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add reading of mesh texture coordinate indices #273

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35 changes: 19 additions & 16 deletions include/eos/core/read_obj.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -274,22 +274,25 @@ inline Mesh read_obj(std::string filename)
if (starts_with(line, "f "))
{
const auto face_data = detail::parse_face(line.substr(2));
if (std::get<0>(face_data).size() == 3) // 3 triangle indices, nothing to do:
{
mesh.tvi.push_back(
{std::get<0>(face_data)[0], std::get<0>(face_data)[1], std::get<0>(face_data)[2]});
}
// If their sizes are 4, we convert the quad to two triangles:
// Note: I think MeshLab does the same, it shows the number of "Faces" as twice the "f" entries
// in the obj.
else if (std::get<0>(face_data).size() == 4)
{
// Just create two faces with (quad[0], quad[1], quad[2]) and (quad[0], quad[2], quad[3]).
mesh.tvi.push_back(
{std::get<0>(face_data)[0], std::get<0>(face_data)[1], std::get<0>(face_data)[2]});
mesh.tvi.push_back(
{std::get<0>(face_data)[0], std::get<0>(face_data)[2], std::get<0>(face_data)[3]});
}
auto process_face = [](auto data, auto & vec)
{
// 3 triangle indices, nothing to do:
if (data.size() == 3)
{
vec.push_back({data[0], data[1], data[2]});
}
// If their sizes are 4, we convert the quad to two triangles:
// Note: I think MeshLab does the same, it shows the number of "Faces" as twice the "f" entries
// in the obj.
else if (data.size() == 4)
{
// Just create two faces with (quad[0], quad[1], quad[2]) and (quad[0], quad[2], quad[3]).
vec.push_back({data[0], data[1], data[2]});
vec.push_back({data[0], data[2], data[3]});
}
};
process_face(std::get<0>(face_data), mesh.tvi);
process_face(std::get<1>(face_data), mesh.tti);
// We don't handle normal_indices for now.
}
// There can be other stuff in obj's like materials, named objects, etc., which are not handled here.
Expand Down