Created
February 12, 2023 23:03
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Q2 mdl to obj converter
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package shaders | |
fun convertToObj(model: Md2Model, frameIndex: Int): String { | |
val result = StringBuilder() | |
val frame = model.frames[frameIndex] ?: return "" | |
result.appendLine("mtllib sphere.mtl") | |
result.appendLine("o testModel") | |
// v vec3_position | |
frame.points.forEach { | |
result.appendLine("v ${it.x * frame.scale[0]} ${it.z * frame.scale[2]} ${it.y * frame.scale[1]}") | |
} | |
// vn vec3_normal | |
// optional | |
// result.appendLine("# test texture normals") | |
// result.appendLine("vn 0.0 1.0 0.0") | |
// // vt vec2_textureCoords | |
// result.appendLine("# test texture coords") | |
// result.appendLine("vt 0.0 0.0") | |
// result.appendLine("vt 1.0 0.0") | |
// result.appendLine("vt 0.0 1.0") | |
result.appendLine("# smoothing groop") | |
result.appendLine("s 0") | |
result.appendLine("usemtl IcosphereMaterial") | |
// f position/normal/texture | |
var glCmdIndex = 0 // todo: use queue to pop elements instead of using mutable index? | |
while (true) { | |
val numOfPoints = model.glCmds[glCmdIndex] | |
glCmdIndex++ | |
glCmdIndex += if (numOfPoints == 0) { | |
break | |
} else if (numOfPoints >= 0) { | |
// triangle strip | |
val vertices = mutableListOf<Int>() | |
for (i in glCmdIndex until (glCmdIndex + numOfPoints * 3) step 3) { | |
vertices.add(model.glCmds[i + 2]) | |
} | |
// obj indices are is 1 based, converting strips into separate triangles | |
vertices.map { it + 1 }.windowed(3).forEach { | |
result.appendLine("f ${it[0]} ${it[1]} ${it[2]}") | |
} | |
numOfPoints * 3 | |
} else { | |
// triangle fan | |
val vertices = mutableListOf<Int>() | |
for (i in glCmdIndex until (glCmdIndex - numOfPoints * 3) step 3) { | |
vertices.add(model.glCmds[i + 2]) | |
} | |
// obj indices are is 1 based | |
convertStripToTriangles(vertices).map { it + 1 }.windowed(3).forEach { | |
result.appendLine("f ${it[0]} ${it[1]} ${it[2]}") | |
} | |
(-numOfPoints * 3) | |
} | |
} | |
return result.toString() | |
} | |
private fun convertStripToTriangles(vertices: List<Int>): List<Int> { | |
val result = mutableListOf<Int>() | |
vertices.drop(1).windowed(2).forEach { | |
result.add(vertices.first()) | |
result.add(it.first()) | |
result.add(it.last()) | |
} | |
return result | |
} | |
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