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Do I need to vommit also .js files?

László Matuska, BitOfGold 10 년 전
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1개의 변경된 파일85개의 추가작업 그리고 0개의 파일을 삭제
  1. 85 0
      src/Tools/babylon.sceneSerializer.js

+ 85 - 0
src/Tools/babylon.sceneSerializer.js

@@ -802,4 +802,89 @@ var BABYLON;
         return SceneSerializer;
     })();
     BABYLON.SceneSerializer = SceneSerializer;
+    var OBJExport = (function () {
+        function OBJExport() {
+        }
+        //Exports the geometry of a Mesh in .OBJ file format (text)
+        OBJExport.OBJ = function (mesh, materials, matlibname) {
+            var output = [];
+            var g = mesh.geometry;
+            var trunkVerts = g.getVerticesData('position');
+            var trunkNormals = g.getVerticesData('normal');
+            var trunkUV = g.getVerticesData('uv');
+            var trunkFaces = g.getIndices();
+            if (materials) {
+                if (!matlibname) {
+                    matlibname = 'mat';
+                }
+                output.push("mtllib " + matlibname + ".mtl");
+            }
+            for (var i = 0; i < trunkVerts.length; i += 3) {
+                output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + trunkVerts[i + 2]);
+            }
+            for (i = 0; i < trunkNormals.length; i += 3) {
+                output.push("vn " + trunkNormals[i] + " " + trunkNormals[i + 1] + " " + trunkNormals[i + 2]);
+            }
+            for (i = 0; i < trunkUV.length; i += 2) {
+                output.push("vt " + trunkUV[i] + " " + trunkUV[i + 1]);
+            }
+            //TODO: submeshes (groups)
+            //TODO: smoothing groups (s 1, s off)
+            output.push("g gr1");
+            if (materials) {
+                output.push("usemtl mat1");
+            }
+            for (i = 0; i < trunkFaces.length; i += 3) {
+                output.push("f " + (trunkFaces[i + 2] + 1) + "/" + (trunkFaces[i + 2] + 1) + "/" + (trunkFaces[i + 2] + 1) +
+                    " " + (trunkFaces[i + 1] + 1) + "/" + (trunkFaces[i + 1] + 1) + "/" + (trunkFaces[i + 1] + 1) +
+                    " " + (trunkFaces[i] + 1) + "/" + (trunkFaces[i] + 1) + "/" + (trunkFaces[i] + 1));
+            }
+            var text = output.join("\n");
+            return (text);
+        };
+        //Exports the material(s) of a mesh in .MTL file format (text)
+        OBJExport.MTL = function (mesh) {
+            var output = [];
+            var m = mesh.material;
+            console.log(m);
+            output.push("newmtl mat1");
+            output.push("  Ns " + m.specularPower.toFixed(4));
+            output.push("  Ni 1.5000");
+            output.push("  d " + m.alpha.toFixed(4));
+            output.push("  Tr 0.0000");
+            output.push("  Tf 1.0000 1.0000 1.0000");
+            output.push("  illum 2");
+            output.push("  Ka " + m.ambientColor.r.toFixed(4) + " " + m.ambientColor.g.toFixed(4) + " " + m.ambientColor.b.toFixed(4));
+            output.push("  Kd " + m.diffuseColor.r.toFixed(4) + " " + m.diffuseColor.g.toFixed(4) + " " + m.diffuseColor.b.toFixed(4));
+            output.push("  Ks " + m.specularColor.r.toFixed(4) + " " + m.specularColor.g.toFixed(4) + " " + m.specularColor.b.toFixed(4));
+            output.push("  Ke " + m.emissiveColor.r.toFixed(4) + " " + m.emissiveColor.g.toFixed(4) + " " + m.emissiveColor.b.toFixed(4));
+            //TODO: uv scale, offset, wrap
+            //TODO: UV mirrored in Blender? second UV channel? lightMap? reflection textures?
+            var uvscale = "";
+            if (m.ambientTexture) {
+                output.push("  map_Ka " + uvscale + m.ambientTexture.name);
+            }
+            if (m.diffuseTexture) {
+                output.push("  map_Kd " + uvscale + m.diffuseTexture.name);
+            }
+            if (m.specularTexture) {
+                output.push("  map_Ks " + uvscale + m.specularTexture.name);
+            }
+            /* TODO: emissive texture not in .MAT format (???)
+            if (m.emissiveTexture) {
+                output.push("  map_d "+uvscale+m.emissiveTexture.name);
+            }
+            */
+            if (m.bumpTexture) {
+                output.push("  map_bump -imfchan z " + uvscale + m.bumpTexture.name);
+            }
+            if (m.opacityTexture) {
+                output.push("  map_d " + uvscale + m.opacityTexture.name);
+            }
+            var text = output.join("\n");
+            return (text);
+        };
+        return OBJExport;
+    })();
+    BABYLON.OBJExport = OBJExport;
 })(BABYLON || (BABYLON = {}));