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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup obj
*/
#pragma once
#include "BKE_lib_id.h"
#include "BLI_map.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_vector.hh"
#include "BLI_vector_set.hh"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
namespace blender::io::obj {
/**
* All vertex positions, normals, UVs, colors in the OBJ file.
*/
struct GlobalVertices {
Vector<float3> vertices;
Vector<float2> uv_vertices;
Vector<float3> vertex_normals;
/**
* Vertex colors might not be present in the file at all, or only
* provided for some meshes. Store them in chunks as they are
* spelled out in the file, e.g. if there are 10 vertices in sequence, all
* with `xyzrgb` colors, they will be one block.
*/
struct VertexColorsBlock {
Vector<float3> colors;
int start_vertex_index;
};
Vector<VertexColorsBlock> vertex_colors;
};
/**
* A face's corner in an OBJ file. In Blender, it translates to a mloop vertex.
*/
struct PolyCorner {
/* These indices range from zero to total vertices in the OBJ file. */
int vert_index;
/* -1 is to indicate absence of UV vertices. Only < 0 condition should be checked since
* it can be less than -1 too. */
int uv_vert_index = -1;
int vertex_normal_index = -1;
};
struct PolyElem {
int vertex_group_index = -1;
int material_index = -1;
bool shaded_smooth = false;
int start_index_ = 0;
int corner_count_ = 0;
};
/**
* Contains data for one single NURBS curve in the OBJ file.
*/
struct NurbsElement {
/**
* For curves, groups may be used to specify multiple splines in the same curve object.
* It may also serve as the name of the curve if not specified explicitly.
*/
std::string group_;
int degree = 0;
/**
* Indices into the global list of vertex coordinates. Must be non-negative.
*/
Vector<int> curv_indices;
/* Values in the parm u/v line in a curve definition. */
Vector<float> parm;
};
enum eGeometryType {
GEOM_MESH = OB_MESH,
GEOM_CURVE = OB_CURVES_LEGACY,
};
struct Geometry {
eGeometryType geom_type_ = GEOM_MESH;
std::string geometry_name_;
Map<std::string, int> group_indices_;
Vector<std::string> group_order_;
Map<std::string, int> material_indices_;
Vector<std::string> material_order_;
int vertex_index_min_ = INT_MAX;
int vertex_index_max_ = -1;
/** Edges written in the file in addition to (or even without polygon) elements. */
Vector<MEdge> edges_;
Vector<PolyCorner> face_corners_;
Vector<PolyElem> face_elements_;
bool has_invalid_polys_ = false;
bool has_vertex_groups_ = false;
NurbsElement nurbs_element_;
int total_loops_ = 0;
int get_vertex_count() const
{
if (vertex_index_max_ < vertex_index_min_)
return 0;
return vertex_index_max_ - vertex_index_min_ + 1;
}
void track_vertex_index(int index)
{
vertex_index_min_ = std::min(vertex_index_min_, index);
vertex_index_max_ = std::max(vertex_index_max_, index);
}
};
} // namespace blender::io::obj
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