Welcome to mirror list, hosted at ThFree Co, Russian Federation.

obj_import_mesh.hh « importer « wavefront_obj « io « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 216717f3578496e9ebd313849a7c1736eadf2a65 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
/* SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup obj
 */

#pragma once

#include "BKE_lib_id.h"

#include "BLI_utility_mixins.hh"

#include "obj_import_mtl.hh"
#include "obj_import_objects.hh"

struct Material;

namespace blender::io::obj {

/**
 * Make a Blender Mesh Object from a Geometry of GEOM_MESH type.
 */
class MeshFromGeometry : NonMovable, NonCopyable {
 private:
  Geometry &mesh_geometry_;
  const GlobalVertices &global_vertices_;

 public:
  MeshFromGeometry(Geometry &mesh_geometry, const GlobalVertices &global_vertices)
      : mesh_geometry_(mesh_geometry), global_vertices_(global_vertices)
  {
  }

  Object *create_mesh(Main *bmain,
                      Map<std::string, std::unique_ptr<MTLMaterial>> &materials,
                      Map<std::string, Material *> &created_materials,
                      const OBJImportParams &import_params);

 private:
  /**
   * OBJ files coming from the wild might have faces that are invalid in Blender
   * (mostly with duplicate vertex indices, used by some software to indicate
   * polygons with holes). This method tries to fix them up.
   */
  void fixup_invalid_faces();
  void create_vertices(Mesh *mesh);
  /**
   * Create polygons for the Mesh, set smooth shading flags, deform group names,
   * Materials.
   */
  void create_polys_loops(Object *obj, Mesh *mesh);
  /**
   * Add explicitly imported OBJ edges to the mesh.
   */
  void create_edges(Mesh *mesh);
  /**
   * Add UV layer and vertices to the Mesh.
   */
  void create_uv_verts(Mesh *mesh);
  /**
   * Add materials and the node-tree to the Mesh Object.
   */
  void create_materials(Main *bmain,
                        Map<std::string, std::unique_ptr<MTLMaterial>> &materials,
                        Map<std::string, Material *> &created_materials,
                        Object *obj);
  void create_normals(Mesh *mesh);
  void create_colors(Mesh *mesh);
};

}  // namespace blender::io::obj