This file is indexed.

/usr/share/psychtoolbox-3/PsychOpenGL/LoadOBJFile.m is in psychtoolbox-3-common 3.0.11.20140816.dfsg1-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
function objobject=LoadOBJFile(modelname, debug, preparse)
% objobject=LoadOBJFile(modelname [, debug] [, preparse])
%
% Load an Alias/Wavefront ASCII-OBJ file and return description of corresponding 3D
% models in 'objobject'. The current implementation will only consider polygons
% with 3 or 4 vertices per polygon, corresponding to OpenGL GL_TRIANGLES or GL_QUADS.
% The routine can only parse ASCII OBJ files, not the (more disk space efficient)
% binary files. It will also ignore any part of the OBJ specification that is not a
% polygon mesh, e.g., NURBS. It will also ignore any kind of .mtl material/texture
% definition files.
%
% Parameters:
% 'modelname' Filename of the OBJ file to read.
% 'debug' (Optional) If set to non-zero, some debug output is written to the Matlab prompt.
% 'preparse' (Optional) If set to non-zero (default), some preparsing is
% done to speed up loading of large OBJ files. Preparsing assumes that all
% vertices, texture coordinates and face indices contain 3 components. If
% loading of your OBJ file fails, retry with preparse==0 to use a more
% generic but slow loader.
%
% Return values:
% 'objobject' objobject is a cell array of structs. For each mesh in the
% OBJ file, a single cell is created in objobject. Each cell contains a
% struct whose subfields contain all information about the mesh. A struct
% consists of the following fields:
%
% faces == 3-by-count or 4-by-count elements index matrix: Each of the 'count' columns
% defines one of 'count' polygons. Each polygon is defined by an integer index into
% the vertices, normals, texcoords arrays. Polygons can be triangles or quadrilaterals.
%
% vertices == A m-by-n vector of vertex position definitions: Each of the n columns
% defines the position of one of n vertices. m Can be 2 for 2D points, 3 for 3D points
% or 4 for 3D points with additional 'w' component.
%
% texcoords == Optional 2-by-n vector of texture coordinates.
%
% normals == Optional 3-by-n vector of surface normals.
%
% If a mesh contains triangle-definitions and quad-definitions, the triangle
% definitions will be returned in 'faces' whereas the Quads will be returned in
% 'quadfaces'. If only one type of primitives is defined, it will always be returned
% in 'faces'. It is possible but uncommon for a OBJ file to not contain 'faces' at all.
%
% subMeshName = String with the name of the sub-mesh stored in cell, as
% defined by the 'g' (geometry group) parameter. Can be empty if no
% explicit group names are defined.
%
% mtllib = Name of the .mtl material library definition file which contains
% things like textures and rendering parameters for the object. Can be
% empty if no such file is defined.
%
% usemtl = Cell array of material selectors. Can be empty, or have
% arbitrarily many cells. Each cell defines which material from the
% material library file 'mtllib' should be selected for rendering a subset
% of the quad- or triangle-faces in a submesh. Each cell has these
% subfields:
%
%    materialName   = String with name of material to select from mtllib.
%
%    triStartIndex  = Startindex (Starting with 0 for first element) of the
%                     first triangle face to render with given materialName.
%
%    quadStartIndex = Startindex (Starting with 0 for first element) of the
%                     first quad face to render with given materialName.
%
%
% Example: Assuming the OBJ file contains exactly one triangle mesh, you'll
% be able to access its data as: objobject{1}.faces --> faces of the mesh,
% objobject{1}.vertices --> vertex definitions, ...
%
% nobjects = length(objobject); Will return the number of meshes in the OBJ
% file in 'nobjects'. objobject{i}.vertices would return the vertex
% definition array of the i'th mesh in the OBJ file.
%
%
% This loader is an improved/modified version of the loader from MATLAB-Central, written by:
% W.S. Harwin, University Reading, 2006

% TODO:
%
%
% HISTORY
% 31/03/06, written by Mario Kleiner, derived from W.S. Harwins code.
% 18/09/06, Speedup for common OBJ files due to memory preallocation. (MK)
% 02/09/07, We now handle triangle faces with non-equal vertex/tex/normal indices by remapping to a common index. (MK)
% 10/03/08, Replace deblank() by strtrim() in parser: More robust against leading blanks. (MK)
% 02/07/11, Fix bugs in reading of quad-meshes, apply same speed
%           optimizations as for triangles. (MK)
% 02/07/11, Implement correct reading of objfiles with sub-meshes, split up
%           into proper sub-meshes. (MK)
% 02/08/11  Implement parsing/assignment of 'g' submesh-names, mtllib
%           definitions and usemat selectors. (MK)
% 01/09/13  Fix MLint warnings and replace findstr() by future-proof strfind(). (MK)

if nargin<1
    error('You did not provide any filename for the Alias-/Wavefront OBJ file!')
end;

if nargin<2
    debug = 0;
end;

if nargin<3
    preparse = 1;
end;

fid = fopen(modelname,'rt');
if (fid<0)
    error(['Could not open file: ' modelname]);
end;

if preparse>0
    % Pre-Parse pass: Load the whole file into a matlab matrix and then count
    % number of vertices et al. to quickly determine the storage requirements.
    preobj = fread(fid, inf, 'uint8=>char')';
    prevnum = length(strfind(preobj, 'v '));
    prevtnum = length(strfind(preobj, 'vt '));
    prevnnum = length(strfind(preobj, 'vn '));
    pref3num = length(strfind(preobj, 'f '));
    
    % Rewind to beginning of file in preparation of real data parse pass:
    frewind(fid);
end;

mtllib = [];
meshcount=0;
totalcount=0;
Lyn = [];

% Repeat master-parse loop as long as new data available:
while 1
    % Allocate memory for submesh:
    if preparse > 0
        % Preallocate output arrays, based on the element counts from the
        % preparse-pass: We may allocate slightly too much, but this should not be
        % a problem, as the real parse pass will correct this.
        Vertices=zeros(3,prevnum);
        Faces=zeros(9,pref3num);
        Texcoords=zeros(3,prevtnum);
        Normals=zeros(3,prevnnum);
        F4=zeros(12,pref3num);
    else
        % We do not preallocate, but just create empty arrays. This is needed
        % to accomodate for the special cases where an item has a
        % component-count other than 3, e.g., pure 2D texture coordinates.
        Vertices=[];
        Faces=[];
        Texcoords=[];
        Normals=[];
        F4=[];
        prevtnum=1;
    end;
    
    % Reset all counts for new submesh:
    vnum=1;
    f3num=1;
    f4num=1;
    vtnum=1;
    vnnum=1;
    subMeshName = [];
    usemtlstack = [];
    
    if isempty(Lyn)
        % Parse 1st line of file:
        Lyn=fgets(fid);
    end
    
    % Reset last item was a face indicator for this new submesh:
    lastWasFace = 0;
    
    % Line by line parsing of the obj file
    while ~(Lyn < 0)
        s=sscanf(Lyn,'%s',1);
        l=length(Lyn);
        
        % Transition from face to vertex, normal or texcoord?
        if lastWasFace && (strcmp(s, 'v') || strcmp(s, 'vt') || strcmp(s, 'vn'))
            % Yes. This is the first line of a new submesh. Finalize
            % current mesh by breaking out of parse loop:
            break;
        end
        
        switch s
            case 'f' % faces
                Lyn=strtrim(Lyn(3:l));
                nvrts=length(strfind(Lyn,' '))+1;
                fstr=strfind(Lyn,'/');
                nslash=length(fstr);
                if nvrts == 3
                    % Triangle face:
                    if nslash ==3 % vertex and textures
                        f1=sscanf(Lyn,'%f/%f');
                        f1=f1([1 3 5 2 4 6 1 3 5]);
                    elseif nslash==6 % vertex, textures and normals,
                        f1=sscanf(Lyn,'%f/%f/%f');
                        f1=f1([1 4 7 2 5 8 3 6 9]);
                    elseif nslash==0
                        f1=sscanf(Lyn,'%f');
                        f1=f1([1 2 3 1 2 3 1 2 3]);
                    else
                        if (debug>1), disp(['xyx' Lyn]); end;
                        f1=[];
                    end
                    Faces(:,f3num)=f1;
                    f3num=f3num+1;
                    lastWasFace = 1;
                elseif nvrts == 4
                    % Quad face:
                    if nslash == 4
                        f1=sscanf(Lyn,'%f/%f');
                        f1=f1([1 3 5 7 2 4 6 8 1 3 5 7]);
                    elseif nslash == 8
                        f1=sscanf(Lyn,'%f/%f/%f');
                        f1=f1([1 4 7 10 2 5 8 11 3 6 9 12]);
                    elseif nslash ==0
                        f1=sscanf(Lyn,'%f');
                        f1=f1([1 2 3 4 1 2 3 4 1 2 3 4]);
                    else
                        if (debug>1)
                            fprintf('Parse error in line %i: Could not process this:\n', totalcount+1);
                            fprintf('%s\n', Lyn);
                            fprintf('nvrts=%i, nslash=%i, f4num=%i\n', nvrts, nslash, f4num);
                            fprintf('Binary representaiton of line is:\n');
                            disp(double(Lyn));
                        end;
                        f1=[];
                    end
                    F4(:,f4num)=f1;
                    f4num=f4num+1;
                    lastWasFace = 1;
                end
            case 'v'  % vertex
                Vertices(:,vnum)=sscanf(Lyn(2:l),'%f');
                vnum=vnum+1;
            case 'vt' % textures
                try
                    % Try to assign texture coordinate:
                    Texcoords(:,vtnum)=sscanf(Lyn(3:l),'%f');
                catch %#ok<CTCH>
                    % Failed. Most common reason is that this is not a 3
                    % component texture coordinate, so our preallocated array
                    % is of wrong size in 1st dimension.
                    if vtnum==1
                        % Try to determine real number of components and then
                        % reallocate a proper texture coordinate array:
                        ncomponents = size(sscanf(Lyn(3:l),'%f'),1);
                        Texcoords=zeros(ncomponents, prevtnum);
                        % Restart assignment:
                        Texcoords(:,vtnum)=sscanf(Lyn(3:l),'%f');
                    else
                        % Failed for some unknown reason. Just throw an error
                        % and abort.
                        psychrethrow(psychlasterror);
                    end
                end
                vtnum=vtnum+1;
            case 'vn' % normals
                Normals(:,vnnum)=sscanf(Lyn(3:l),'%f');
                vnnum=vnnum+1;
            case '#'  % comment
                if debug>1 , disp(Lyn); end;
            case 'g'  % mesh.
                if (debug>1), disp(Lyn); end;
                if ~isempty(strtrim(sscanf(Lyn(3:end),'%s')));
                    % Assign name of 'g' submesh name definition:
                    subMeshName = strtrim(sscanf(Lyn(3:end),'%s'));
                end
            case 'mtllib' % Material library definition filename.
                if (debug>1), disp(Lyn); end;
                if ~isempty(strtrim(sscanf(Lyn(8:end),'%s')));
                    % Assign name of 'g' submesh name definition:
                    mtllib = strtrim(sscanf(Lyn(8:end),'%s'));
                end
            case 'usemtl' % Material definition:
                if (debug>1), disp(Lyn); end;
                if ~isempty(strtrim(sscanf(Lyn(8:end),'%s')));
                    % Assign name of 'g' submesh name definition:
                    usemtl = strtrim(sscanf(Lyn(8:end),'%s'));
                    usemtlitem.materialName   = usemtl;
                    usemtlitem.triStartIndex  = f3num - 1;
                    usemtlitem.quadStartIndex = f4num - 1;
                    usemtlstack{end+1} = usemtlitem; %#ok<AGROW>
                end
                
            otherwise
                if ~strcmp(Lyn,char([13 10]))
                    if (debug>1), disp(['OBJ entry unprocessed: ' Lyn]); end;
                end
        end
        
        if debug>0
            % Display progress output:
            totalcount = totalcount + 1;
            if mod(totalcount, 5000)==0
                disp(['LoadOBJFile: Parsing progress: At line ' num2str(totalcount)]);
            end;
        end;
        
        % Parse next dataline of this submesh, if any:
        Lyn=fgets(fid);
    end;
    
    % Done parsing data for this submesh. Post-Process and assign submesh:
    
    % Decrement by one: This shall be the true counts:
    vnum=vnum - 1;
    f3num=f3num - 1;
    f4num=f4num - 1;
    vtnum=vtnum - 1;
    vnnum=vnnum - 1;
    
    if debug > 0
        fprintf('\n\nNew Submesh %i [%s] of file %s contains:\n', meshcount + 1, subMeshName, modelname);
        fprintf('Triangles: %i\n', f3num);
        fprintf('Quads: %i\n', f4num);
        fprintf('Vertices: %i\n', vnum);
        fprintf('Texture coordinates: %i\n', vtnum);
        fprintf('Normal vectors: %i\n', vnnum);
    end
    
    % Any quads defined?
    if f4num > 0
        % Yes. Quads defined in F4: Check if we need to remap texture and
        % normal coordinate indices, just as in the case for triangles below:
        % Do texture coordinates exist?
        if vtnum > 0
            % Yes. Check if face indices for vertices and textures are
            % completely identical:
            idxdiff = sum(abs(F4(1,:) - F4(5,:))) + sum(abs(F4(2,:) - F4(6,:))) + sum(abs(F4(3,:) - F4(7,:))) + sum(abs(F4(4,:) - F4(8,:)));
            if idxdiff~=0
                % Texture indices differ (at least sometimes) from vertex
                % indices. This can't be easily handled by OpenGL, at least not
                % at high performance. We perform manual remapping, permutating
                % the read texture coordinate array, so at the end we can index
                % into the texture array with the same indices as the ones we
                % use for the vertex array. This is more memory intense, but
                % much faster for postprocessing and rendering...
                
                if debug>0
                    fprintf('Inconsistent vertex vs. texture indexing: Remapping...\n');
                end
                
                SrcTexCoords = Texcoords;
                Texcoords = zeros(size(SrcTexCoords, 1), vnum);
                
                % Remap/rebuild for each of the f4num faces:
                for i=1:f4num
                    Texcoords(:, F4(1,i)) = SrcTexCoords(:, F4(5,i));
                    Texcoords(:, F4(2,i)) = SrcTexCoords(:, F4(6,i));
                    Texcoords(:, F4(3,i)) = SrcTexCoords(:, F4(7,i));
                    Texcoords(:, F4(4,i)) = SrcTexCoords(:, F4(8,i));
                end
            end
        end
        
        % Do normal coordinates exist?
        if vnnum > 0
            % Yes. Check if face indices for vertices and normals are
            % completely identical:
            idxdiff = sum(abs(F4(1,:) - F4(9,:))) + sum(abs(F4(2,:) - F4(10,:))) + sum(abs(F4(3,:) - F4(11,:))) + sum(abs(F4(4,:) - F4(12,:)));
            if idxdiff~=0
                % Normal indices differ (at least sometimes) from vertex
                % indices. This can't be easily handled by OpenGL, at least not
                % at high performance. We perform manual remapping, permutating
                % the read normals coordinate array, so at the end we can index
                % into the normals array with the same indices as the ones we
                % use for the vertex array. This is more memory intense, but
                % much faster for postprocessing and rendering...
                
                if debug>0
                    fprintf('Inconsistent vertex vs. normals indexing: Remapping...\n');
                end
                
                SrcNormals = Normals;
                Normals = zeros(size(SrcNormals, 1), vnum);
                
                % Remap/rebuild for each of the f4num faces:
                for i=1:f4num
                    Normals(:, F4(1,i)) = SrcNormals(:, F4(9,i));
                    Normals(:, F4(2,i)) = SrcNormals(:, F4(10,i));
                    Normals(:, F4(3,i)) = SrcNormals(:, F4(11,i));
                    Normals(:, F4(4,i)) = SrcNormals(:, F4(12,i));
                end
            end
        end
        
        % Strip (now redundant) face indices for textures and normals. Either
        % they were identical from the beginning, or they are now identical
        % after our remap operation:
        F4 = F4(1:4, :);
        
        % Take difference in indexing between OpenGL and OBJ into account.
        F4 = F4 - 1;
    end
    
    
    if f3num <= 0
        % No triangles defined. Are there any quads defined?
        f3num = 0;
        
        if f4num > 0
            % Yes. This OBJ defines quads, not triangles. Assign them:
            Faces = F4;
            
            % Need this for final truncation of 'Faces' at the end before
            % output assignment:
            f3num = f4num;
        else
            % No. Neither triangle- nor quad-definitions! We can't handle this.
            disp('Warning: The OBJ file does not contain any triangle- or quad- polygon definitions!');
            Faces = [];
        end;
    else
        % Triangles defined in Faces:
        
        % Do texture coordinates exist?
        if vtnum > 0
            % Yes. Check if face indices for vertices and textures are
            % completely identical:
            idxdiff = sum(abs(Faces(1,:) - Faces(4,:))) + sum(abs(Faces(2,:) - Faces(5,:))) + sum(abs(Faces(3,:) - Faces(6,:)));
            if idxdiff~=0
                % Texture indices differ (at least sometimes) from vertex
                % indices. This can't be easily handled by OpenGL, at least not
                % at high performance. We perform manual remapping, permutating
                % the read texture coordinate array, so at the end we can index
                % into the texture array with the same indices as the ones we
                % use for the vertex array. This is more memory intense, but
                % much faster for postprocessing and rendering...
                
                if debug>0
                    fprintf('Inconsistent vertex vs. texture indexing: Remapping...\n');
                end
                
                SrcTexCoords = Texcoords;
                Texcoords = zeros(size(SrcTexCoords, 1), vnum);
                
                % Remap/rebuild for each of the f3num faces:
                for i=1:f3num
                    Texcoords(:, Faces(1,i)) = SrcTexCoords(:, Faces(4,i));
                    Texcoords(:, Faces(2,i)) = SrcTexCoords(:, Faces(5,i));
                    Texcoords(:, Faces(3,i)) = SrcTexCoords(:, Faces(6,i));
                end
            end
        end
        
        % Do normal coordinates exist?
        if vnnum > 0
            % Yes. Check if face indices for vertices and normals are
            % completely identical:
            idxdiff = sum(abs(Faces(1,:) - Faces(7,:))) + sum(abs(Faces(2,:) - Faces(8,:))) + sum(abs(Faces(3,:) - Faces(9,:)));
            if idxdiff~=0
                % Normal indices differ (at least sometimes) from vertex
                % indices. This can't be easily handled by OpenGL, at least not
                % at high performance. We perform manual remapping, permutating
                % the read normals coordinate array, so at the end we can index
                % into the normals array with the same indices as the ones we
                % use for the vertex array. This is more memory intense, but
                % much faster for postprocessing and rendering...
                
                if debug>0
                    fprintf('Inconsistent vertex vs. normals indexing: Remapping...\n');
                end
                
                SrcNormals = Normals;
                Normals = zeros(size(SrcNormals, 1), vnum);
                
                % Remap/rebuild for each of the f3num faces:
                for i=1:f3num
                    Normals(:, Faces(1,i)) = SrcNormals(:, Faces(7,i));
                    Normals(:, Faces(2,i)) = SrcNormals(:, Faces(8,i));
                    Normals(:, Faces(3,i)) = SrcNormals(:, Faces(9,i));
                end
            end
        end
        
        % Strip (now redundant) face indices for textures and normals. Either
        % they were identical from the beginning, or they are now identical
        % after our remap operation:
        Faces = Faces(1:3, :);
        
        % Take difference in indexing between OpenGL and OBJ into account.
        Faces = Faces - 1;
        
        % Array with triangle definitions exists. Check for additional quad-definitions:
        if f4num > 0
            % Return quad-face definitions in QuadFaces return argument:
            QuadFaces = F4;
        end;
    end;
    
    % Assign variables to proper slot in output-cell-struct:
    meshcount = meshcount + 1;
    objobject{meshcount}.faces = Faces(:, 1:f3num); %#ok<AGROW>
    if exist('QuadFaces', 'var')
        objobject{meshcount}.quadfaces = QuadFaces(:, 1:f4num);  %#ok<AGROW>
    end;
    objobject{meshcount}.vertices = Vertices(:, 1:vnum);  %#ok<AGROW>
    objobject{meshcount}.normals = Normals(:, 1:vnum);  %#ok<AGROW>
    objobject{meshcount}.texcoords = Texcoords(:, 1:vnum);  %#ok<AGROW>
    objobject{meshcount}.subMeshName = subMeshName;  %#ok<AGROW>
    objobject{meshcount}.mtllib = mtllib;  %#ok<AGROW>
    objobject{meshcount}.usemtl = usemtlstack;  %#ok<AGROW>
    
    if debug>0
        fprintf('----------------------------------------------------------\n');
    end
    
    % End of file reached?
    if Lyn < 0
        % Yes. That's it. Break out of read loop:
        break;
    end
    
end % End of parse-iteration for this submesh.

% Done reading the file:
fclose(fid);

% Done.
if debug > 0
    fprintf('LoadOBJFile: Loading of objfile %s done.\n\n', modelname);
end

return;