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Adding gulp tasks for loaders

Julien Moreau-Mathis 9 gadi atpakaļ
vecāks
revīzija
b9a8d6b2cf

+ 747 - 0
loaders/OBJ/babylon.objFileLoader.js

@@ -0,0 +1,747 @@
+var BABYLON;
+(function (BABYLON) {
+    /**
+     * Class reading and parsing the MTL file bundled with the obj file.
+     */
+    var MTLFileLoader = (function () {
+        function MTLFileLoader() {
+            // All material loaded from the mtl will be set here
+            this.materials = [];
+            /**
+             * This function will read the mtl file and create each material described inside
+             * This function could be improve by adding :
+             * -some component missing (Ni, Tf...)
+             * -including the specific options available
+             *
+             * @param scene
+             * @param data
+             * @param rootUrl
+             */
+            this.parseMTL = function (scene, data, rootUrl) {
+                //Split the lines from the file
+                var lines = data.split('\n');
+                //Space char
+                var delimiter_pattern = /\s+/;
+                //Array with RGB colors
+                var color;
+                //New material
+                var material;
+                //Look at each line
+                for (var i = 0; i < lines.length; i++) {
+                    var line = lines[i].trim();
+                    // Blank line or comment
+                    if (line.length === 0 || line.charAt(0) === '#') {
+                        continue;
+                    }
+                    //Get the first parameter (keyword)
+                    var pos = line.indexOf(' ');
+                    var key = (pos >= 0) ? line.substring(0, pos) : line;
+                    key = key.toLowerCase();
+                    //Get the data following the key
+                    var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
+                    //This mtl keyword will create the new material
+                    if (key === "newmtl") {
+                        //Check if it is the first material.
+                        // Materials specifications are described after this keyword.
+                        if (material) {
+                            //Add the previous material in the material array.
+                            this.materials.push(material);
+                        }
+                        //Create a new material.
+                        // value is the name of the material read in the mtl file
+                        material = new BABYLON.StandardMaterial(value, scene);
+                    }
+                    else if (key === "kd") {
+                        // Diffuse color (color under white light) using RGB values
+                        //value  = "r g b"
+                        color = value.split(delimiter_pattern, 3);
+                        //color = [r,g,b]
+                        //Set tghe color into the material
+                        material.diffuseColor = BABYLON.Color3.FromArray(color);
+                    }
+                    else if (key === "ka") {
+                        // Ambient color (color under shadow) using RGB values
+                        //value = "r g b"
+                        color = value.split(delimiter_pattern, 3);
+                        //color = [r,g,b]
+                        //Set tghe color into the material
+                        material.ambientColor = BABYLON.Color3.FromArray(color);
+                    }
+                    else if (key === "ks") {
+                        // Specular color (color when light is reflected from shiny surface) using RGB values
+                        //value = "r g b"
+                        color = value.split(delimiter_pattern, 3);
+                        //color = [r,g,b]
+                        //Set the color into the material
+                        material.specularColor = BABYLON.Color3.FromArray(color);
+                    }
+                    else if (key === "ns") {
+                        //value = "Integer"
+                        material.specularPower = value;
+                    }
+                    else if (key === "d") {
+                        //d is dissolve for current material. It mean alpha for BABYLON
+                        material.alpha = value;
+                    }
+                    else if (key === "map_ka") {
+                        // ambient texture map with a loaded image
+                        //We must first get the folder of the image
+                        material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
+                    }
+                    else if (key === "map_kd") {
+                        // Diffuse texture map with a loaded image
+                        material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
+                    }
+                    else if (key === "map_ks") {
+                        // Specular texture map with a loaded image
+                        //We must first get the folder of the image
+                        material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
+                    }
+                    else if (key === "map_ns") {
+                    }
+                    else if (key === "map_bump") {
+                        //The bump texture
+                        material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
+                    }
+                    else if (key === "map_d") {
+                        // The dissolve of the material
+                        material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
+                    }
+                    else if (key === "illum") {
+                        //Illumination
+                        if (value === "0") {
+                        }
+                        else if (value === "1") {
+                        }
+                        else if (value === "2") {
+                        }
+                        else if (value === "3") {
+                        }
+                        else if (value === "4") {
+                        }
+                        else if (value === "5") {
+                        }
+                        else if (value === "6") {
+                        }
+                        else if (value === "7") {
+                        }
+                        else if (value === "8") {
+                        }
+                        else if (value === "9") {
+                        }
+                        else if (value === "10") {
+                        }
+                    }
+                    else {
+                    }
+                }
+                //At the end of the file, add the last material
+                this.materials.push(material);
+            };
+        }
+        /**
+         * Gets the texture for the material.
+         *
+         * If the material is imported from input file,
+         * We sanitize the url to ensure it takes the textre from aside the material.
+         *
+         * @param rootUrl The root url to load from
+         * @param value The value stored in the mtl
+         * @return The Texture
+         */
+        MTLFileLoader._getTexture = function (rootUrl, value, scene) {
+            var url = rootUrl;
+            // Load from input file.
+            if (rootUrl === "file:") {
+                var lastDelimiter = value.lastIndexOf("\\");
+                if (lastDelimiter === -1) {
+                    lastDelimiter = value.lastIndexOf("/");
+                }
+                if (lastDelimiter > -1) {
+                    url += value.substr(lastDelimiter + 1);
+                }
+                else {
+                    url += value;
+                }
+            }
+            else {
+                url += value;
+            }
+            return new BABYLON.Texture(url, scene);
+        };
+        return MTLFileLoader;
+    }());
+    BABYLON.MTLFileLoader = MTLFileLoader;
+    var OBJFileLoader = (function () {
+        function OBJFileLoader() {
+            this.extensions = ".obj";
+            this.obj = /^o/;
+            this.group = /^g/;
+            this.mtllib = /^mtllib /;
+            this.usemtl = /^usemtl /;
+            this.smooth = /^s /;
+            this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
+            // vn float float float
+            this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
+            // vt float float
+            this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
+            // f vertex vertex vertex ...
+            this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
+            // f vertex/uvs vertex/uvs vertex/uvs ...
+            this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
+            // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
+            this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
+            // f vertex//normal vertex//normal vertex//normal ...
+            this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
+        }
+        /**
+         * Calls synchronously the MTL file attached to this obj.
+         * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
+         * Without this function materials are not displayed in the first frame (but displayed after).
+         * In consequence it is impossible to get material information in your HTML file
+         *
+         * @param url The URL of the MTL file
+         * @param rootUrl
+         * @param onSuccess Callback function to be called when the MTL file is loaded
+         * @private
+         */
+        OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
+            //The complete path to the mtl file
+            var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
+            // Loads through the babylon tools to allow fileInput search.
+            //BABYLON.Tools.LoadFile(pathOfFile, 
+            //    onSuccess, 
+            //    null, 
+            //    null, 
+            //    false, 
+            //    () => { console.warn("Error - Unable to load " + pathOfFile); }, 
+            //    true /* synchronous call */);
+            BABYLON.Tools.LoadFile(pathOfFile, onSuccess, null, null, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
+        };
+        OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
+            //get the meshes from OBJ file
+            var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
+            //Push meshes from OBJ file into the variable mesh of this function
+            if (meshes) {
+                loadedMeshes.forEach(function (mesh) {
+                    meshes.push(mesh);
+                });
+            }
+            return true;
+        };
+        OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
+            //Get the 3D model
+            return this.importMesh(null, scene, data, rootUrl, null, null, null);
+        };
+        /**
+         * Read the OBJ file and create an Array of meshes.
+         * Each mesh contains all information given by the OBJ and the MTL file.
+         * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
+         *
+         * @param meshesNames
+         * @param scene BABYLON.Scene The scene where are displayed the data
+         * @param data String The content of the obj file
+         * @param rootUrl String The path to the folder
+         * @returns Array<AbstractMesh>
+         * @private
+         */
+        OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
+            var positions = []; //values for the positions of vertices
+            var normals = []; //Values for the normals
+            var uvs = []; //Values for the textures
+            var meshesFromObj = []; //[mesh] Contains all the obj meshes
+            var handledMesh; //The current mesh of meshes array
+            var indicesForBabylon = []; //The list of indices for VertexData
+            var wrappedPositionForBabylon = []; //The list of position in vectors
+            var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
+            var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
+            var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV  [pos, norm, uvs]
+            var curPositionInIndices = 0;
+            var hasMeshes = false; //Meshes are defined in the file
+            var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
+            var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3()  [x,y,z]
+            var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3()      [x,y,z]
+            var triangles = []; //Indices from new triangles coming from polygons
+            var materialNameFromObj = ""; //The name of the current material
+            var fileToLoad = ""; //The name of the mtlFile to load
+            var materialsFromMTLFile = new MTLFileLoader();
+            var objMeshName = ""; //The name of the current obj mesh
+            var increment = 1; //Id for meshes created by the multimaterial
+            var isFirstMaterial = true;
+            /**
+             * Search for obj in the given array.
+             * This function is called to check if a couple of data already exists in an array.
+             *
+             * If found, returns the index of the founded tuple index. Returns -1 if not found
+             * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
+             * @param obj Array<number>
+             * @returns {boolean}
+             */
+            var isInArray = function (arr, obj) {
+                if (!arr[obj[0]])
+                    arr[obj[0]] = { normals: [], idx: [] };
+                var idx = arr[obj[0]].normals.indexOf(obj[1]);
+                return idx === -1 ? -1 : arr[obj[0]].idx[idx];
+            };
+            var isInArrayUV = function (arr, obj) {
+                if (!arr[obj[0]])
+                    arr[obj[0]] = { normals: [], idx: [], uv: [] };
+                var idx = arr[obj[0]].normals.indexOf(obj[1]);
+                if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
+                    return arr[obj[0]].idx[idx];
+                }
+                return -1;
+            };
+            /**
+             * This function set the data for each triangle.
+             * Data are position, normals and uvs
+             * If a tuple of (position, normal) is not set, add the data into the corresponding array
+             * If the tuple already exist, add only their indice
+             *
+             * @param indicePositionFromObj Integer The index in positions array
+             * @param indiceUvsFromObj Integer The index in uvs array
+             * @param indiceNormalFromObj Integer The index in normals array
+             * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
+             * @param textureVectorFromOBJ Vector3 The value of uvs
+             * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
+             */
+            var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
+                //Check if this tuple already exists in the list of tuples
+                var _index;
+                if (OBJFileLoader.OPTIMIZE_WITH_UV) {
+                    _index = isInArrayUV(tuplePosNorm, [
+                        indicePositionFromObj,
+                        indiceNormalFromObj,
+                        indiceUvsFromObj
+                    ]);
+                }
+                else {
+                    _index = isInArray(tuplePosNorm, [
+                        indicePositionFromObj,
+                        indiceNormalFromObj
+                    ]);
+                }
+                //If it not exists
+                if (_index == -1) {
+                    //Add an new indice.
+                    //The array of indices is only an array with his length equal to the number of triangles - 1.
+                    //We add vertices data in this order
+                    indicesForBabylon.push(wrappedPositionForBabylon.length);
+                    //Push the position of vertice for Babylon
+                    //Each element is a BABYLON.Vector3(x,y,z)
+                    wrappedPositionForBabylon.push(positionVectorFromOBJ);
+                    //Push the uvs for Babylon
+                    //Each element is a BABYLON.Vector3(u,v)
+                    wrappedUvsForBabylon.push(textureVectorFromOBJ);
+                    //Push the normals for Babylon
+                    //Each element is a BABYLON.Vector3(x,y,z)
+                    wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
+                    //Add the tuple in the comparison list
+                    tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
+                    tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
+                    if (OBJFileLoader.OPTIMIZE_WITH_UV)
+                        tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
+                }
+                else {
+                    //The tuple already exists
+                    //Add the index of the already existing tuple
+                    //At this index we can get the value of position, normal and uvs of vertex
+                    indicesForBabylon.push(_index);
+                }
+            };
+            /**
+             * Transform BABYLON.Vector() object onto 3 digits in an array
+             */
+            var unwrapData = function () {
+                //Every array has the same length
+                for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
+                    //Push the x, y, z values of each element in the unwrapped array
+                    unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
+                    unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
+                    unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
+                }
+                // Reset arrays for the next new meshes
+                wrappedPositionForBabylon = [];
+                wrappedNormalsForBabylon = [];
+                wrappedUvsForBabylon = [];
+                tuplePosNorm = [];
+                curPositionInIndices = 0;
+            };
+            /**
+             * Create triangles from polygons by recursion
+             * The best to understand how it works is to draw it in the same time you get the recursion.
+             * It is important to notice that a triangle is a polygon
+             * We get 4 patterns of face defined in OBJ File :
+             * facePattern1 = ["1","2","3","4","5","6"]
+             * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
+             * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
+             * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
+             * Each pattern is divided by the same method
+             * @param face Array[String] The indices of elements
+             * @param v Integer The variable to increment
+             */
+            var getTriangles = function (face, v) {
+                //Work for each element of the array
+                if (v + 1 < face.length) {
+                    //Add on the triangle variable the indexes to obtain triangles
+                    triangles.push(face[0], face[v], face[v + 1]);
+                    //Incrementation for recursion
+                    v += 1;
+                    //Recursion
+                    getTriangles(face, v);
+                }
+                //Result obtained after 2 iterations:
+                //Pattern1 => triangle = ["1","2","3","1","3","4"];
+                //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
+                //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
+                //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
+            };
+            /**
+             * Create triangles and push the data for each polygon for the pattern 1
+             * In this pattern we get vertice positions
+             * @param face
+             * @param v
+             */
+            var setDataForCurrentFaceWithPattern1 = function (face, v) {
+                //Get the indices of triangles for each polygon
+                getTriangles(face, v);
+                //For each element in the triangles array.
+                //This var could contains 1 to an infinity of triangles
+                for (var k = 0; k < triangles.length; k++) {
+                    // Set position indice
+                    var indicePositionFromObj = parseInt(triangles[k]) - 1;
+                    setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
+                    positions[indicePositionFromObj], //Get the vectors data
+                    BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
+                    );
+                }
+                //Reset variable for the next line
+                triangles = [];
+            };
+            /**
+             * Create triangles and push the data for each polygon for the pattern 2
+             * In this pattern we get vertice positions and uvsu
+             * @param face
+             * @param v
+             */
+            var setDataForCurrentFaceWithPattern2 = function (face, v) {
+                //Get the indices of triangles for each polygon
+                getTriangles(face, v);
+                for (var k = 0; k < triangles.length; k++) {
+                    //triangle[k] = "1/1"
+                    //Split the data for getting position and uv
+                    var point = triangles[k].split("/"); // ["1", "1"]
+                    //Set position indice
+                    var indicePositionFromObj = parseInt(point[0]) - 1;
+                    //Set uv indice
+                    var indiceUvsFromObj = parseInt(point[1]) - 1;
+                    setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
+                    positions[indicePositionFromObj], //Get the values for each element
+                    uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
+                    );
+                }
+                //Reset variable for the next line
+                triangles = [];
+            };
+            /**
+             * Create triangles and push the data for each polygon for the pattern 3
+             * In this pattern we get vertice positions, uvs and normals
+             * @param face
+             * @param v
+             */
+            var setDataForCurrentFaceWithPattern3 = function (face, v) {
+                //Get the indices of triangles for each polygon
+                getTriangles(face, v);
+                for (var k = 0; k < triangles.length; k++) {
+                    //triangle[k] = "1/1/1"
+                    //Split the data for getting position, uv, and normals
+                    var point = triangles[k].split("/"); // ["1", "1", "1"]
+                    // Set position indice
+                    var indicePositionFromObj = parseInt(point[0]) - 1;
+                    // Set uv indice
+                    var indiceUvsFromObj = parseInt(point[1]) - 1;
+                    // Set normal indice
+                    var indiceNormalFromObj = parseInt(point[2]) - 1;
+                    setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
+                    );
+                }
+                //Reset variable for the next line
+                triangles = [];
+            };
+            /**
+             * Create triangles and push the data for each polygon for the pattern 4
+             * In this pattern we get vertice positions and normals
+             * @param face
+             * @param v
+             */
+            var setDataForCurrentFaceWithPattern4 = function (face, v) {
+                getTriangles(face, v);
+                for (var k = 0; k < triangles.length; k++) {
+                    //triangle[k] = "1//1"
+                    //Split the data for getting position and normals
+                    var point = triangles[k].split("//"); // ["1", "1"]
+                    // We check indices, and normals
+                    var indicePositionFromObj = parseInt(point[0]) - 1;
+                    var indiceNormalFromObj = parseInt(point[1]) - 1;
+                    setData(indicePositionFromObj, 1, //Default value for uv
+                    indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
+                    BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
+                }
+                //Reset variable for the next line
+                triangles = [];
+            };
+            var addPreviousObjMesh = function () {
+                //Check if it is not the first mesh. Otherwise we don't have data.
+                if (meshesFromObj.length > 0) {
+                    //Get the previous mesh for applying the data about the faces
+                    //=> in obj file, faces definition append after the name of the mesh
+                    handledMesh = meshesFromObj[meshesFromObj.length - 1];
+                    //Set the data into Array for the mesh
+                    unwrapData();
+                    // Reverse tab. Otherwise face are displayed in the wrong sens
+                    indicesForBabylon.reverse();
+                    //Set the information for the mesh
+                    //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
+                    handledMesh.indices = indicesForBabylon.slice();
+                    handledMesh.positions = unwrappedPositionsForBabylon.slice();
+                    handledMesh.normals = unwrappedNormalsForBabylon.slice();
+                    handledMesh.uvs = unwrappedUVForBabylon.slice();
+                    //Reset the array for the next mesh
+                    indicesForBabylon = [];
+                    unwrappedPositionsForBabylon = [];
+                    unwrappedNormalsForBabylon = [];
+                    unwrappedUVForBabylon = [];
+                }
+            };
+            //Main function
+            //Split the file into lines
+            var lines = data.split('\n');
+            //Look at each line
+            for (var i = 0; i < lines.length; i++) {
+                var line = lines[i].trim();
+                var result;
+                //Comment or newLine
+                if (line.length === 0 || line.charAt(0) === '#') {
+                    continue;
+                }
+                else if ((result = this.vertexPattern.exec(line)) !== null) {
+                    //Create a Vector3 with the position x, y, z
+                    //Value of result:
+                    // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
+                    //Add the Vector in the list of positions
+                    positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
+                }
+                else if ((result = this.normalPattern.exec(line)) !== null) {
+                    //Create a Vector3 with the normals x, y, z
+                    //Value of result
+                    // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
+                    //Add the Vector in the list of normals
+                    normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
+                }
+                else if ((result = this.uvPattern.exec(line)) !== null) {
+                    //Create a Vector2 with the normals u, v
+                    //Value of result
+                    // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
+                    //Add the Vector in the list of uvs
+                    uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
+                }
+                else if ((result = this.facePattern3.exec(line)) !== null) {
+                    //Value of result:
+                    //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
+                    //Set the data for this face
+                    setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
+                    1);
+                }
+                else if ((result = this.facePattern4.exec(line)) !== null) {
+                    //Value of result:
+                    //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
+                    //Set the data for this face
+                    setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
+                    1);
+                }
+                else if ((result = this.facePattern2.exec(line)) !== null) {
+                    //Value of result:
+                    //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
+                    //Set the data for this face
+                    setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
+                    1);
+                }
+                else if ((result = this.facePattern1.exec(line)) !== null) {
+                    //Value of result
+                    //["f 1 2 3", "1 2 3"...]
+                    //Set the data for this face
+                    setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
+                    1);
+                }
+                else if (this.group.test(line) || this.obj.test(line)) {
+                    //Create a new mesh corresponding to the name of the group.
+                    //Definition of the mesh
+                    var objMesh = 
+                    //Set the name of the current obj mesh
+                    {
+                        name: line.substring(2).trim(),
+                        indices: undefined,
+                        positions: undefined,
+                        normals: undefined,
+                        uvs: undefined,
+                        materialName: ""
+                    };
+                    addPreviousObjMesh();
+                    //Push the last mesh created with only the name
+                    meshesFromObj.push(objMesh);
+                    //Set this variable to indicate that now meshesFromObj has objects defined inside
+                    hasMeshes = true;
+                    isFirstMaterial = true;
+                    increment = 1;
+                }
+                else if (this.usemtl.test(line)) {
+                    //Get the name of the material
+                    materialNameFromObj = line.substring(7).trim();
+                    //If this new material is in the same mesh
+                    if (!isFirstMaterial) {
+                        //Set the data for the previous mesh
+                        addPreviousObjMesh();
+                        //Create a new mesh
+                        var objMesh = 
+                        //Set the name of the current obj mesh
+                        {
+                            name: objMeshName + "_mm" + increment.toString(),
+                            indices: undefined,
+                            positions: undefined,
+                            normals: undefined,
+                            uvs: undefined,
+                            materialName: materialNameFromObj
+                        };
+                        increment++;
+                        //If meshes are already defined
+                        meshesFromObj.push(objMesh);
+                    }
+                    //Set the material name if the previous line define a mesh
+                    if (hasMeshes && isFirstMaterial) {
+                        //Set the material name to the previous mesh (1 material per mesh)
+                        meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
+                        isFirstMaterial = false;
+                    }
+                }
+                else if (this.mtllib.test(line)) {
+                    //Get the name of mtl file
+                    fileToLoad = line.substring(7).trim();
+                }
+                else if (this.smooth.test(line)) {
+                }
+                else {
+                    //If there is another possibility
+                    console.log("Unhandled expression at line : " + line);
+                }
+            }
+            //At the end of the file, add the last mesh into the meshesFromObj array
+            if (hasMeshes) {
+                //Set the data for the last mesh
+                handledMesh = meshesFromObj[meshesFromObj.length - 1];
+                //Reverse indices for displaying faces in the good sens
+                indicesForBabylon.reverse();
+                //Get the good array
+                unwrapData();
+                //Set array
+                handledMesh.indices = indicesForBabylon;
+                handledMesh.positions = unwrappedPositionsForBabylon;
+                handledMesh.normals = unwrappedNormalsForBabylon;
+                handledMesh.uvs = unwrappedUVForBabylon;
+            }
+            //If any o or g keyword found, create a mesj with a random id
+            if (!hasMeshes) {
+                // reverse tab of indices
+                indicesForBabylon.reverse();
+                //Get positions normals uvs
+                unwrapData();
+                //Set data for one mesh
+                meshesFromObj.push({
+                    name: BABYLON.Geometry.RandomId(),
+                    indices: indicesForBabylon,
+                    positions: unwrappedPositionsForBabylon,
+                    normals: unwrappedNormalsForBabylon,
+                    uvs: unwrappedUVForBabylon,
+                    materialName: materialNameFromObj
+                });
+            }
+            //Create a BABYLON.Mesh list
+            var babylonMeshesArray = []; //The mesh for babylon
+            var materialToUse = [];
+            //Set data for each mesh
+            for (var j = 0; j < meshesFromObj.length; j++) {
+                //check meshesNames (stlFileLoader)
+                if (meshesNames && meshesFromObj[j].name) {
+                    if (meshesNames instanceof Array) {
+                        if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
+                            continue;
+                        }
+                    }
+                    else {
+                        if (meshesFromObj[j].name !== meshesNames) {
+                            continue;
+                        }
+                    }
+                }
+                //Get the current mesh
+                //Set the data with VertexBuffer for each mesh
+                handledMesh = meshesFromObj[j];
+                //Create a BABYLON.Mesh with the name of the obj mesh
+                var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
+                //Push the name of the material to an array
+                //This is indispensable for the importMesh function
+                materialToUse.push(meshesFromObj[j].materialName);
+                var vertexData = new BABYLON.VertexData(); //The container for the values
+                //Set the data for the babylonMesh
+                vertexData.positions = handledMesh.positions;
+                vertexData.normals = handledMesh.normals;
+                vertexData.uvs = handledMesh.uvs;
+                vertexData.indices = handledMesh.indices;
+                //Set the data from the VertexBuffer to the current BABYLON.Mesh
+                vertexData.applyToMesh(babylonMesh);
+                //Push the mesh into an array
+                babylonMeshesArray.push(babylonMesh);
+            }
+            //load the materials
+            //Check if we have a file to load
+            if (fileToLoad !== "") {
+                //Load the file synchronously
+                this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
+                    //Create materials thanks MTLLoader function
+                    materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
+                    //Look at each material loaded in the mtl file
+                    for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
+                        //Three variables to get all meshes with the same material
+                        var startIndex = 0;
+                        var _indices = [];
+                        var _index;
+                        //The material from MTL file is used in the meshes loaded
+                        //Push the indice in an array
+                        //Check if the material is not used for another mesh
+                        while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
+                            _indices.push(_index);
+                            startIndex = _index + 1;
+                        }
+                        //If the material is not used dispose it
+                        if (_index == -1 && _indices.length == 0) {
+                            //If the material is not needed, remove it
+                            materialsFromMTLFile.materials[n].dispose();
+                        }
+                        else {
+                            for (var o = 0; o < _indices.length; o++) {
+                                //Apply the material to the BABYLON.Mesh for each mesh with the material
+                                babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
+                            }
+                        }
+                    }
+                });
+            }
+            //Return an array with all BABYLON.Mesh
+            return babylonMeshesArray;
+        };
+        OBJFileLoader.OPTIMIZE_WITH_UV = false;
+        return OBJFileLoader;
+    }());
+    BABYLON.OBJFileLoader = OBJFileLoader;
+    //Add this loader into the register plugin
+    BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
+})(BABYLON || (BABYLON = {}));

+ 80 - 0
loaders/STL/babylon.stlFileLoader.js

@@ -0,0 +1,80 @@
+var BABYLON;
+(function (BABYLON) {
+    var STLFileLoader = (function () {
+        function STLFileLoader() {
+            this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
+            this.facetsPattern = /facet([\s\S]*?)endfacet/g;
+            this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
+            this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
+            this.extensions = ".stl";
+        }
+        STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
+            var matches;
+            while (matches = this.solidPattern.exec(data)) {
+                var meshName = matches[1];
+                var meshNameFromEnd = matches[3];
+                if (meshName != meshNameFromEnd) {
+                    console.log("error in stl, solid name != endsolid name");
+                }
+                //check meshesNames
+                if (meshesNames && meshName) {
+                    if (meshesNames instanceof Array) {
+                        if (!meshesNames.indexOf(meshName)) {
+                            continue;
+                        }
+                    }
+                    else {
+                        if (meshName !== meshesNames) {
+                            continue;
+                        }
+                    }
+                }
+                //stl mesh name can be empty as well
+                meshName = meshName || "stlmesh";
+                var babylonMesh = new BABYLON.Mesh(meshName, scene);
+                this.parseSolid(babylonMesh, matches[2]);
+            }
+            return true;
+        };
+        STLFileLoader.prototype.load = function (scene, data, rootUrl) {
+            var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
+            if (result) {
+                scene.createDefaultCameraOrLight();
+            }
+            return result;
+        };
+        STLFileLoader.prototype.parseSolid = function (mesh, solidData) {
+            var normals = [];
+            var positions = [];
+            var indices = [];
+            var indicesCount = 0;
+            //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
+            var matches;
+            while (matches = this.facetsPattern.exec(solidData)) {
+                var facet = matches[1];
+                //one normal per face
+                var normalMatches = this.normalPattern.exec(facet);
+                this.normalPattern.lastIndex = 0;
+                if (!normalMatches) {
+                    continue;
+                }
+                var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
+                var vertexMatch;
+                while (vertexMatch = this.vertexPattern.exec(facet)) {
+                    positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
+                    normals.push(normal[0], normal[1], normal[2]);
+                }
+                indices.push(indicesCount++, indicesCount++, indicesCount++);
+                this.vertexPattern.lastIndex = 0;
+            }
+            this.facetsPattern.lastIndex = 0;
+            mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
+            mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
+            mesh.setIndices(indices);
+            mesh.computeWorldMatrix(true);
+        };
+        return STLFileLoader;
+    }());
+    BABYLON.STLFileLoader = STLFileLoader;
+    BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
+})(BABYLON || (BABYLON = {}));

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 13717
loaders/babylon.d.ts


+ 7 - 4
loaders/config.json

@@ -2,12 +2,14 @@
   "loaders": {
     "stl": {
       "files": ["STL/babylon.stlFileLoader.ts"],
-      "output": "STL/babylon.stlFileLoader.js"
+      "output": "./STL",
+      "filename": "babylon.stlFileLoader.js"
     },
 
     "obj": {
       "files": ["OBJ/babylon.objFileLoader.ts"],
-      "output": "OBJ/babylon.objFileLoader.js"
+      "output": "./OBJ",
+      "filename": "babylon.objFileLoader.js"
     },
 
     "gltf": {
@@ -16,11 +18,12 @@
         "glTF/babylon.glTFFileLoader.ts",
         "glTF/babylon.glTFFileLoaderUtils.ts"
       ],
-      "output": "glTF/babylon.glTFFileLoader.js"
+      "output": "./glTF",
+      "filename": "babylon.glTFFileLoader.js"
     }
   },
 
   "defines": [
-    "babylon.d.ts"
+    "../dist/*.d.ts"
   ]
 }

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 1726 - 0
loaders/glTF/babylon.glTFFileLoader.js


+ 8 - 14
loaders/gulpfile.js

@@ -1,27 +1,26 @@
 var gulp = require("gulp");
-var uglify = require("gulp-uglify");
 var typescript = require("gulp-typescript");
+var concat = require("gulp-concat");
 var config = require("./config.json");
 var packageConfig = require("./package.json");
 
 /*
-* Compiles all typescript files and merges in singles loader files
+* Compiles all typescript files and merges in single loader files
 */
 gulp.task("build", function () {
     for (var loaderName in config.loaders) {
         var loader = config.loaders[loaderName];
 
-        for (var i=0; i < config.defines.length; i++) {
-            loader.files.push(config.defines[i]);
-        }
-
         var result = gulp.src(loader.files.concat(config.defines))
             .pipe(typescript({
                 target: "ES5",
                 declarationFiles: true,
-                experimentalDecorators: false,
-                out: loader.output
+                experimentalDecorators: false
             }));
+        
+        result.js
+            .pipe(concat(loader.filename))
+            .pipe(gulp.dest(loader.output));
     }
 });
 
@@ -31,12 +30,7 @@ gulp.task("build", function () {
 gulp.task("watch", function() {
     var files = [];
     for (var loaderName in config.loaders) {
-        var loader = config.loaders[loaderName];
-        
-        // For each file
-        for (var i=0; i < loader.files.length; i++) {
-            files.push(loader.files[i]);
-        }
+        files = files.concat(config.loaders[loaderName].files);
     }
 
 	gulp.watch(files, ["build"]);

+ 2 - 12
loaders/package.json

@@ -7,18 +7,8 @@
   "license": "(Apache-2.0)",
   "devDependencies": {
     "gulp": "^3.8.11",
-    "gulp-uglify": "~1.2.0",
-    "gulp-sourcemaps": "~1.5.2",
     "typescript": "^1.8.10",
-    "gulp-typescript": "~2.13.6",
-    "gulp-util": "~3.0.4",
-    "gulp-concat": "~2.5.2",
-    "merge2": "~0.3.5",
-    "gulp-replace": "~0.5.3",
-    "gulp-rename": "~1.2.2",
-    "gulp-if": "^2.0.1",
-    "through2": "~0.6.5",
-    "run-sequence": "~1.1.0",
-    "gulp-clean-ts-extends": "~0.1.1"
+    "gulp-typescript": "~2.13.0",
+    "gulp-concat": "~2.6.0"
   }
 }