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/* SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup obj
 */

#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"

#include "BKE_attribute.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_node_tree_update.h"
#include "BKE_object.h"
#include "BKE_object_deform.h"

#include "BLI_math_vector.h"
#include "BLI_set.hh"

#include "IO_wavefront_obj.h"
#include "importer_mesh_utils.hh"
#include "obj_import_mesh.hh"

namespace blender::io::obj {

Object *MeshFromGeometry::create_mesh(Main *bmain,
                                      Map<std::string, std::unique_ptr<MTLMaterial>> &materials,
                                      Map<std::string, Material *> &created_materials,
                                      const OBJImportParams &import_params)
{
  std::string ob_name{mesh_geometry_.geometry_name_};
  if (ob_name.empty()) {
    ob_name = "Untitled";
  }
  fixup_invalid_faces();

  const int64_t tot_verts_object{mesh_geometry_.vertex_count_};
  /* Total explicitly imported edges, not the ones belonging the polygons to be created. */
  const int64_t tot_edges{mesh_geometry_.edges_.size()};
  const int64_t tot_face_elems{mesh_geometry_.face_elements_.size()};
  const int64_t tot_loops{mesh_geometry_.total_loops_};

  Mesh *mesh = BKE_mesh_new_nomain(tot_verts_object, tot_edges, 0, tot_loops, tot_face_elems);
  Object *obj = BKE_object_add_only_object(bmain, OB_MESH, ob_name.c_str());
  obj->data = BKE_object_obdata_add_from_type(bmain, OB_MESH, ob_name.c_str());

  create_vertices(mesh);
  create_polys_loops(obj, mesh);
  create_edges(mesh);
  create_uv_verts(mesh);
  create_normals(mesh);
  create_colors(mesh);
  create_materials(bmain, materials, created_materials, obj);

  if (import_params.validate_meshes || mesh_geometry_.has_invalid_polys_) {
    bool verbose_validate = false;
#ifdef DEBUG
    verbose_validate = true;
#endif
    BKE_mesh_validate(mesh, verbose_validate, false);
  }
  transform_object(obj, import_params);

  /* FIXME: after 2.80; `mesh->flag` isn't copied by #BKE_mesh_nomain_to_mesh() */
  const uint16_t autosmooth = (mesh->flag & ME_AUTOSMOOTH);
  Mesh *dst = static_cast<Mesh *>(obj->data);
  BKE_mesh_nomain_to_mesh(mesh, dst, obj, &CD_MASK_EVERYTHING, true);
  dst->flag |= autosmooth;

  return obj;
}

void MeshFromGeometry::fixup_invalid_faces()
{
  for (int64_t face_idx = 0; face_idx < mesh_geometry_.face_elements_.size(); ++face_idx) {
    const PolyElem &curr_face = mesh_geometry_.face_elements_[face_idx];

    if (curr_face.corner_count_ < 3) {
      /* Skip and remove faces that have fewer than 3 corners. */
      mesh_geometry_.total_loops_ -= curr_face.corner_count_;
      mesh_geometry_.face_elements_.remove_and_reorder(face_idx);
      continue;
    }

    /* Check if face is invalid for Blender conventions:
     * basically whether it has duplicate vertex indices. */
    bool valid = true;
    Set<int, 8> used_verts;
    for (int i = 0; i < curr_face.corner_count_; ++i) {
      int corner_idx = curr_face.start_index_ + i;
      int vertex_idx = mesh_geometry_.face_corners_[corner_idx].vert_index;
      if (used_verts.contains(vertex_idx)) {
        valid = false;
        break;
      }
      used_verts.add(vertex_idx);
    }
    if (valid) {
      continue;
    }

    /* We have an invalid face, have to turn it into possibly
     * multiple valid faces. */
    Vector<int, 8> face_verts;
    Vector<int, 8> face_uvs;
    Vector<int, 8> face_normals;
    face_verts.reserve(curr_face.corner_count_);
    face_uvs.reserve(curr_face.corner_count_);
    face_normals.reserve(curr_face.corner_count_);
    for (int i = 0; i < curr_face.corner_count_; ++i) {
      int corner_idx = curr_face.start_index_ + i;
      const PolyCorner &corner = mesh_geometry_.face_corners_[corner_idx];
      face_verts.append(corner.vert_index);
      face_normals.append(corner.vertex_normal_index);
      face_uvs.append(corner.uv_vert_index);
    }
    int face_vertex_group = curr_face.vertex_group_index;
    int face_material = curr_face.material_index;
    bool face_shaded_smooth = curr_face.shaded_smooth;

    /* Remove the invalid face. */
    mesh_geometry_.total_loops_ -= curr_face.corner_count_;
    mesh_geometry_.face_elements_.remove_and_reorder(face_idx);

    Vector<Vector<int>> new_faces = fixup_invalid_polygon(global_vertices_.vertices, face_verts);

    /* Create the newly formed faces. */
    for (Span<int> face : new_faces) {
      if (face.size() < 3) {
        continue;
      }
      PolyElem new_face{};
      new_face.vertex_group_index = face_vertex_group;
      new_face.material_index = face_material;
      new_face.shaded_smooth = face_shaded_smooth;
      new_face.start_index_ = mesh_geometry_.face_corners_.size();
      new_face.corner_count_ = face.size();
      for (int idx : face) {
        BLI_assert(idx >= 0 && idx < face_verts.size());
        mesh_geometry_.face_corners_.append({face_verts[idx], face_uvs[idx], face_normals[idx]});
      }
      mesh_geometry_.face_elements_.append(new_face);
      mesh_geometry_.total_loops_ += face.size();
    }
  }
}

void MeshFromGeometry::create_vertices(Mesh *mesh)
{
  const int tot_verts_object{mesh_geometry_.vertex_count_};
  for (int i = 0; i < tot_verts_object; ++i) {
    int vi = mesh_geometry_.vertex_start_ + i;
    if (vi < global_vertices_.vertices.size()) {
      copy_v3_v3(mesh->mvert[i].co, global_vertices_.vertices[vi]);
    }
    else {
      std::cerr << "Vertex index:" << vi
                << " larger than total vertices:" << global_vertices_.vertices.size() << " ."
                << std::endl;
    }
  }
}

void MeshFromGeometry::create_polys_loops(Object *obj, Mesh *mesh)
{
  /* Will not be used if vertex groups are not imported. */
  mesh->dvert = nullptr;
  float weight = 0.0f;
  const int64_t total_verts = mesh_geometry_.vertex_count_;
  if (total_verts && mesh_geometry_.use_vertex_groups_) {
    mesh->dvert = static_cast<MDeformVert *>(
        CustomData_add_layer(&mesh->vdata, CD_MDEFORMVERT, CD_CALLOC, nullptr, total_verts));
    weight = 1.0f / total_verts;
  }
  else {
    UNUSED_VARS(weight);
  }

  const int64_t tot_face_elems{mesh->totpoly};
  int tot_loop_idx = 0;

  for (int poly_idx = 0; poly_idx < tot_face_elems; ++poly_idx) {
    const PolyElem &curr_face = mesh_geometry_.face_elements_[poly_idx];
    if (curr_face.corner_count_ < 3) {
      /* Don't add single vertex face, or edges. */
      std::cerr << "Face with less than 3 vertices found, skipping." << std::endl;
      continue;
    }

    MPoly &mpoly = mesh->mpoly[poly_idx];
    mpoly.totloop = curr_face.corner_count_;
    mpoly.loopstart = tot_loop_idx;
    if (curr_face.shaded_smooth) {
      mpoly.flag |= ME_SMOOTH;
    }
    mpoly.mat_nr = curr_face.material_index;
    /* Importing obj files without any materials would result in negative indices, which is not
     * supported. */
    if (mpoly.mat_nr < 0) {
      mpoly.mat_nr = 0;
    }

    for (int idx = 0; idx < curr_face.corner_count_; ++idx) {
      const PolyCorner &curr_corner = mesh_geometry_.face_corners_[curr_face.start_index_ + idx];
      MLoop &mloop = mesh->mloop[tot_loop_idx];
      tot_loop_idx++;
      mloop.v = curr_corner.vert_index;

      if (!mesh->dvert) {
        continue;
      }
      /* Iterating over mloop results in finding the same vertex multiple times.
       * Another way is to allocate memory for dvert while creating vertices and fill them here.
       */
      MDeformVert &def_vert = mesh->dvert[mloop.v];
      if (!def_vert.dw) {
        def_vert.dw = static_cast<MDeformWeight *>(
            MEM_callocN(sizeof(MDeformWeight), "OBJ Import Deform Weight"));
      }
      /* Every vertex in a face is assigned the same deform group. */
      int group_idx = curr_face.vertex_group_index;
      /* Deform group number (def_nr) must behave like an index into the names' list. */
      *(def_vert.dw) = {static_cast<unsigned int>(group_idx), weight};
    }
  }

  if (!mesh->dvert) {
    return;
  }
  /* Add deform group names. */
  for (const std::string &name : mesh_geometry_.group_order_) {
    BKE_object_defgroup_add_name(obj, name.data());
  }
}

void MeshFromGeometry::create_edges(Mesh *mesh)
{
  const int64_t tot_edges{mesh_geometry_.edges_.size()};
  const int64_t total_verts{mesh_geometry_.vertex_count_};
  UNUSED_VARS_NDEBUG(total_verts);
  for (int i = 0; i < tot_edges; ++i) {
    const MEdge &src_edge = mesh_geometry_.edges_[i];
    MEdge &dst_edge = mesh->medge[i];
    BLI_assert(src_edge.v1 < total_verts && src_edge.v2 < total_verts);
    dst_edge.v1 = src_edge.v1;
    dst_edge.v2 = src_edge.v2;
    dst_edge.flag = ME_LOOSEEDGE;
  }

  /* Set argument `update` to true so that existing, explicitly imported edges can be merged
   * with the new ones created from polygons. */
  BKE_mesh_calc_edges(mesh, true, false);
  BKE_mesh_calc_edges_loose(mesh);
}

void MeshFromGeometry::create_uv_verts(Mesh *mesh)
{
  if (global_vertices_.uv_vertices.size() <= 0) {
    return;
  }
  MLoopUV *mluv_dst = static_cast<MLoopUV *>(CustomData_add_layer(
      &mesh->ldata, CD_MLOOPUV, CD_DEFAULT, nullptr, mesh_geometry_.total_loops_));
  int tot_loop_idx = 0;

  for (const PolyElem &curr_face : mesh_geometry_.face_elements_) {
    for (int idx = 0; idx < curr_face.corner_count_; ++idx) {
      const PolyCorner &curr_corner = mesh_geometry_.face_corners_[curr_face.start_index_ + idx];
      if (curr_corner.uv_vert_index >= 0 &&
          curr_corner.uv_vert_index < global_vertices_.uv_vertices.size()) {
        const float2 &mluv_src = global_vertices_.uv_vertices[curr_corner.uv_vert_index];
        copy_v2_v2(mluv_dst[tot_loop_idx].uv, mluv_src);
        tot_loop_idx++;
      }
    }
  }
}

static Material *get_or_create_material(Main *bmain,
                                        const std::string &name,
                                        Map<std::string, std::unique_ptr<MTLMaterial>> &materials,
                                        Map<std::string, Material *> &created_materials)
{
  /* Have we created this material already? */
  Material **found_mat = created_materials.lookup_ptr(name);
  if (found_mat != nullptr) {
    return *found_mat;
  }

  /* We have not, will have to create it. Create a new default
   * MTLMaterial too, in case the OBJ file tries to use a material
   * that was not in the MTL file. */
  const MTLMaterial &mtl = *materials.lookup_or_add(name, std::make_unique<MTLMaterial>());

  Material *mat = BKE_material_add(bmain, name.c_str());
  ShaderNodetreeWrap mat_wrap{bmain, mtl, mat};
  mat->use_nodes = true;
  mat->nodetree = mat_wrap.get_nodetree();
  BKE_ntree_update_main_tree(bmain, mat->nodetree, nullptr);

  created_materials.add_new(name, mat);
  return mat;
}

void MeshFromGeometry::create_materials(Main *bmain,
                                        Map<std::string, std::unique_ptr<MTLMaterial>> &materials,
                                        Map<std::string, Material *> &created_materials,
                                        Object *obj)
{
  for (const std::string &name : mesh_geometry_.material_order_) {
    Material *mat = get_or_create_material(bmain, name, materials, created_materials);
    if (mat == nullptr) {
      continue;
    }
    BKE_object_material_slot_add(bmain, obj);
    BKE_object_material_assign(bmain, obj, mat, obj->totcol, BKE_MAT_ASSIGN_USERPREF);
  }
}

void MeshFromGeometry::create_normals(Mesh *mesh)
{
  /* NOTE: Needs more clarity about what is expected in the viewport if the function works. */

  /* No normal data: nothing to do. */
  if (global_vertices_.vertex_normals.is_empty() || !mesh_geometry_.has_vertex_normals_) {
    return;
  }

  float(*loop_normals)[3] = static_cast<float(*)[3]>(
      MEM_malloc_arrayN(mesh_geometry_.total_loops_, sizeof(float[3]), __func__));
  int tot_loop_idx = 0;
  for (const PolyElem &curr_face : mesh_geometry_.face_elements_) {
    for (int idx = 0; idx < curr_face.corner_count_; ++idx) {
      const PolyCorner &curr_corner = mesh_geometry_.face_corners_[curr_face.start_index_ + idx];
      int n_index = curr_corner.vertex_normal_index;
      float3 normal(0, 0, 0);
      if (n_index >= 0) {
        normal = global_vertices_.vertex_normals[n_index];
      }
      copy_v3_v3(loop_normals[tot_loop_idx], normal);
      tot_loop_idx++;
    }
  }
  mesh->flag |= ME_AUTOSMOOTH;
  BKE_mesh_set_custom_normals(mesh, loop_normals);
  MEM_freeN(loop_normals);
}

void MeshFromGeometry::create_colors(Mesh *mesh)
{
  /* Nothing to do if we don't have vertex colors. */
  if (mesh_geometry_.vertex_color_count_ < 1) {
    return;
  }
  if (mesh_geometry_.vertex_color_count_ != mesh_geometry_.vertex_count_) {
    std::cerr << "Mismatching number of vertices (" << mesh_geometry_.vertex_count_
              << ") and colors (" << mesh_geometry_.vertex_color_count_ << ") on object '"
              << mesh_geometry_.geometry_name_ << "', ignoring colors." << std::endl;
    return;
  }

  CustomDataLayer *color_layer = BKE_id_attribute_new(
      &mesh->id, "Color", CD_PROP_COLOR, ATTR_DOMAIN_POINT, nullptr);
  float4 *colors = (float4 *)color_layer->data;
  for (int i = 0; i < mesh_geometry_.vertex_color_count_; ++i) {
    float3 c = global_vertices_.vertex_colors[mesh_geometry_.vertex_color_start_ + i];
    colors[i] = float4(c.x, c.y, c.z, 1.0f);
  }
}

}  // namespace blender::io::obj