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/*
* Written by Christian Thode Larsen 2009-2010
* Contact: thode2d@gmail.com
* Based on original work by J. Andreas Baerentzen
* Inspired by OpenMesh (www.openmesh.org)
*/
#include "x3d_load.h"
#include <iostream>
#include <vector>
#include <string>
#include <CGLA/Vec3f.h>
#include <Util/Timer.h>
#include <Util/Parse.h>
#include <Util/XmlParser.h>
#include "Manifold.h"
namespace HMesh
{
using std::cout;
using std::endl;
using std::vector;
using std::string;
using CGLA::Vec3f;
using CGLA::s_max;
using namespace Util;
namespace
{
vector<IndexType> faces;
vector<IndexType> indices;
vector<Vec3f> vertices;
void coord_index_to_face_vec(const vector<int>& coord_index, vector<IndexType>& faces, vector<IndexType>& indices)
{
IndexType k = 0;
for(IndexType i = 0; i < coord_index.size(); ++i){
int idx = coord_index[i];
if (idx == -1) {
faces.push_back(k);
k=0;
}
else{
indices.push_back(idx);
++k;
}
}
}
}
void handle_Shape(XmlElement& elem)
{
cout << "Found Shape" << endl;
elem.process_elements();
cout << "Shape ends" << endl;
}
void handle_IndexedFaceSet(XmlElement& elem)
{
cout << "Found IndexedFaceSet" << endl;
vector<int> coord_index;
parse(elem.atts["coordIndex"].c_str(), coord_index);
coord_index_to_face_vec(coord_index, faces, indices);
elem.process_elements();
cout << "IndexedFaceSet ends" << endl;
}
void handle_Coordinate(XmlElement& elem)
{
parse(elem.atts["point"].c_str(), vertices);
}
int find_last_of(const string& F, const string& C)
{
IndexType pos = F.find_last_of(C);
if (pos == string::npos)
return -1;
return pos;
}
bool x3d_load(const string& filename, Manifold& m)
{
faces.clear();
indices.clear();
vertices.clear();
Timer tim;
tim.start();
string baseurl;
int idx = s_max(find_last_of(filename, "\\"),
find_last_of(filename, "/"));
if(idx != -1)
baseurl = string(filename.substr(0, idx+1));
XmlDoc x3d_doc(filename.c_str());
x3d_doc.add_handler("Shape", handle_Shape);
x3d_doc.add_handler("IndexedFaceSet", handle_IndexedFaceSet);
x3d_doc.add_handler("Coordinate", handle_Coordinate);
x3d_doc.process_elements();
x3d_doc.close();
m.build(vertices.size(),
reinterpret_cast<float*>(&vertices[0]),
faces.size(),
&faces[0],
&indices[0]);
cout << " Loading took " << tim.get_secs() << endl;
return true;
}
}