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#!/usr/bin/perl
use strict;
die "usage: obj2hackvr.pl name file\n" unless $ARGV[0];
my $i;
my $j;
my $com;
my @vertices;
my @faces;
my @linepart;
my @parts;
my @points;
my @tmp;
my $tmp;
open(FILE,$ARGV[1]) if $ARGV[1];
while(<FILE>) {
$_ =~ s/[\n\r]//g;
@linepart=split(/ /,$_,2);
$com=$linepart[0];
if($com eq "v") {
push(@vertices,$linepart[1]);
}
if($com eq "f") {
push(@faces,$linepart[1]);
}
}
#foreach $tmp (@vertices) {
# foreach(@$tmp) {
# print $tmp . "\n";
# }
#}
#foreach $tmp (@faces) {
# @points=split(/ /,$tmp);
# @points = map { $_ =~ s/\/.+$//g; $_; } @points;
## print @points;
# print $ARGV[0];
# print " addshape ";
# print @points+0;
# for($i=0;$i<(@points+0);$i++) {
# print " ";
# print $vertices[$points[$i]];
# }
# print "\n";
#}
#convert to triangles
foreach $tmp (@faces) {
@points=split(/ /,$tmp);
## this map is to split off the vertex texture and vertex normal parts of the face.
@points = map { $_ =~ s/\/.+$//g; $_; } @points;
# print @points;
for($i=2;$i<(@points);$i++) {
print $ARGV[0];
print " addshape 2 3 ";
print $vertices[$points[0]-1];
print " ";
print $vertices[$points[$i-1]-1];
print " ";
print $vertices[$points[$i]-1];
print "\n";
}
}
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