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MIT License
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/** The MIT License (MIT)//from w w w.j av a2s.co m Copyright (c) 2014 MN Tech Solutions Copyright (c) 2014 tagAugmentedReality Copyright (c) 2014 Mustafa Neguib Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ package com.tagaugmentedreality.openglobjectloader; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream; import java.util.ArrayList; import java.util.List; import android.content.res.AssetManager; import android.util.Log; public class LoadFromAssets { public static String loadTextFile(InputStream inputStream) throws IOException { ByteArrayOutputStream byteStream = new ByteArrayOutputStream(); byte[] bytes = new byte[4096]; int len = 0; while ((len = inputStream.read(bytes)) > 0) byteStream.write(bytes, 0, len); return new String(byteStream.toByteArray(), "UTF8"); } public static ModelData loadFromAsset(String assetName,int textureImageResourceId,AssetManager assetManager) {//this function gets the data from the assets and then returns the ModelData object which contains InputStream inputStream = null; ModelData modelData=new ModelData(null,null,null,textureImageResourceId); try { inputStream = assetManager.open(assetName); String text = loadTextFile(inputStream); String text1; List<String> lines=new ArrayList<String>(); int index=0,index1=0,numOfLines=0; while(index<text.length()) { index1=text.indexOf("\n",index); text1=text.substring(index,index1); lines.add(text1); index=index1+1; numOfLines++; }//end while float[] vertices = new float[numOfLines*3]; int [] faces = new int[numOfLines * 3]; float [] vertexBuffer; int numVertices = 0; int numFaces = 0; int numTextures=0; float[] textures1 = new float[numOfLines*3]; float [] textureBuffer; short[] facesBuffer; String line=null; int vertexIndex=0, facesIndex=0, texIndex=0; String[] tokens=null; String[] tokens1=null; for (int i = 0; i < lines.size(); i++) { line=lines.get(i); if (line.startsWith("v ")) { tokens = line.split(" ");//at index 0 is v vertices[vertexIndex] = Float.parseFloat(tokens[1]); vertices[vertexIndex + 1] = Float.parseFloat(tokens[2]); vertices[vertexIndex + 2] = Float.parseFloat(tokens[3]); vertexIndex += 3; numVertices++; }//end if if (line.startsWith("vt ")) { tokens = line.split(" ");//at index 0 is vt textures1[texIndex] = Float.parseFloat(tokens[1]); textures1[texIndex + 1] = Float.parseFloat(tokens[2]); texIndex += 2; numTextures++; }//end if else if(line.startsWith("f ")) { tokens=line.split(" "); tokens1=tokens[1].split("/");//element at location 0 is f faces[facesIndex]=Integer.parseInt(tokens1[0]); tokens1=tokens[2].split("/");//element at location 0 is f faces[facesIndex+1]=Integer.parseInt(tokens1[0]); tokens1=tokens[3].split("/");//element at location 0 is f faces[facesIndex+2]=Integer.parseInt(tokens1[0]); facesIndex += 3;//this is keeping track of how many vertices are in the faces array, that i will need to create the vertexBuffer array numFaces++;//i am using the file test2.obj, and in it there are 6 vertices in the faces triangles, or 2 faces(triangles). }//end else if }//end for textureBuffer=new float[numTextures*3]; vertexBuffer=new float[numVertices*3];//i want the size of the final array to be equal to the number of faces times 3 because i have 3 components. ie. x,y,z //there will be number of facesIndex vertices in the shape defined. for example, there will be 6 vertices to define the 2 triangles which will make up the square. facesBuffer = new short[numFaces*3]; int i=0; for(i=0;i<vertexBuffer.length;i++) { vertexBuffer[i]=vertices[i]; }//end for for(i=0;i<textureBuffer.length;i++) { textureBuffer[i]=textures1[i]; }//end for for(i=0;i<facesBuffer.length;i++) { facesBuffer[i]=(short) (faces[i]-1); }//end for modelData.setVertexBuffer(vertexBuffer); modelData.setTextureBuffer(textureBuffer); modelData.setFacesBuffer(facesBuffer); return modelData; }//end try catch (IOException e) { //Couldn't load file Log.v("Could not load file", " "); return null; }//end catch finally { if (inputStream != null) { try { inputStream.close(); }//end try catch (IOException e) {//Couldn't close file Log.v("Could not close file", " "); return null; }//end catch }//end if }//end finally } }