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// std
use std::collections::HashMap;
use std::convert::TryInto;
use std::fs::File;
use std::hash::BuildHasher;
use std::io::BufReader;
use std::path::PathBuf;
use std::string::String;
use std::sync::Arc;
use std::vec::Vec;
// others
use ply_rs::parser;
use ply_rs::ply;
// pbrt
use crate::core::geometry::{Normal3f, Point2f, Point3f, Vector3f};
use crate::core::paramset::ParamSet;
use crate::core::pbrt::Float;
use crate::core::shape::Shape;
use crate::core::texture::Texture;
use crate::core::transform::Transform;
use crate::shapes::triangle::{Triangle, TriangleMesh};
use crate::textures::constant::ConstantTexture;
pub fn create_ply_mesh<S: BuildHasher>(
o2w: &Transform,
w2o: &Transform,
reverse_orientation: bool,
params: &ParamSet,
float_textures: Arc<HashMap<String, Arc<dyn Texture<Float> + Send + Sync>, S>>,
search_directory: Option<&PathBuf>,
) -> Vec<Arc<Shape>> {
let mut filename: String = params.find_one_string("filename", String::new());
if let Some(ref search_directory) = search_directory {
let mut path_buf: PathBuf = PathBuf::from("/");
path_buf.push(search_directory);
path_buf.push(filename);
filename = String::from(path_buf.to_str().unwrap());
}
let result = File::open(&filename);
if result.is_err() {
panic!("Couldn't open PLY file {:?}", filename);
}
let f = result.unwrap();
let mut buf_reader = BufReader::new(f);
let p = parser::Parser::<ply::DefaultElement>::new();
// header
let result = p.read_header(&mut buf_reader);
if result.is_err() {
panic!("Unable to read the header of PLY file {:?}", filename);
}
let header = result.unwrap();
// println!("header = {:?}", header);
// payload
let result = p.read_payload(&mut buf_reader, &header);
if result.is_err() {
panic!("Unable to read the payload of PLY file {:?}", filename);
}
let payload = result.unwrap();
// println!("payload = {:?}", payload);
let mut p: Vec<Point3f> = Vec::new();
let mut n: Vec<Normal3f> = Vec::new();
let mut uvs: Vec<Point2f> = Vec::new();
let mut has_normals: bool = false;
let mut has_uvs: bool = false;
let mut tm_vertex_indices: Vec<u32> = Vec::new();
for (name, list) in payload.into_iter() {
match name.as_ref() {
"vertex" => {
for elem in list.into_iter() {
let mut pnt: Point3f = Point3f::default();
let mut nrm: Normal3f = Normal3f::default();
let mut pt2: Point2f = Point2f::default();
for (name2, list2) in elem.into_iter() {
match name2.as_ref() {
"x" => {
if let ply::Property::Float(x) = list2 {
pnt.x = x;
}
}
"y" => {
if let ply::Property::Float(y) = list2 {
pnt.y = y;
}
}
"z" => {
if let ply::Property::Float(z) = list2 {
pnt.z = z;
}
}
"nx" => {
has_normals = true;
if let ply::Property::Float(x) = list2 {
nrm.x = x;
}
}
"ny" => {
has_normals = true;
if let ply::Property::Float(y) = list2 {
nrm.y = y;
}
}
"nz" => {
has_normals = true;
if let ply::Property::Float(z) = list2 {
nrm.z = z;
}
}
"u" | "s" => {
has_uvs = true;
if let ply::Property::Float(x) = list2 {
pt2.x = x;
}
}
"v" | "t" => {
has_uvs = true;
if let ply::Property::Float(y) = list2 {
pt2.y = y;
}
}
_ => {
println!("name2 = {:?}", name2);
unreachable!();
}
}
}
p.push(pnt);
if has_normals {
n.push(nrm);
}
if has_uvs {
uvs.push(pt2);
}
}
}
"face" => {
for elem in list.into_iter() {
let mut nrm: Normal3f = Normal3f::default();
for (name2, list2) in elem.into_iter() {
match name2.as_ref() {
"vertex_indices" => {
if let ply::Property::ListInt(li) = list2 {
let mut vertex_indices: Vec<usize> = Vec::new();
for i in li.into_iter() {
vertex_indices.push(i as usize);
}
// println!("vertex_indices = {:?}", vertex_indices);
if vertex_indices.len() != 3 {
if vertex_indices.len() == 4 {
// handle quads (split it into 2 triangles)
let v1 = vertex_indices[0];
let v3 = vertex_indices[2];
let v4 = vertex_indices.pop().unwrap();
vertex_indices.push(v4);
vertex_indices.push(v1);
vertex_indices.push(v3);
} else {
panic!("plymesh: Ignoring face with {} vertices (only triangles and quads are supported!)",
vertex_indices.len());
}
}
// now we can add the indices to the triangle mesh vertex indices
for vi in vertex_indices {
tm_vertex_indices.push(vi.try_into().unwrap());
}
} else if let ply::Property::ListUInt(li) = list2 {
let mut vertex_indices: Vec<usize> = Vec::new();
for i in li.into_iter() {
vertex_indices.push(i as usize);
}
// println!("vertex_indices = {:?}", vertex_indices);
if vertex_indices.len() != 3 {
if vertex_indices.len() == 4 {
// handle quads (split it into 2 triangles)
let v1 = vertex_indices[0];
let v3 = vertex_indices[2];
let v4 = vertex_indices.pop().unwrap();
vertex_indices.push(v4);
vertex_indices.push(v1);
vertex_indices.push(v3);
} else {
panic!("plymesh: Ignoring face with {} vertices (only triangles and quads are supported!)",
vertex_indices.len());
}
}
// now we can add the indices to the triangle mesh vertex indices
for vi in vertex_indices {
tm_vertex_indices.push(vi.try_into().unwrap());
}
}
}
"nx" => {
has_normals = true;
if let ply::Property::Float(x) = list2 {
nrm.x = x;
}
}
"ny" => {
has_normals = true;
if let ply::Property::Float(y) = list2 {
nrm.y = y;
}
}
"nz" => {
has_normals = true;
if let ply::Property::Float(z) = list2 {
nrm.z = z;
}
}
_ => unreachable!(),
}
}
}
}
_ => unreachable!(),
}
}
// for i in 0..p.len() {
// println!("{:?}: {:?}", i, p[i]);
// }
// println!("tm_vertex_indices = {:?}", tm_vertex_indices);
let mut n_ws: Vec<Normal3f> = Vec::new();
if !n.is_empty() {
assert!(n.len() == p.len());
// transform normals to world space
let n_normals: usize = n.len();
for item in n.iter().take(n_normals) {
n_ws.push(o2w.transform_normal(item));
}
}
// transform mesh vertices to world space
let mut p_ws: Vec<Point3f> = Vec::new();
let n_vertices: usize = p.len();
for item in p.iter().take(n_vertices) {
p_ws.push(o2w.transform_point(item));
}
let s_ws: Vec<Vector3f> = Vec::new();
// look up an alpha texture, if applicable
let mut alpha_tex: Option<Arc<dyn Texture<Float> + Send + Sync>> = None;
let alpha_tex_name: String = params.find_texture("alpha");
if !alpha_tex_name.is_empty() {
alpha_tex = match float_textures.get(alpha_tex_name.as_str()) {
Some(float_texture) => Some(float_texture.clone()),
None => {
println!(
"Couldn't find float texture {:?} for \"alpha\" parameter",
alpha_tex_name.as_str()
);
None
}
}
} else if params.find_one_float("alpha", 1.0 as Float) == 0.0 as Float {
alpha_tex = Some(Arc::new(ConstantTexture::new(0.0 as Float)));
}
let mut shadow_alpha_tex: Option<Arc<dyn Texture<Float> + Send + Sync>> = None;
let shadow_alpha_tex_name: String = params.find_texture("shadowalpha");
if !shadow_alpha_tex_name.is_empty() {
shadow_alpha_tex = match float_textures.get(shadow_alpha_tex_name.as_str()) {
Some(float_texture) => Some(float_texture.clone()),
None => {
println!(
"Couldn't find float texture {:?} for \"shadowalpha\" parameter",
shadow_alpha_tex_name.as_str()
);
None
}
}
} else if params.find_one_float("shadowalpha", 1.0 as Float) == 0.0 as Float {
shadow_alpha_tex = Some(Arc::new(ConstantTexture::new(0.0 as Float)));
}
let mesh = Arc::new(TriangleMesh::new(
*o2w,
*w2o,
reverse_orientation,
(tm_vertex_indices.len() / 3).try_into().unwrap(), // n_triangles
tm_vertex_indices,
n_vertices.try_into().unwrap(),
p_ws, // in world space
s_ws, // in world space
n_ws, // in world space
uvs,
alpha_tex,
shadow_alpha_tex,
));
let mut shapes: Vec<Arc<Shape>> = Vec::new();
for id in 0..mesh.n_triangles {
let triangle = Arc::new(Shape::Trngl(Triangle::new(mesh.clone(), id)));
shapes.push(triangle.clone());
}
shapes
}