle;
// Get the three indices that form the triangle
// vertex_index is the index into the attrib.vertices array
int idx0 = shape.mesh.indices[i + 0].vertex_index;
int idx1 = shape.mesh.indices[i + 1].vertex_index;
int idx2 = shape.mesh.indices[i + 2].vertex_index;
// Make sure indices are valid
if (idx0 >= 0 && idx1 >= 0 && idx2 >= 0) {
triangle.i = static_cast<Index>(idx0);
triangle.j = static_cast<Index>(idx1);
triangle.k = static_cast<Index>(idx2);
triangles.emplace_back(triangle);
}
}
}
}
// Create an Object and add it to our objects vector
if (vertices.empty() || triangles.empty()) {
throw std::runtime_error("empty scene is not allowed");
} else {
this->objects.emplace_back(std::move(vertices), std::move(triangles));
}
}
};
BS_EXPORT void* BSCreateInstance() {
return static_cast<IObjectLoader*>(new ObjObjectLoader());
}
BS_EXPORT void BSDestroyInstance(void* instance) {
delete dynamic_cast<ObjObjectLoader*>(static_cast<IObjectLoader*>(instance));
}