text: // Copyright 2016 The Draco Authors.
  //
  // Licensed under the Apache License, Version 2.0 (the "License");
  // you may not use this file except in compliance with the License.
  // You may obtain a copy of the License at
  //
  //      http://www.apache.org/licenses/LICENSE-2.0
  //
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the License is distributed on an "AS IS" BASIS,
  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and
  // limitations under the License.
  //
  #ifndef DRACO_IO_OBJ_ENCODER_H_
  #define DRACO_IO_OBJ_ENCODER_H_
  
  #include "draco/core/encoder_buffer.h"
  #include "draco/mesh/mesh.h"
  
  namespace draco {
  
  // Class for encoding input draco::Mesh or draco::PointCloud into the Wavefront
  // OBJ format.
  class ObjEncoder {
   public:
    ObjEncoder();
  
    // Encodes the mesh or a point cloud  and saves it into a file.
    // Returns false when either the encoding failed or when the file couldn't be
    // opened.
    bool EncodeToFile(const PointCloud &pc, const std::string &file_name);
    bool EncodeToFile(const Mesh &mesh, const std::string &file_name);
  
    // Encodes the mesh or the point cloud into a buffer.
    bool EncodeToBuffer(const PointCloud &pc, EncoderBuffer *out_buffer);
    bool EncodeToBuffer(const Mesh &mesh, EncoderBuffer *out_buffer);
  
   protected:
    bool EncodeInternal();
    EncoderBuffer *buffer() const { return out_buffer_; }
    bool ExitAndCleanup(bool return_value);
  
   private:
    bool GetSubObjects();
    bool EncodeMaterialFileName();
    bool EncodePositions();
    bool EncodeTextureCoordinates();
    bool EncodeNormals();
    bool EncodeFaces();
    bool EncodeSubObject(FaceIndex face_id);
    bool EncodeMaterial(FaceIndex face_id);
    bool EncodeFaceCorner(FaceIndex face_id, int local_corner_id);
  
    void EncodeFloat(float val);
    void EncodeFloatList(float *vals, int num_vals);
    void EncodeInt(int32_t val);
  
    // Various attributes used by the encoder. If an attribute is not used, it is
    // set to nullptr.
    const PointAttribute *pos_att_;
    const PointAttribute *tex_coord_att_;
    const PointAttribute *normal_att_;
    const PointAttribute *material_att_;
    const PointAttribute *sub_obj_att_;
  
    // Buffer used for encoding float/int numbers.
    char num_buffer_[20];
  
    EncoderBuffer *out_buffer_;
  
    const PointCloud *in_point_cloud_;
    const Mesh *in_mesh_;
  
    // Store sub object name for each value.
    std::unordered_map<int, std::string> sub_obj_id_to_name_;
    // Current sub object id of faces.
    int current_sub_obj_id_;
  
    // Store material name for each value in material attribute.
    std::unordered_map<int, std::string> material_id_to_name_;
    // Current material id of faces.
    int current_material_id_;
  
    std::string file_name_;
  };
  
  }  // namespace draco
  
  #endif  // DRACO_IO_OBJ_ENCODER_H_
  