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//! PLY utilities | ||
use alloc::string::String; | ||
use nalgebra::Rotation3; | ||
use ply_rs::{ | ||
parser::Parser, | ||
ply::{self, Property}, | ||
}; | ||
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||
use crate::{ | ||
aabb::AABB, | ||
bvh::build::utils::vec_bounding_box, | ||
hitable::Hitable, | ||
materials::{Material, MaterialInit, SharedMaterial}, | ||
objects::Triangle, | ||
Float, Position, Vec3, | ||
}; | ||
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||
/// Internal PLY object representation after initialization. Contains the material for all triangles in it to avoid having n copies. | ||
#[derive(Debug, Clone)] | ||
pub struct PLY<'scene> { | ||
/// Primitives of the `PLY` object, a list of `Triangle`s. | ||
pub hitables: Vec<Hitable<'scene>>, | ||
/// Material for the object | ||
pub material: &'scene Material, | ||
/// Axis-aligned bounding box of the object | ||
pub aabb: AABB, | ||
} | ||
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||
/// PLY structure. This gets converted into an internal representation using [Triangles](crate::objects::Triangle) | ||
#[derive(Clone, Debug)] | ||
#[cfg_attr(feature = "serde-derive", derive(serde::Serialize, serde::Deserialize))] | ||
pub struct PLYInit { | ||
/// Used for multiple importance sampling | ||
#[cfg_attr(feature = "serde-derive", serde(default))] | ||
pub priority: bool, | ||
/// Path of the .ply file | ||
pub path: String, | ||
/// Material to use for the .ply object | ||
#[cfg_attr(feature = "serde-derive", serde(default))] | ||
pub material: MaterialInit, | ||
/// Scaling factor for the object | ||
pub scale: Float, | ||
/// Location of the object in the rendered scene | ||
pub center: Position, | ||
/// Rotation of the object. Described as three angles, `roll`, `pitch`, `yaw`, applied in that order. | ||
pub rotation: Vec3, | ||
} | ||
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||
#[must_use] | ||
/// Initializes a PLY | ||
pub fn initialize_ply<'scene>( | ||
ply_init: PLYInit, | ||
materials: &'scene [SharedMaterial], | ||
) -> PLY<'scene> { | ||
let material: &Material = match ply_init.material { | ||
MaterialInit::Shared(name) => &materials.iter().find(|m| m.name == name).unwrap().material, | ||
MaterialInit::Owned(m) => { | ||
// TODO: do not leak memory | ||
let material: &'scene Material = Box::leak(Box::new(m)); | ||
material | ||
} | ||
}; | ||
let mut hitables = Vec::new(); | ||
|
||
// TODO: error handling! | ||
let mut f = std::fs::File::open(ply_init.path).unwrap(); | ||
let parser = Parser::<ply::DefaultElement>::new(); | ||
let ply = parser.read_ply(&mut f); | ||
let ply = ply.unwrap(); | ||
|
||
let mut vertices = Vec::new(); | ||
for vertex in &ply.payload["vertex"] { | ||
let x = property_to_float(&vertex["x"]); | ||
let y = property_to_float(&vertex["y"]); | ||
let z = property_to_float(&vertex["z"]); | ||
vertices.push(Vec3::new(x, y, z)); | ||
} | ||
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||
for face in &ply.payload["face"] { | ||
let indices = property_to_vec_u32(&face["vertex_indices"]); | ||
|
||
let a = vertices[indices[0]]; | ||
let b = vertices[indices[1]]; | ||
let c = vertices[indices[2]]; | ||
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let a: Vec3 = Vec3::new(a[0], a[1], a[2]); | ||
let b: Vec3 = Vec3::new(b[0], b[1], b[2]); | ||
let c: Vec3 = Vec3::new(c[0], c[1], c[2]); | ||
// Handle rotation | ||
let rotation = Rotation3::from_euler_angles( | ||
ply_init.rotation[0].to_radians(), | ||
ply_init.rotation[1].to_radians(), | ||
ply_init.rotation[2].to_radians(), | ||
); | ||
let a: Vec3 = rotation * a; | ||
let b: Vec3 = rotation * b; | ||
let c: Vec3 = rotation * c; | ||
// Handle scaling and offset | ||
let a: Vec3 = a * ply_init.scale + ply_init.center; | ||
let b: Vec3 = b * ply_init.scale + ply_init.center; | ||
let c: Vec3 = c * ply_init.scale + ply_init.center; | ||
|
||
let triangle = Triangle::from_coordinates(a, b, c, material); | ||
hitables.push(Hitable::Triangle(triangle)); | ||
} | ||
// TODO: remove unwrap | ||
let aabb = vec_bounding_box(&hitables).unwrap(); | ||
|
||
PLY { | ||
hitables, | ||
material, | ||
aabb, | ||
} | ||
} | ||
|
||
// TODO: better ergonomics? | ||
#[allow(trivial_numeric_casts)] | ||
#[allow(clippy::cast_precision_loss)] | ||
#[allow(clippy::cast_possible_truncation)] | ||
fn property_to_float(p: &Property) -> Float { | ||
match *p { | ||
Property::Int(i) => i as Float, | ||
Property::UInt(u) => u as Float, | ||
Property::Float(f) => f as Float, | ||
Property::Double(f) => f as Float, | ||
// Unsupported | ||
Property::Char(_) | ||
| Property::UChar(_) | ||
| Property::Short(_) | ||
| Property::UShort(_) | ||
| Property::ListChar(_) | ||
| Property::ListUChar(_) | ||
| Property::ListShort(_) | ||
| Property::ListUShort(_) | ||
| Property::ListInt(_) | ||
| Property::ListUInt(_) | ||
| Property::ListFloat(_) | ||
| Property::ListDouble(_) => unimplemented!("PLY: unsupported property format {p:?}"), | ||
} | ||
} | ||
|
||
// TODO: better ergonomics? | ||
#[allow(trivial_numeric_casts)] | ||
fn property_to_vec_u32(p: &Property) -> Vec<usize> { | ||
match p { | ||
Property::Char(_) | ||
| Property::UChar(_) | ||
| Property::Short(_) | ||
| Property::UShort(_) | ||
| Property::Int(_) | ||
| Property::UInt(_) | ||
| Property::Float(_) | ||
| Property::Double(_) | ||
| Property::ListChar(_) | ||
| Property::ListFloat(_) | ||
| Property::ListDouble(_) => unimplemented!("PLY: unsupported property format {p:?}"), | ||
// | ||
Property::ListUChar(vec_u) => vec_u.iter().map(|&u| u.into()).collect(), | ||
Property::ListUShort(vec_u) => vec_u.iter().map(|&u| u.into()).collect(), | ||
Property::ListUInt(vec_u) => vec_u.iter().map(|&u| u as usize).collect(), | ||
// | ||
Property::ListShort(vec_i) => vec_i.iter().map(|&i| i.unsigned_abs().into()).collect(), | ||
Property::ListInt(vec_i) => vec_i.iter().map(|&i| i.unsigned_abs() as usize).collect(), | ||
} | ||
} |