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