def load_obj_mesh()

in lib/render/mesh.py [0:0]


def load_obj_mesh(mesh_file, with_normal=False, with_texture=False):
    vertex_data = []
    norm_data = []
    uv_data = []

    face_data = []
    face_norm_data = []
    face_uv_data = []

    if isinstance(mesh_file, str):
        f = open(mesh_file, "r")
    else:
        f = mesh_file
    for line in f:
        if isinstance(line, bytes):
            line = line.decode("utf-8")
        if line.startswith('#'):
            continue
        values = line.split()
        if not values:
            continue

        if values[0] == 'v':
            v = list(map(float, values[1:4]))
            vertex_data.append(v)
        elif values[0] == 'vn':
            vn = list(map(float, values[1:4]))
            norm_data.append(vn)
        elif values[0] == 'vt':
            vt = list(map(float, values[1:3]))
            uv_data.append(vt)

        elif values[0] == 'f':
            # quad mesh
            if len(values) > 4:
                f = list(map(lambda x: int(x.split('/')[0]), values[1:4]))
                face_data.append(f)
                f = list(map(lambda x: int(x.split('/')[0]), [values[3], values[4], values[1]]))
                face_data.append(f)
            # tri mesh
            else:
                f = list(map(lambda x: int(x.split('/')[0]), values[1:4]))
                face_data.append(f)
            
            # deal with texture
            if len(values[1].split('/')) >= 2:
                # quad mesh
                if len(values) > 4:
                    f = list(map(lambda x: int(x.split('/')[1]), values[1:4]))
                    face_uv_data.append(f)
                    f = list(map(lambda x: int(x.split('/')[1]), [values[3], values[4], values[1]]))
                    face_uv_data.append(f)
                # tri mesh
                elif len(values[1].split('/')[1]) != 0:
                    f = list(map(lambda x: int(x.split('/')[1]), values[1:4]))
                    face_uv_data.append(f)
            # deal with normal
            if len(values[1].split('/')) == 3:
                # quad mesh
                if len(values) > 4:
                    f = list(map(lambda x: int(x.split('/')[2]), values[1:4]))
                    face_norm_data.append(f)
                    f = list(map(lambda x: int(x.split('/')[2]), [values[3], values[4], values[1]]))
                    face_norm_data.append(f)
                # tri mesh
                elif len(values[1].split('/')[2]) != 0:
                    f = list(map(lambda x: int(x.split('/')[2]), values[1:4]))
                    face_norm_data.append(f)

    vertices = np.array(vertex_data)
    faces = np.array(face_data) - 1

    if with_texture and with_normal:
        uvs = np.array(uv_data)
        face_uvs = np.array(face_uv_data) - 1
        norms = np.array(norm_data)
        if norms.shape[0] == 0:
            norms = compute_normal(vertices, faces)
            face_normals = faces
        else:
            norms = normalize_v3(norms)
            face_normals = np.array(face_norm_data) - 1
        return vertices, faces, norms, face_normals, uvs, face_uvs

    if with_texture:
        uvs = np.array(uv_data)
        face_uvs = np.array(face_uv_data) - 1
        return vertices, faces, uvs, face_uvs

    if with_normal:
        norms = np.array(norm_data)
        norms = normalize_v3(norms)
        face_normals = np.array(face_norm_data) - 1
        return vertices, faces, norms, face_normals

    return vertices, faces