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parse.go
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/
parse.go
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package main
import (
"errors"
"fmt"
"io/ioutil"
"regexp"
"strings"
)
const (
Vertex = "v"
Face = "f"
Blank uint8 = 0
Block uint8 = 1
Start uint8 = 8
End uint8 = 9
)
var (
parts = regexp.MustCompile("[ \t]+")
enter = "\n"
)
type ObjParse struct {
xLen, yLen int
pix []uint8
Triangles []*Triangle
}
func LoadObjFile(filename string, xLen, yLen int) (p *ObjParse, err error) {
buf, err := ioutil.ReadFile(filename)
if err != nil {
return nil, err
}
var (
points = make(map[int]*Point)
indices = make([][]int, 0)
)
p = &ObjParse{
xLen: xLen,
yLen: yLen,
pix: make([]uint8, 0),
Triangles: make([]*Triangle, 0),
}
lines := strings.Split(string(buf), enter)
for n, line := range lines {
line = strings.TrimSpace(line)
if len(line) == 0 {
continue
}
if strings.HasPrefix(line, "#") {
continue
}
items := parts.Split(line, -1)
switch items[0] {
case Vertex:
if len(items) != 4 {
err = errors.New(fmt.Sprintf("%s:%d: invalid count of vertex or face\n", filename, n+1))
break
}
point, err := LoadPoint(items[1:]...)
if err != nil {
err = fmt.Errorf("%s:%d: invalid float: %w\n", filename, n+1, err)
break
}
_point, err := point.Trans()
if err != nil {
err = fmt.Errorf("%s:%d: invalid trans: %w\n", filename, n+1, err)
break
}
points[n] = _point
case Face:
if len(items) != 4 {
err = errors.New(fmt.Sprintf("%s:%d: invalid count of vertex or face\n", filename, n+1))
break
}
_indices, err := LoadIndices(items[1:]...)
if err != nil {
err = fmt.Errorf("%s:%d: invalid indices: %w\n", filename, n+1, err)
break
}
indices = append(indices, _indices)
}
}
for _, index := range indices {
if len(index) != 3 {
continue
}
p.Triangles = append(p.Triangles, &Triangle{
Points: [3]*Point{
points[index[0]],
points[index[1]],
points[index[2]],
},
})
}
return p, err
}
func (p *ObjParse) InitWorld() error {
for y := 0; y < p.yLen; y++ {
for x := 0; x < p.xLen; x++ {
isBlock := true
for _, triangle := range p.Triangles {
if triangle.IsInside(Point{
X: float64(x) / 10,
Y: float64(y) / 10,
}) {
isBlock = false
break
}
}
if isBlock {
p.pix = append(p.pix, Block)
} else {
p.pix = append(p.pix, Blank)
}
}
}
return nil
}
func (p *ObjParse) pixOffset(x, y int) int {
return y*p.xLen + x
}
func (p *ObjParse) SetStart(x, y int) {
p.pix[p.pixOffset(x, y)] = Start
}
func (p *ObjParse) SetEnd(x, y int) {
p.pix[p.pixOffset(x, y)] = End
}
func (p *ObjParse) Render() (out string) {
for i, v := range p.pix {
if (i+1)%p.xLen == 0 {
out += "\n"
} else {
out += p.TransOut(v)
}
}
return
}
func (p *ObjParse) TransOut(str uint8) (out string) {
switch str {
case Blank:
out = "."
case Block:
out = "X"
case Start:
out = "F"
case End:
out = "T"
}
return
}
func (p *ObjParse) RenderWorld() (s string) {
for y := 0; y < p.yLen; y++ {
for x := 0; x < p.xLen; x++ {
isBlock := true
for _, triangle := range p.Triangles {
if triangle.IsInside(Point{
X: float64(x) / 10,
Y: float64(y) / 10,
}) {
isBlock = false
break
}
}
if isBlock {
s += "X"
} else {
s += "."
}
}
s += "\n"
}
return
}