/usr/src/castle-game-engine-4.1.1/x3d/x3dloadinternalgeo.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Load 3D Videoscape GEO models.
See [http://local.wasp.uwa.edu.au/~pbourke/dataformats/geo/].
We handle basic geometry, we can open files exported by Blender exporter. }
unit X3DLoadInternalGEO;
interface
uses X3DNodes;
function LoadGEO(const URL: string): TX3DRootNode;
implementation
uses CastleVectors, CastleUtils, Classes, SysUtils, CastleWarnings,
CastleClassUtils, CastleDownload, CastleURIUtils,
CastleFilesUtils, CastleStringUtils, X3DLoadInternalUtils;
{ TObject3DGEO ---------------------------------------------------------------- }
type
{ Reader of GEO files.
Note that contents of Verts and Faces are read-only for user of this unit. }
TObject3DGEO = class
public
Verts: TVector3SingleList;
Faces: TVector3CardinalList;
constructor Create(const URL: string);
destructor Destroy; override;
end;
constructor TObject3DGEO.Create(const URL: string);
type
TGEOFormatFlavor = (gfOld, gfMeshColorFaces, gfMeshColorVerts);
var
Flavor: TGEOFormatFlavor;
function ReadVertexIndex(const S: string): Cardinal;
begin
Result := StrToInt(S);
{ In older format, vertex index is 1-based. }
if Flavor = gfOld then Dec(Result);
end;
{ Read exactly one line of GEO file, reading new face information.
Updates Faces. }
procedure ReadGEOFace(const Line: string);
var
J, ThisPolyCount: Integer;
FirstVert, LastVert: Cardinal;
CurrentFace: PVector3Cardinal;
LineTokens: TCastleStringList;
begin
LineTokens := CreateTokens(Line);
try
if LineTokens.Count = 0 then
begin
OnWarning(wtMajor, 'GEO', 'Empty line');
Exit;
end;
ThisPolyCount := StrToInt(LineTokens[0]);
if ThisPolyCount < 3 then
begin
OnWarning(wtMajor, 'GEO', 'Polygon with less than 3 vertexes');
Exit;
end;
if LineTokens.Count < ThisPolyCount + 1 then
begin
OnWarning(wtMajor, 'GEO', 'Not enough vertex indexes on line');
Exit;
end;
CurrentFace := Faces.Add;
{ odczytaj "na pewniaka" pierwszy trojkat }
for j := 0 to 2 do
CurrentFace^[j] := ReadVertexIndex(LineTokens[J + 1]);
FirstVert := CurrentFace^[0];
LastVert := CurrentFace^[2];
{ dla kazdego nastepnego vertexa polygonu tworz nowy trojkat jako
sklejenie FirstVert, LastVert i nowego vertexa. Pilnuj kolejnosci
aby wszystkie trojkaty z tego polygonu byly tak zorientowane jak ten
polygon.}
for j := 3 to ThisPolyCount - 1 do
begin
CurrentFace := Faces.Add;
CurrentFace^[0] := FirstVert;
CurrentFace^[1] := LastVert;
CurrentFace^[2] := ReadVertexIndex(LineTokens[J + 1]);
LastVert := CurrentFace^[2];
end;
finally FreeAndNil(LineTokens) end;
end;
var
Reader: TTextReader;
i: Integer;
Line: string;
VertsCount, PolysCount, VertsInPolysCount: Integer;
begin
inherited Create;
Verts := TVector3SingleList.Create;
Faces := TVector3CardinalList.Create;
Reader := TTextReader.Create(URL);
try
{ Read first line: magic number (or not existent in older GEO format) }
Line := Reader.Readln;
Line := Trim(Line);
if SameText(Line, '3DG1') then
Flavor := gfMeshColorFaces else
if SameText(Line, 'GOUR') then
Flavor := gfMeshColorVerts else
Flavor := gfOld;
if Flavor = gfOld then
begin
{ Use current value of Line, for older format the first line contains
these counts. }
DeFormat(Line, '%d %d %d', [@VertsCount, @PolysCount, @VertsInPolysCount]);
{ Ile mamy Faces trojkatnych ? Mamy liczbe
wielokatow = PolysCount. Mamy sumaryczna liczbe wierzcholkow
w nich. Na kazdy polygon przypadaja co najmniej 3 wierzcholki
i one daja jeden trojkat. Kazdy nadmiarowy wierzcholek,
bez wzgledu na to w ktorym polygonie sie znajdzie, spowoduje
utworzenie nowego trojkata. Stad
FFacesCount := PolysCount + (VertsInPolysCount - PolysCount * 3);
czyli
Faces.SetLength(VertsInPolysCount - PolysCount * 2);
To cooperate with other Flavor, we do not set Faces.Count directly,
instead we set only Capacity.
}
Faces.Capacity := VertsInPolysCount - PolysCount * 2;
end else
begin
{ In newer formats, 2nd line contains just VertsCount. }
VertsCount := StrToInt(Reader.Readln);
PolysCount := -1;
end;
Verts.Count := VertsCount;
for i := 0 to Verts.Count-1 do
Verts.L[I] := Vector3SingleFromStr(Reader.Readln);
if PolysCount <> -1 then
begin
for i := 0 to PolysCount - 1 do
ReadGEOFace(Reader.Readln);
end else
begin
{ PolysCount not known. So we just read the file as fast as we can. }
while not Reader.Eof do
ReadGEOFace(Reader.Readln);
end;
finally FreeAndNil(Reader) end;
end;
destructor TObject3DGEO.Destroy;
begin
Verts.Free;
Faces.Free;
inherited;
end;
{ LoadGEO -------------------------------------------------------------------- }
function LoadGEO(const URL: string): TX3DRootNode;
var
geo: TObject3DGEO;
verts: TCoordinateNode;
faces: TIndexedFaceSetNode;
Shape: TShapeNode;
i: integer;
BaseUrl: string;
begin
BaseUrl := AbsoluteURI(URL);
geo := TObject3DGEO.Create(URL);
try
result := TX3DRootNode.Create('', BaseUrl);
try
Result.HasForceVersion := true;
Result.ForceVersion := X3DVersion;
Shape := TShapeNode.Create('', BaseUrl);
result.FdChildren.Add(Shape);
Shape.Material := TMaterialNode.Create('', BaseUrl);
faces := TIndexedFaceSetNode.Create('', BaseUrl);
Shape.FdGeometry.Value := faces;
faces.FdCreaseAngle.Value := NiceCreaseAngle;
faces.FdSolid.Value := false;
faces.FdCoordIndex.Count := geo.Faces.Count * 4;
for i := 0 to geo.Faces.Count-1 do
begin
faces.FdCoordIndex.Items.L[i * 4 ] := geo.Faces.L[i][0];
faces.FdCoordIndex.Items.L[i * 4 + 1] := geo.Faces.L[i][1];
faces.FdCoordIndex.Items.L[i * 4 + 2] := geo.Faces.L[i][2];
faces.FdCoordIndex.Items.L[i * 4 + 3] := -1;
end;
verts := TCoordinateNode.Create('', BaseUrl);
faces.FdCoord.Value := verts;
verts.FdPoint.Items.Assign(geo.Verts);
except result.Free; raise end;
finally geo.Free end;
end;
end.
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