NxI32 OBJ::ParseLine(NxI32 lineno,NxI32 argc,const char **argv) // return TRUE to continue parsing, return FALSE to abort parsing process { NxI32 ret = 0; if ( argc >= 1 ) { const char *foo = argv[0]; if ( *foo != '#' ) { if ( _stricmp(argv[0],"v") == 0 && argc == 4 ) { NxF32 vx = (NxF32) atof( argv[1] ); NxF32 vy = (NxF32) atof( argv[2] ); NxF32 vz = (NxF32) atof( argv[3] ); mVerts.push_back(vx); mVerts.push_back(vy); mVerts.push_back(vz); } else if ( _stricmp(argv[0],"vt") == 0 && (argc == 3 || argc == 4)) { // ignore 4rd component if present NxF32 tx = (NxF32) atof( argv[1] ); NxF32 ty = (NxF32) atof( argv[2] ); mTexels.push_back(tx); mTexels.push_back(ty); } else if ( _stricmp(argv[0],"vn") == 0 && argc == 4 ) { NxF32 normalx = (NxF32) atof(argv[1]); NxF32 normaly = (NxF32) atof(argv[2]); NxF32 normalz = (NxF32) atof(argv[3]); mNormals.push_back(normalx); mNormals.push_back(normaly); mNormals.push_back(normalz); } else if ( _stricmp(argv[0],"f") == 0 && argc >= 4 ) { GeometryVertex v[32]; NxI32 vcount = argc-1; for (NxI32 i=1; i<argc; i++) { GetVertex(v[i-1],argv[i] ); } mCallback->NodeTriangle(&v[0],&v[1],&v[2], mTextured); if ( vcount >=3 ) // do the fan { for (NxI32 i=2; i<(vcount-1); i++) { mCallback->NodeTriangle(&v[0],&v[i],&v[i+1], mTextured); } } } } } return ret; }
int OBJ::ParseLine(int lineno,int argc,const char **argv) // return TRUE to continue parsing, return FALSE to abort parsing process { int ret = 0; if ( argc >= 1 ) { const char *foo = argv[0]; if ( *foo != '#' ) { if ( strcmp(argv[0],"v") == 0 && argc == 4 ) //if ( stricmp(argv[0],"v") == 0 && argc == 4 ) { float vx = (float) atof( argv[1] ); float vy = (float) atof( argv[2] ); float vz = (float) atof( argv[3] ); mVerts.push_back(vx); mVerts.push_back(vy); mVerts.push_back(vz); } else if ( strcmp(argv[0],"vt") == 0 && argc == 3 ) // else if ( stricmp(argv[0],"vt") == 0 && argc == 3 ) { float tx = (float) atof( argv[1] ); float ty = (float) atof( argv[2] ); mTexels.push_back(tx); mTexels.push_back(ty); } // else if ( stricmp(argv[0],"vn") == 0 && argc == 4 ) else if ( strcmp(argv[0],"vn") == 0 && argc == 4 ) { float normalx = (float) atof(argv[1]); float normaly = (float) atof(argv[2]); float normalz = (float) atof(argv[3]); mNormals.push_back(normalx); mNormals.push_back(normaly); mNormals.push_back(normalz); } // else if ( stricmp(argv[0],"f") == 0 && argc >= 4 ) else if ( strcmp(argv[0],"f") == 0 && argc >= 4 ) { GeometryVertex v[32]; int vcount = argc-1; for (int i=1; i<argc; i++) { getVertex(v[i-1],argv[i] ); } // need to generate a normal! #if 0 // not currently implemented if ( mNormals.empty() ) { Vector3d<float> p1( v[0].mPos ); Vector3d<float> p2( v[1].mPos ); Vector3d<float> p3( v[2].mPos ); Vector3d<float> n; n.ComputeNormal(p3,p2,p1); for (int i=0; i<vcount; i++) { v[i].mNormal[0] = n.x; v[i].mNormal[1] = n.y; v[i].mNormal[2] = n.z; } } #endif mCallback->NodeTriangle(&v[0],&v[1],&v[2]); if ( vcount >=3 ) // do the fan { for (int i=2; i<(vcount-1); i++) { mCallback->NodeTriangle(&v[0],&v[i],&v[i+1]); } } } } } return ret; }
int OBJ::ParseLine(int /*lineno*/,int argc,const char **argv) // return TRUE to continue parsing, return FALSE to abort parsing process { int ret = 0; if ( argc >= 1 ) { const char *foo = argv[0]; if ( *foo != '#' ) { if ( strcasecmp(argv[0],"v") == 0 && argc == 4 ) { float vx = (float) atof( argv[1] ); float vy = (float) atof( argv[2] ); float vz = (float) atof( argv[3] ); mVerts.push_back(vx); mVerts.push_back(vy); mVerts.push_back(vz); } else if ( strcasecmp(argv[0],"vt") == 0 && (argc == 3 || argc == 4)) { // ignore 4rd component if present float tx = (float) atof( argv[1] ); float ty = (float) atof( argv[2] ); mTexels.push_back(tx); mTexels.push_back(ty); } else if ( strcasecmp(argv[0],"vn") == 0 && argc == 4 ) { float normalx = (float) atof(argv[1]); float normaly = (float) atof(argv[2]); float normalz = (float) atof(argv[3]); mNormals.push_back(normalx); mNormals.push_back(normaly); mNormals.push_back(normalz); } else if ( strcasecmp(argv[0],"f") == 0 && argc >= 4 ) { GeometryVertex v[32]; int vcount = argc-1; for (int i=1; i<argc; i++) { GetVertex(v[i-1],argv[i] ); } mCallback->NodeTriangle(&v[0],&v[1],&v[2], mTextured); if ( vcount >=3 ) // do the fan { for (int i=2; i<(vcount-1); i++) { mCallback->NodeTriangle(&v[0],&v[i],&v[i+1], mTextured); } } } } } return ret; }
int OBJ::ParseLine(int lineno,int argc,const char **argv) // return TRUE to continue parsing, return FALSE to abort parsing process { int ret = 0; if ( argc >= 1 ) { const char *foo = argv[0]; if ( *foo != '#' ) { if (strcmp(argv[0], "v") == 0 && argc == 4 ) { float vx = (float) atof( argv[1] ); float vy = (float) atof( argv[2] ); float vz = (float) atof( argv[3] ); Resize(mVerts, mMaxVerts, mNumVerts, mNumVerts + 3); mVerts[mNumVerts++] = vx; mVerts[mNumVerts++] = vy; mVerts[mNumVerts++] = vz; } else if (strcmp(argv[0],"vt") == 0 && (argc == 3 || argc == 4)) { // ignore 4rd component if present float tx = (float) atof( argv[1] ); float ty = (float) atof( argv[2] ); Resize(mTexels, mMaxTexels, mNumTexels, mNumTexels + 2); mTexels[mNumTexels++] = tx; mTexels[mNumTexels++] = ty; } else if (strcmp(argv[0],"vn") == 0 && argc == 4 ) { float normalx = (float) atof(argv[1]); float normaly = (float) atof(argv[2]); float normalz = (float) atof(argv[3]); Resize(mNormals, mMaxNormals, mNumNormals, mNumNormals + 3); mNormals[mNumNormals++] = normalx; mNormals[mNumNormals++] = normaly; mNormals[mNumNormals++] = normalz; } else if (strcmp(argv[0],"f") == 0 && argc >= 4 ) { GeometryVertex v[32]; int vcount = argc-1; for (int i=1; i<argc; i++) { GetVertex(v[i-1],argv[i] ); } // need to generate a normal! #if 0 // not currently implemented if ( mNormals.empty() ) { Vector3d<float> p1( v[0].mPos ); Vector3d<float> p2( v[1].mPos ); Vector3d<float> p3( v[2].mPos ); Vector3d<float> n; n.ComputeNormal(p3,p2,p1); for (int i=0; i<vcount; i++) { v[i].mNormal[0] = n.x; v[i].mNormal[1] = n.y; v[i].mNormal[2] = n.z; } } #endif mCallback->NodeTriangle(&v[0],&v[1],&v[2], mTextured); if ( vcount >=3 ) // do the fan { for (int i=2; i<(vcount-1); i++) { mCallback->NodeTriangle(&v[0],&v[i],&v[i+1], mTextured); } } } } } return ret; }