use std::sync::Arc;
use anyhow::Context as _;
use smallvec::smallvec;
use crate::{
mesh::{Material, Mesh},
renderer::MeshInstance,
resource_managers::ResourceLifeTime,
RenderContext, Rgba32Unmul,
};
pub fn load_obj_from_buffer(
buffer: &[u8],
lifetime: ResourceLifeTime,
ctx: &RenderContext,
) -> anyhow::Result<Vec<MeshInstance>> {
re_tracing::profile_function!();
let (models, _materials) = tobj::load_obj_buf(
&mut std::io::Cursor::new(buffer),
&tobj::LoadOptions {
single_index: true,
triangulate: true,
..Default::default()
},
|_material_path| Err(tobj::LoadError::MaterialParseError),
)
.context("failed loading obj")?;
models
.into_iter()
.map(|model| {
let mesh = model.mesh;
let vertex_positions: Vec<glam::Vec3> = mesh
.positions
.chunks_exact(3)
.map(|p| glam::vec3(p[0], p[1], p[2]))
.collect();
let triangle_indices = mesh
.indices
.chunks_exact(3)
.map(|p| glam::uvec3(p[0], p[1], p[2]))
.collect();
let mut vertex_colors: Vec<Rgba32Unmul> = mesh
.vertex_color
.chunks_exact(3)
.map(|c| {
Rgba32Unmul::from_rgb(
(c[0] * 255.0).round() as u8,
(c[1] * 255.0).round() as u8,
(c[2] * 255.0).round() as u8,
)
})
.collect();
vertex_colors.resize(vertex_positions.len(), Rgba32Unmul::WHITE);
let mut vertex_normals: Vec<glam::Vec3> = mesh
.normals
.chunks_exact(3)
.map(|n| glam::vec3(n[0], n[1], n[2]))
.collect();
vertex_normals.resize(vertex_positions.len(), glam::Vec3::ZERO);
let mut vertex_texcoords: Vec<glam::Vec2> = mesh
.texcoords
.chunks_exact(2)
.map(|t| glam::vec2(t[0], t[1]))
.collect();
vertex_texcoords.resize(vertex_positions.len(), glam::Vec2::ZERO);
let texture = ctx.texture_manager_2d.white_texture_unorm_handle();
let mesh = Mesh {
label: model.name.into(),
triangle_indices,
vertex_positions,
vertex_colors,
vertex_normals,
vertex_texcoords,
materials: smallvec![Material {
label: "default material".into(),
index_range: 0..mesh.indices.len() as u32,
albedo: texture.clone(),
albedo_multiplier: crate::Rgba::WHITE,
}],
};
mesh.sanity_check()?;
let gpu_mesh = ctx.mesh_manager.write().create(ctx, &mesh, lifetime)?;
Ok(MeshInstance {
gpu_mesh,
mesh: Some(Arc::new(mesh)),
..Default::default()
})
})
.collect()
}