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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_deform.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)
{
const int64_t tot_verts_object{mesh_geometry_.get_vertex_count()};
if (tot_verts_object <= 0) {
/* Empty mesh */
return nullptr;
}
std::string ob_name{mesh_geometry_.geometry_name_};
if (ob_name.empty()) {
ob_name = "Untitled";
}
fixup_invalid_faces();
/* 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(mesh, import_params.import_vertex_groups);
create_edges(mesh);
create_uv_verts(mesh);
create_normals(mesh);
create_colors(mesh);
create_materials(bmain, materials, created_materials, obj, import_params.relative_paths);
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;
/* NOTE: vertex groups have to be created after final mesh is assigned to the object. */
create_vertex_groups(obj);
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_.get_vertex_count()};
for (int i = 0; i < tot_verts_object; ++i) {
int vi = mesh_geometry_.vertex_index_min_ + 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(Mesh *mesh, bool use_vertex_groups)
{
mesh->dvert = nullptr;
const int64_t total_verts = mesh_geometry_.get_vertex_count();
if (use_vertex_groups && total_verts && mesh_geometry_.has_vertex_groups_) {
mesh->dvert = static_cast<MDeformVert *>(
CustomData_add_layer(&mesh->vdata, CD_MDEFORMVERT, CD_CALLOC, nullptr, total_verts));
}
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 - mesh_geometry_.vertex_index_min_;
/* Setup vertex group data, if needed. */
if (!mesh->dvert) {
continue;
}
const int group_index = curr_face.vertex_group_index;
MDeformWeight *dw = BKE_defvert_ensure_index(mesh->dvert + mloop.v, group_index);
dw->weight = 1.0f;
}
}
}
void MeshFromGeometry::create_vertex_groups(Object *obj)
{
Mesh *mesh = static_cast<Mesh *>(obj->data);
if (mesh->dvert == nullptr) {
return;
}
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_.get_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];
dst_edge.v1 = src_edge.v1 - mesh_geometry_.vertex_index_min_;
dst_edge.v2 = src_edge.v2 - mesh_geometry_.vertex_index_min_;
BLI_assert(dst_edge.v1 < total_verts && dst_edge.v2 < total_verts);
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,
bool relative_paths)
{
/* 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, relative_paths};
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,
bool relative_paths)
{
for (const std::string &name : mesh_geometry_.material_order_) {
Material *mat = get_or_create_material(
bmain, name, materials, created_materials, relative_paths);
if (mat == nullptr) {
continue;
}
BKE_object_material_assign_single_obdata(bmain, obj, mat, obj->totcol + 1);
}
}
void MeshFromGeometry::create_normals(Mesh *mesh)
{
/* No normal data: nothing to do. */
if (global_vertices_.vertex_normals.is_empty()) {
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 at all. */
if (global_vertices_.vertex_colors.is_empty()) {
return;
}
/* Find which vertex color block is for this mesh (if any). */
for (const auto &block : global_vertices_.vertex_colors) {
if (mesh_geometry_.vertex_index_min_ >= block.start_vertex_index &&
mesh_geometry_.vertex_index_max_ < block.start_vertex_index + block.colors.size()) {
/* This block is suitable, use colors from it. */
CustomDataLayer *color_layer = BKE_id_attribute_new(
&mesh->id, "Color", CD_PROP_COLOR, ATTR_DOMAIN_POINT, nullptr);
float4 *colors = (float4 *)color_layer->data;
int offset = mesh_geometry_.vertex_index_min_ - block.start_vertex_index;
for (int i = 0, n = mesh_geometry_.get_vertex_count(); i != n; ++i) {
float3 c = block.colors[offset + i];
colors[i] = float4(c.x, c.y, c.z, 1.0f);
}
return;
}
}
}
} // namespace blender::io::obj
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