我这里的OBJ格式不是c++代码产生的中间文件,而是那个g什么wave公司的OBJ格式,格式很简单,作用就是拿来存储3D模型的一些基本信息。以前在VS2005下能很轻松读取,这次换QT了,幸好QT公司对客户很用心和负责,在其QtLab下发现了不错的类和代码。加以运用,成功导入OBJ~
切入正题。
首先这个类会需要引用该文件point3d.h,其内容如下:
#ifndef POINT3D_H
#define POINT3D_H
#include “math.h”
#include
struct Point3d
{
float x, y, z;
Point3d()
: x(0)
, y(0)
, z(0)
{
}
Point3d(float x_, float y_, float z_)
: x(x_)
, y(y_)
, z(z_)
{
}
Point3d operator+(const Point3d &p) const
{
return Point3d(*this) += p;
}
Point3d operator-(const Point3d &p) const
{
return Point3d(*this) -= p;
}
Point3d operator*(float f) const
{
return Point3d(*this) *= f;
}
Point3d &operator+=(const Point3d &p)
{
x += p.x;
y += p.y;
z += p.z;
return *this;
}
Point3d &operator-=(const Point3d &p)
{
x -= p.x;
y -= p.y;
z -= p.z;
return *this;
}
bool operator==(const Point3d &p)
{
if((x==p.x)&&(y==p.y)&&(z==p.z))
return true;
return false;
}
Point3d &operator*=(float f)
{
x *= f;
y *= f;
z *= f;
return *this;
}
Point3d normalize() const
{
float r = 1. / sqrt(x * x + y * y + z * z);
return Point3d(x * r, y * r, z * r);
}
float &operator[](unsigned int index) {
Q_ASSERT(index < 3);
return (&x)[index];
}
const float &operator[](unsigned int index) const {
Q_ASSERT(index < 3);
return (&x)[index];
}
};
inline float dot(const Point3d &a, const Point3d &b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline Point3d cross(const Point3d &a, const Point3d &b)
{
return Point3d(a.y * b.z – a.z * b.y,
a.z * b.x – a.x * b.z,
a.x * b.y – a.y * b.x);
}
#endif
然后是Model.h的内容:
#ifndef MODEL_H
#define MODEL_H
#include
#include
#include
#include “point3d.h”
class Model
{
public:
Model() {}
Model(const QString &filePath);
//画出模型
void render(bool wireframe = false, bool normals = false) const;
QString fileName() const { return m_fileName; }
int faces() const { return m_pointIndices.size() / 3; }
int edges() const { return m_edgeIndices.size() / 2; }
int points() const { return m_points.size(); }
private:
QString m_fileName;//文件名
QVector
QVector
QVector
QVector
};
#endif
最后是Model.cpp的内容:
#include “model.h”
#include
#include
#include
#include
Model::Model(const QString &filePath)
: m_fileName(QFileInfo(filePath).fileName())
{
QFile file(filePath);
if (!file.open(QIODevice::ReadOnly))
return;
Point3d boundsMin( 1e9, 1e9, 1e9);
Point3d boundsMax(-1e9,-1e9,-1e9);
QTextStream in(&file);
while (!in.atEnd()) {
QString input = in.readLine();
if (input.isEmpty() || input[0] == ‘#’)
continue;
QTextStream ts(&input);
QString id;
ts >> id;
if (id == “v”) {
Point3d p;
for (int i = 0; i < 3; ++i) {
ts >> p[i];
boundsMin[i] = qMin(boundsMin[i], p[i]);
boundsMax[i] = qMax(boundsMax[i], p[i]);
}
m_points << p;
} else if (id == “f” || id == “fo”) {
QVarLengthArray
while (!ts.atEnd()) {
QString vertex;
ts >> vertex;
const int vertexIndex = vertex.split(‘/’).value(0).toInt();
if (vertexIndex)
p.append(vertexIndex > 0 ? vertexIndex – 1 : m_points.size() + vertexIndex);
}
for (int i = 0; i < p.size(); ++i) {
const int edgeA = p[i];
const int edgeB = p[(i + 1) % p.size()];
if (edgeA < edgeB)
m_edgeIndices << edgeA << edgeB;
}
for (int i = 0; i < 3; ++i)
m_pointIndices << p[i];
if (p.size() == 4)
for (int i = 0; i < 3; ++i)
m_pointIndices << p[(i + 2) % 4];
}
}
const Point3d bounds = boundsMax – boundsMin;
const qreal scale = 1 / qMax(bounds.x, qMax(bounds.y, bounds.z));
for (int i = 0; i < m_points.size(); ++i)
m_points[i] = (m_points[i] – (boundsMin + bounds * 0.5)) * scale;
m_normals.resize(m_points.size());
for (int i = 0; i < m_pointIndices.size(); i += 3) {
const Point3d a = m_points.at(m_pointIndices.at(i));
const Point3d b = m_points.at(m_pointIndices.at(i+1));
const Point3d c = m_points.at(m_pointIndices.at(i+2));
const Point3d normal = cross(b – a, c – a).normalize();
for (int j = 0; j < 3; ++j)
m_normals[m_pointIndices.at(i + j)] += normal;
}
for (int i = 0; i < m_normals.size(); ++i)
m_normals[i] = m_normals[i].normalize();
}
void Model::render(bool wireframe, bool normals) const
{
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
if (wireframe) {
glVertexPointer(3, GL_FLOAT, 0, (float *)m_points.data());
glDrawElements(GL_LINES, m_edgeIndices.size(), GL_UNSIGNED_INT, m_edgeIndices.data());
} else {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, (float *)m_points.data());
glNormalPointer(GL_FLOAT, 0, (float *)m_normals.data());
glDrawElements(GL_TRIANGLES, m_pointIndices.size(), GL_UNSIGNED_INT, m_pointIndices.data());
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
}
if (normals) {
QVector
for (int i = 0; i < m_normals.size(); ++i)
normals << m_points.at(i) << (m_points.at(i) + m_normals.at(i) * 0.02f);
glVertexPointer(3, GL_FLOAT, 0, (float *)normals.data());
glDrawArrays(GL_LINES, 0, normals.size());
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_DEPTH_TEST);
}
在需要调用外部OBJ模型的地方,声明一个该类的对象,在构造函数里输入模型的uri,然后调用render函数就ok了。呵呵,封装得很彻底很强大,祝你成功。
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