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+var BABYLON;
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+(function (BABYLON) {
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+ /**
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+ * Class reading and parsing the MTL file bundled with the obj file.
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+ */
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+ var MTLFileLoader = (function () {
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+ function MTLFileLoader() {
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+ // All material loaded from the mtl will be set here
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+ this.materials = [];
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+ /**
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+ * This function will read the mtl file and create each material described inside
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+ * This function could be improve by adding :
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+ * -some component missing (Ni, Tf...)
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+ * -including the specific options available
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+ *
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+ * @param scene
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+ * @param data
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+ * @param rootUrl
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+ */
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+ this.parseMTL = function (scene, data, rootUrl) {
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+ //Split the lines from the file
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+ var lines = data.split('\n');
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+ //Space char
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+ var delimiter_pattern = /\s+/;
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+ //Array with RGB colors
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+ var color;
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+ //New material
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+ var material;
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+ //Look at each line
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+ for (var i = 0; i < lines.length; i++) {
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+ var line = lines[i].trim();
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+ // Blank line or comment
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+ if (line.length === 0 || line.charAt(0) === '#') {
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+ continue;
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+ }
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+ //Get the first parameter (keyword)
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+ var pos = line.indexOf(' ');
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+ var key = (pos >= 0) ? line.substring(0, pos) : line;
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+ key = key.toLowerCase();
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+ //Get the data following the key
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+ var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
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+ //This mtl keyword will create the new material
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+ if (key === "newmtl") {
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+ //Check if it is the first material.
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+ // Materials specifications are described after this keyword.
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+ if (material) {
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+ //Add the previous material in the material array.
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+ this.materials.push(material);
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+ }
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+ //Create a new material.
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+ // value is the name of the material read in the mtl file
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+ material = new BABYLON.StandardMaterial(value, scene);
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+ }
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+ else if (key === "kd") {
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+ // Diffuse color (color under white light) using RGB values
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+ //value = "r g b"
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+ color = value.split(delimiter_pattern, 3);
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+ //color = [r,g,b]
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+ //Set tghe color into the material
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+ material.diffuseColor = BABYLON.Color3.FromArray(color);
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+ }
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+ else if (key === "ka") {
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+ // Ambient color (color under shadow) using RGB values
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+ //value = "r g b"
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+ color = value.split(delimiter_pattern, 3);
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+ //color = [r,g,b]
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+ //Set tghe color into the material
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+ material.ambientColor = BABYLON.Color3.FromArray(color);
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+ }
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+ else if (key === "ks") {
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+ // Specular color (color when light is reflected from shiny surface) using RGB values
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+ //value = "r g b"
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+ color = value.split(delimiter_pattern, 3);
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+ //color = [r,g,b]
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+ //Set the color into the material
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+ material.specularColor = BABYLON.Color3.FromArray(color);
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+ }
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+ else if (key === "ns") {
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+ //value = "Integer"
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+ material.specularPower = value;
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+ }
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+ else if (key === "d") {
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+ //d is dissolve for current material. It mean alpha for BABYLON
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+ material.alpha = value;
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+ }
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+ else if (key === "map_ka") {
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+ // ambient texture map with a loaded image
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+ //We must first get the folder of the image
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+ material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
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+ }
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+ else if (key === "map_kd") {
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+ // Diffuse texture map with a loaded image
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+ material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
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+ }
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+ else if (key === "map_ks") {
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+ // Specular texture map with a loaded image
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+ //We must first get the folder of the image
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+ material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
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+ }
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+ else if (key === "map_ns") {
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+ }
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+ else if (key === "map_bump") {
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+ //The bump texture
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+ material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
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+ }
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+ else if (key === "map_d") {
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+ // The dissolve of the material
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+ material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
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+ }
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+ else if (key === "illum") {
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+ //Illumination
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+ if (value === "0") {
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+ }
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+ else if (value === "1") {
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+ }
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+ else if (value === "2") {
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+ }
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+ else if (value === "3") {
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+ }
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+ else if (value === "4") {
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+ }
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+ else if (value === "5") {
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+ }
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+ else if (value === "6") {
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+ }
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+ else if (value === "7") {
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+ }
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+ else if (value === "8") {
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+ }
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+ else if (value === "9") {
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+ }
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+ else if (value === "10") {
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+ }
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+ }
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+ else {
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+ }
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+ }
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+ //At the end of the file, add the last material
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+ this.materials.push(material);
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+ };
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+ }
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+ /**
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+ * Gets the texture for the material.
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+ *
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+ * If the material is imported from input file,
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+ * We sanitize the url to ensure it takes the textre from aside the material.
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+ *
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+ * @param rootUrl The root url to load from
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+ * @param value The value stored in the mtl
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+ * @return The Texture
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+ */
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+ MTLFileLoader._getTexture = function (rootUrl, value, scene) {
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+ var url = rootUrl;
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+ // Load from input file.
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+ if (rootUrl === "file:") {
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+ var lastDelimiter = value.lastIndexOf("\\");
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+ if (lastDelimiter === -1) {
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+ lastDelimiter = value.lastIndexOf("/");
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+ }
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+ if (lastDelimiter > -1) {
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+ url += value.substr(lastDelimiter + 1);
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+ }
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+ else {
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+ url += value;
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+ }
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+ }
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+ else {
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+ url += value;
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+ }
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+ return new BABYLON.Texture(url, scene);
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+ };
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+ return MTLFileLoader;
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+ }());
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+ BABYLON.MTLFileLoader = MTLFileLoader;
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+ var OBJFileLoader = (function () {
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+ function OBJFileLoader() {
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+ this.extensions = ".obj";
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+ this.obj = /^o/;
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+ this.group = /^g/;
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+ this.mtllib = /^mtllib /;
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+ this.usemtl = /^usemtl /;
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+ this.smooth = /^s /;
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+ this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
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+ // vn float float float
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+ this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
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+ // vt float float
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+ this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
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+ // f vertex vertex vertex ...
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+ this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
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+ // f vertex/uvs vertex/uvs vertex/uvs ...
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+ this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
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+ // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
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+ this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
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+ // f vertex//normal vertex//normal vertex//normal ...
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+ this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
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+ }
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+ /**
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+ * Calls synchronously the MTL file attached to this obj.
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+ * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
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+ * Without this function materials are not displayed in the first frame (but displayed after).
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+ * In consequence it is impossible to get material information in your HTML file
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+ *
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+ * @param url The URL of the MTL file
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+ * @param rootUrl
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+ * @param onSuccess Callback function to be called when the MTL file is loaded
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+ * @private
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+ */
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+ OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
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+ //The complete path to the mtl file
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+ var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
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+ // Loads through the babylon tools to allow fileInput search.
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+ //BABYLON.Tools.LoadFile(pathOfFile,
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+ // onSuccess,
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+ // null,
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+ // null,
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+ // false,
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+ // () => { console.warn("Error - Unable to load " + pathOfFile); },
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+ // true /* synchronous call */);
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+ BABYLON.Tools.LoadFile(pathOfFile, onSuccess, null, null, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
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+ };
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+ OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
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+ //get the meshes from OBJ file
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+ var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
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+ //Push meshes from OBJ file into the variable mesh of this function
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+ if (meshes) {
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+ loadedMeshes.forEach(function (mesh) {
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+ meshes.push(mesh);
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+ });
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+ }
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+ return true;
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+ };
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+ OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
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+ //Get the 3D model
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+ return this.importMesh(null, scene, data, rootUrl, null, null, null);
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+ };
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+ /**
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+ * Read the OBJ file and create an Array of meshes.
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+ * Each mesh contains all information given by the OBJ and the MTL file.
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+ * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
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+ *
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+ * @param meshesNames
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+ * @param scene BABYLON.Scene The scene where are displayed the data
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+ * @param data String The content of the obj file
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+ * @param rootUrl String The path to the folder
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+ * @returns Array<AbstractMesh>
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+ * @private
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+ */
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+ OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
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+ var positions = []; //values for the positions of vertices
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+ var normals = []; //Values for the normals
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+ var uvs = []; //Values for the textures
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+ var meshesFromObj = []; //[mesh] Contains all the obj meshes
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+ var handledMesh; //The current mesh of meshes array
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+ var indicesForBabylon = []; //The list of indices for VertexData
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+ var wrappedPositionForBabylon = []; //The list of position in vectors
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+ var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
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+ var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
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+ var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
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+ var curPositionInIndices = 0;
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+ var hasMeshes = false; //Meshes are defined in the file
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+ var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
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+ var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
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+ var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
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+ var triangles = []; //Indices from new triangles coming from polygons
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+ var materialNameFromObj = ""; //The name of the current material
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+ var fileToLoad = ""; //The name of the mtlFile to load
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+ var materialsFromMTLFile = new MTLFileLoader();
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+ var objMeshName = ""; //The name of the current obj mesh
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+ var increment = 1; //Id for meshes created by the multimaterial
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+ var isFirstMaterial = true;
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+ /**
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+ * Search for obj in the given array.
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+ * This function is called to check if a couple of data already exists in an array.
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+ *
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+ * If found, returns the index of the founded tuple index. Returns -1 if not found
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+ * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
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+ * @param obj Array<number>
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+ * @returns {boolean}
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+ */
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+ var isInArray = function (arr, obj) {
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+ if (!arr[obj[0]])
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+ arr[obj[0]] = { normals: [], idx: [] };
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+ var idx = arr[obj[0]].normals.indexOf(obj[1]);
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+ return idx === -1 ? -1 : arr[obj[0]].idx[idx];
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+ };
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+ var isInArrayUV = function (arr, obj) {
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+ if (!arr[obj[0]])
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+ arr[obj[0]] = { normals: [], idx: [], uv: [] };
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+ var idx = arr[obj[0]].normals.indexOf(obj[1]);
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+ if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
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+ return arr[obj[0]].idx[idx];
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+ }
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+ return -1;
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+ };
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+ /**
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+ * This function set the data for each triangle.
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+ * Data are position, normals and uvs
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+ * If a tuple of (position, normal) is not set, add the data into the corresponding array
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+ * If the tuple already exist, add only their indice
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+ *
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+ * @param indicePositionFromObj Integer The index in positions array
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+ * @param indiceUvsFromObj Integer The index in uvs array
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+ * @param indiceNormalFromObj Integer The index in normals array
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+ * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
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+ * @param textureVectorFromOBJ Vector3 The value of uvs
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+ * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
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+ */
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+ var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
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+ //Check if this tuple already exists in the list of tuples
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+ var _index;
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+ if (OBJFileLoader.OPTIMIZE_WITH_UV) {
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+ _index = isInArrayUV(tuplePosNorm, [
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+ indicePositionFromObj,
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+ indiceNormalFromObj,
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+ indiceUvsFromObj
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+ ]);
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+ }
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+ else {
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+ _index = isInArray(tuplePosNorm, [
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+ indicePositionFromObj,
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+ indiceNormalFromObj
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+ ]);
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+ }
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+ //If it not exists
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+ if (_index == -1) {
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+ //Add an new indice.
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+ //The array of indices is only an array with his length equal to the number of triangles - 1.
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+ //We add vertices data in this order
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+ indicesForBabylon.push(wrappedPositionForBabylon.length);
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+ //Push the position of vertice for Babylon
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+ //Each element is a BABYLON.Vector3(x,y,z)
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+ wrappedPositionForBabylon.push(positionVectorFromOBJ);
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+ //Push the uvs for Babylon
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+ //Each element is a BABYLON.Vector3(u,v)
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+ wrappedUvsForBabylon.push(textureVectorFromOBJ);
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+ //Push the normals for Babylon
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+ //Each element is a BABYLON.Vector3(x,y,z)
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+ wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
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+ //Add the tuple in the comparison list
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+ tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
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+ tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
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+ if (OBJFileLoader.OPTIMIZE_WITH_UV)
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+ tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
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+ }
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+ else {
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+ //The tuple already exists
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+ //Add the index of the already existing tuple
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+ //At this index we can get the value of position, normal and uvs of vertex
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+ indicesForBabylon.push(_index);
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+ }
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+ };
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+ /**
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+ * Transform BABYLON.Vector() object onto 3 digits in an array
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+ */
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+ var unwrapData = function () {
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+ //Every array has the same length
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+ for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
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+ //Push the x, y, z values of each element in the unwrapped array
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+ unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
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+ unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
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+ unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
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+ }
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+ // Reset arrays for the next new meshes
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+ wrappedPositionForBabylon = [];
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+ wrappedNormalsForBabylon = [];
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+ 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 = {}));
|