import { Nullable, FloatArray, IndicesArray } from "babylonjs/types"; import { Vector3, Vector2, Color3, Color4 } from "babylonjs/Maths/math"; import { Tools } from "babylonjs/Misc/tools"; import { VertexData } from "babylonjs/Meshes/mesh.vertexData"; import { Geometry } from "babylonjs/Meshes/geometry"; import { AnimationGroup } from "babylonjs/Animations/animationGroup"; import { Skeleton } from "babylonjs/Bones/skeleton"; import { IParticleSystem } from "babylonjs/Particles/IParticleSystem"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { StandardMaterial } from "babylonjs/Materials/standardMaterial"; import { AbstractMesh } from "babylonjs/Meshes/abstractMesh"; import { Mesh } from "babylonjs/Meshes/mesh"; import { SceneLoader, ISceneLoaderPluginAsync, SceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin } from "babylonjs/Loading/sceneLoader"; import { AssetContainer } from "babylonjs/assetContainer"; import { Scene } from "babylonjs/scene"; import { WebRequest } from 'babylonjs/Misc/webRequest'; /** * Class reading and parsing the MTL file bundled with the obj file. */ export class MTLFileLoader { /** * All material loaded from the mtl will be set here */ public materials: StandardMaterial[] = []; /** * 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 defines the scene the material will be created in * @param data defines the mtl data to parse * @param rootUrl defines the rooturl to use in order to load relative dependencies */ public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string): void { if (data instanceof ArrayBuffer) { return; } //Split the lines from the file var lines = data.split('\n'); //Space char var delimiter_pattern = /\s+/; //Array with RGB colors var color: number[]; //New material var material: Nullable = null; //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: string = (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 StandardMaterial(value, scene); } else if (key === "kd" && material) { // Diffuse color (color under white light) using RGB values //value = "r g b" color = value.split(delimiter_pattern, 3).map(parseFloat); //color = [r,g,b] //Set tghe color into the material material.diffuseColor = Color3.FromArray(color); } else if (key === "ka" && material) { // Ambient color (color under shadow) using RGB values //value = "r g b" color = value.split(delimiter_pattern, 3).map(parseFloat); //color = [r,g,b] //Set tghe color into the material material.ambientColor = Color3.FromArray(color); } else if (key === "ks" && material) { // Specular color (color when light is reflected from shiny surface) using RGB values //value = "r g b" color = value.split(delimiter_pattern, 3).map(parseFloat); //color = [r,g,b] //Set the color into the material material.specularColor = Color3.FromArray(color); } else if (key === "ke" && material) { // Emissive color using RGB values color = value.split(delimiter_pattern, 3).map(parseFloat); material.emissiveColor = Color3.FromArray(color); } else if (key === "ns" && material) { //value = "Integer" material.specularPower = parseFloat(value); } else if (key === "d" && material) { //d is dissolve for current material. It mean alpha for BABYLON material.alpha = parseFloat(value); //Texture //This part can be improved by adding the possible options of texture } else if (key === "map_ka" && material) { // 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" && material) { // Diffuse texture map with a loaded image material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene); } else if (key === "map_ks" && material) { // 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") { //Specular //Specular highlight component //We must first get the folder of the image // //Not supported by BABYLON // // continue; } else if (key === "map_bump" && material) { //The bump texture material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene); } else if (key === "map_d" && material) { // The dissolve of the material material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene); //Options for illumination } else if (key === "illum") { //Illumination if (value === "0") { //That mean Kd == Kd } else if (value === "1") { //Color on and Ambient on } else if (value === "2") { //Highlight on } else if (value === "3") { //Reflection on and Ray trace on } else if (value === "4") { //Transparency: Glass on, Reflection: Ray trace on } else if (value === "5") { //Reflection: Fresnel on and Ray trace on } else if (value === "6") { //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on } else if (value === "7") { //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on } else if (value === "8") { //Reflection on and Ray trace off } else if (value === "9") { //Transparency: Glass on, Reflection: Ray trace off } else if (value === "10") { //Casts shadows onto invisible surfaces } } else { // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line); } } //At the end of the file, add the last material if (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 */ private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable { if (!value) { return null; } 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; } } // Not from input file. else { url += value; } return new Texture(url, scene); } } type MeshObject = { name: string; indices?: Array; positions?: Array; normals?: Array; colors?: Array; uvs?: Array; materialName: string; }; /** * Options for loading OBJ/MTL files */ type MeshLoadOptions = { /** * Defines if UVs are optimized by default during load. */ OptimizeWithUV: boolean, /** * Invert model on y-axis (does a model scaling inversion) */ InvertY: boolean, /** * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard. */ ImportVertexColors: boolean, /** * Compute the normals for the model, even if normals are present in the file. */ ComputeNormals: boolean, /** * Skip loading the materials even if defined in the OBJ file (materials are ignored). */ SkipMaterials: boolean, /** * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered. */ MaterialLoadingFailsSilently: boolean }; /** * OBJ file type loader. * This is a babylon scene loader plugin. */ export class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory { /** * Defines if UVs are optimized by default during load. */ public static OPTIMIZE_WITH_UV = false; /** * Invert model on y-axis (does a model scaling inversion) */ public static INVERT_Y = false; /** * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard. */ public static IMPORT_VERTEX_COLORS = false; /** * Compute the normals for the model, even if normals are present in the file. */ public static COMPUTE_NORMALS = false; /** * Skip loading the materials even if defined in the OBJ file (materials are ignored). */ public static SKIP_MATERIALS = false; /** * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered. * * Defaults to true for backwards compatibility. */ public static MATERIAL_LOADING_FAILS_SILENTLY = true; /** * Defines the name of the plugin. */ public name = "obj"; /** * Defines the extension the plugin is able to load. */ public extensions = ".obj"; /** @hidden */ public obj = /^o/; /** @hidden */ public group = /^g/; /** @hidden */ public mtllib = /^mtllib /; /** @hidden */ public usemtl = /^usemtl /; /** @hidden */ public smooth = /^s /; /** @hidden */ public vertexPattern = /v( +[\d|\.|\+|\-|e|E]+){3,7}/; // vn float float float /** @hidden */ public normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float /** @hidden */ public uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // f vertex vertex vertex ... /** @hidden */ public facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/; // f vertex/uvs vertex/uvs vertex/uvs ... /** @hidden */ public facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/; // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ... /** @hidden */ public facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/; // f vertex//normal vertex//normal vertex//normal ... /** @hidden */ public facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/; // f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ... /** @hidden */ public facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/; private _meshLoadOptions: MeshLoadOptions; /** * Creates loader for .OBJ files * * @param meshLoadOptions options for loading and parsing OBJ/MTL files. */ constructor(meshLoadOptions?: MeshLoadOptions) { this._meshLoadOptions = meshLoadOptions || OBJFileLoader.currentMeshLoadOptions; } private static get currentMeshLoadOptions(): MeshLoadOptions { return { ComputeNormals: OBJFileLoader.COMPUTE_NORMALS, ImportVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS, InvertY: OBJFileLoader.INVERT_Y, MaterialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY, OptimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV, SkipMaterials: OBJFileLoader.SKIP_MATERIALS }; } /** * 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 */ private _loadMTL(url: string, rootUrl: string, onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any, onFailure: (pathOfFile: string, exception?: any) => void) { //The complete path to the mtl file var pathOfFile = Tools.BaseUrl + rootUrl + url; // Loads through the babylon tools to allow fileInput search. Tools.LoadFile( pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest | undefined, exception?: any) => { onFailure(pathOfFile, exception); } ); } /** * Instantiates a OBJ file loader plugin. * @returns the created plugin */ createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin { return new OBJFileLoader(OBJFileLoader.currentMeshLoadOptions); } /** * If the data string can be loaded directly. * * @param data string containing the file data * @returns if the data can be loaded directly */ public canDirectLoad(data: string): boolean { return false; } /** * Imports one or more meshes from the loaded OBJ data and adds them to the scene * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file * @param scene the scene the meshes should be added to * @param data the OBJ data to load * @param rootUrl root url to load from * @param onProgress event that fires when loading progress has occured * @param fileName Defines the name of the file to load * @returns a promise containg the loaded meshes, particles, skeletons and animations */ public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{ meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[] }> { //get the meshes from OBJ file return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => { return { meshes, particleSystems: [], skeletons: [], animationGroups: [] }; }); } /** * Imports all objects from the loaded OBJ data and adds them to the scene * @param scene the scene the objects should be added to * @param data the OBJ data to load * @param rootUrl root url to load from * @param onProgress event that fires when loading progress has occured * @param fileName Defines the name of the file to load * @returns a promise which completes when objects have been loaded to the scene */ public loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise { //Get the 3D model return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(() => { // return void }); } /** * Load into an asset container. * @param scene The scene to load into * @param data The data to import * @param rootUrl The root url for scene and resources * @param onProgress The callback when the load progresses * @param fileName Defines the name of the file to load * @returns The loaded asset container */ public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise { return this.importMeshAsync(null, scene, data, rootUrl).then((result) => { var container = new AssetContainer(scene); result.meshes.forEach((mesh) => container.meshes.push(mesh)); result.meshes.forEach((mesh) => { var material = mesh.material; if (material) { // Materials if (container.materials.indexOf(material) == -1) { container.materials.push(material); // Textures var textures = material.getActiveTextures(); textures.forEach((t) => { if (container.textures.indexOf(t) == -1) { container.textures.push(t); } }); } } }); container.removeAllFromScene(); return container; }); } /** * 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 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 * @private */ private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise> { var positions: Array = []; //values for the positions of vertices var normals: Array = []; //Values for the normals var uvs: Array = []; //Values for the textures var colors: Array = []; var meshesFromObj: Array = []; //[mesh] Contains all the obj meshes var handledMesh: MeshObject; //The current mesh of meshes array var indicesForBabylon: Array = []; //The list of indices for VertexData var wrappedPositionForBabylon: Array = []; //The list of position in vectors var wrappedUvsForBabylon: Array = []; //Array with all value of uvs to match with the indices var wrappedColorsForBabylon: Array = []; // Array with all color values to match with the indices var wrappedNormalsForBabylon: Array = []; //Array with all value of normals to match with the indices var tuplePosNorm: Array<{ normals: Array; idx: Array; uv: Array }> = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs] var curPositionInIndices = 0; var hasMeshes: Boolean = false; //Meshes are defined in the file var unwrappedPositionsForBabylon: Array = []; //Value of positionForBabylon w/o Vector3() [x,y,z] var unwrappedColorsForBabylon: Array = []; // Value of colorForBabylon w/o Color4() [r,g,b,a] var unwrappedNormalsForBabylon: Array = []; //Value of normalsForBabylon w/o Vector3() [x,y,z] var unwrappedUVForBabylon: Array = []; //Value of uvsForBabylon w/o Vector3() [x,y,z] var triangles: Array = []; //Indices from new triangles coming from polygons var materialNameFromObj: string = ""; //The name of the current material var fileToLoad: string = ""; //The name of the mtlFile to load var materialsFromMTLFile: MTLFileLoader = new MTLFileLoader(); var objMeshName: string = ""; //The name of the current obj mesh var increment: number = 1; //Id for meshes created by the multimaterial var isFirstMaterial: boolean = true; var grayColor = new Color4(0.5, 0.5, 0.5, 1); /** * 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, idx: Array }> * @param obj Array * @returns {boolean} */ var isInArray = (arr: Array<{ normals: Array; idx: Array }>, obj: Array) => { 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 = (arr: Array<{ normals: Array; idx: Array; uv: Array }>, obj: Array) => { 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 = (indicePositionFromObj: number, indiceUvsFromObj: number, indiceNormalFromObj: number, positionVectorFromOBJ: Vector3, textureVectorFromOBJ: Vector2, normalsVectorFromOBJ: Vector3, positionColorsFromOBJ?: Color4) => { //Check if this tuple already exists in the list of tuples var _index: number; if (this._meshLoadOptions.OptimizeWithUV) { _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 Vector3(x,y,z) wrappedPositionForBabylon.push(positionVectorFromOBJ); //Push the uvs for Babylon //Each element is a Vector3(u,v) wrappedUvsForBabylon.push(textureVectorFromOBJ); //Push the normals for Babylon //Each element is a Vector3(x,y,z) wrappedNormalsForBabylon.push(normalsVectorFromOBJ); if (positionColorsFromOBJ !== undefined) { //Push the colors for Babylon //Each element is a BABYLON.Color4(r,g,b,a) wrappedColorsForBabylon.push(positionColorsFromOBJ); } //Add the tuple in the comparison list tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj); tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++); if (this._meshLoadOptions.OptimizeWithUV) { 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, color and uvs of vertex indicesForBabylon.push(_index); } }; /** * Transform Vector() and BABYLON.Color() objects into numbers in an array */ var unwrapData = () => { //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 } if (this._meshLoadOptions.ImportVertexColors === true) { //Push the r, g, b, a values of each element in the unwrapped array unwrappedColorsForBabylon.push(wrappedColorsForBabylon[l].r, wrappedColorsForBabylon[l].g, wrappedColorsForBabylon[l].b, wrappedColorsForBabylon[l].a); } // Reset arrays for the next new meshes wrappedPositionForBabylon = []; wrappedNormalsForBabylon = []; wrappedUvsForBabylon = []; wrappedColorsForBabylon = []; 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 5 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"] * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-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 = (face: Array, v: number) => { //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"]; //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-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 = (face: Array, v: number) => { //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 Vector2.Zero(), Vector3.Up(), //Create default vectors this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined ); } //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 = (face: Array, v: number) => { //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], Vector3.Up(), //Default value for normals this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined ); } //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 = (face: Array, v: number) => { //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 = (face: Array, v: number) => { 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 Vector2.Zero(), normals[indiceNormalFromObj], this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined ); } //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 setDataForCurrentFaceWithPattern5 = (face: Array, v: number) => { //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 = positions.length + parseInt(point[0]); // Set uv indice var indiceUvsFromObj = uvs.length + parseInt(point[1]); // Set normal indice var indiceNormalFromObj = normals.length + parseInt(point[2]); setData( indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj], //Set the vector for each component this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined ); } //Reset variable for the next line triangles = []; }; var addPreviousObjMesh = () => { //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(); if (this._meshLoadOptions.ImportVertexColors === true) { handledMesh.colors = unwrappedColorsForBabylon.slice(); } //Reset the array for the next mesh indicesForBabylon = []; unwrappedPositionsForBabylon = []; unwrappedColorsForBabylon = []; 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; //Get information about one position possible for the vertices } else if (this.vertexPattern.test(line)) { result = line.match(/[^ ]+/g)!; // match will return non-null due to passing regex pattern // Value of result with line: "v 1.0 2.0 3.0" // ["v", "1.0", "2.0", "3.0"] // Create a Vector3 with the position x, y, z positions.push(new Vector3( parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3]) )); if (this._meshLoadOptions.ImportVertexColors === true) { if (result.length >= 7) { // TODO: if these numbers are > 1 we can use Color4.FromInts(r,g,b,a) colors.push(new Color4( parseFloat(result[4]), parseFloat(result[5]), parseFloat(result[6]), (result.length === 7 || result[7] === undefined) ? 1 : parseFloat(result[7]) )); } else { // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var). colors.push(grayColor); } } } 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 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 Vector2( parseFloat(result[1]), parseFloat(result[2]) )); //Identify patterns of faces //Face could be defined in different type of pattern } 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.facePattern5.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 setDataForCurrentFaceWithPattern5( result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-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 ); //Define a mesh or an object //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh } 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: MeshObject = { name: line.substring(2).trim(), //Set the name of the current obj mesh indices: undefined, positions: undefined, normals: undefined, uvs: undefined, colors: 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; //Keyword for applying a material } 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: MeshObject = //Set the name of the current obj mesh { name: objMeshName + "_mm" + increment.toString(), //Set the name of the current obj mesh indices: undefined, positions: undefined, normals: undefined, uvs: undefined, colors: 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; } //Keyword for loading the mtl file } else if (this.mtllib.test(line)) { //Get the name of mtl file fileToLoad = line.substring(7).trim(); //Apply smoothing } else if (this.smooth.test(line)) { // smooth shading => apply smoothing //Today I don't know it work with babylon and with obj. //With the obj file an integer is set } 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 sense indicesForBabylon.reverse(); //Get the good array unwrapData(); //Set array handledMesh.indices = indicesForBabylon; handledMesh.positions = unwrappedPositionsForBabylon; handledMesh.normals = unwrappedNormalsForBabylon; handledMesh.uvs = unwrappedUVForBabylon; if (this._meshLoadOptions.ImportVertexColors === true) { handledMesh.colors = unwrappedColorsForBabylon; } } //If any o or g keyword found, create a mesh 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: Geometry.RandomId(), indices: indicesForBabylon, positions: unwrappedPositionsForBabylon, colors: unwrappedColorsForBabylon, normals: unwrappedNormalsForBabylon, uvs: unwrappedUVForBabylon, materialName: materialNameFromObj }); } //Create a Mesh list var babylonMeshesArray: Array = []; //The mesh for babylon var materialToUse = new Array(); //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 Mesh with the name of the obj mesh var babylonMesh = new 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: VertexData = new VertexData(); //The container for the values //Set the data for the babylonMesh vertexData.uvs = handledMesh.uvs as FloatArray; vertexData.indices = handledMesh.indices as IndicesArray; vertexData.positions = handledMesh.positions as FloatArray; if (this._meshLoadOptions.ComputeNormals === true) { let normals: Array = new Array(); VertexData.ComputeNormals(handledMesh.positions, handledMesh.indices, normals); vertexData.normals = normals; } else { vertexData.normals = handledMesh.normals as FloatArray; } if (this._meshLoadOptions.ImportVertexColors === true) { vertexData.colors = handledMesh.colors as FloatArray; } //Set the data from the VertexBuffer to the current Mesh vertexData.applyToMesh(babylonMesh); if (this._meshLoadOptions.InvertY) { babylonMesh.scaling.y *= -1; } //Push the mesh into an array babylonMeshesArray.push(babylonMesh); } let mtlPromises: Array> = []; //load the materials //Check if we have a file to load if (fileToLoad !== "" && this._meshLoadOptions.SkipMaterials === false) { //Load the file synchronously mtlPromises.push(new Promise((resolve, reject) => { this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => { try { //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 Mesh for each mesh with the material babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n]; } } } resolve(); } catch (e) { Tools.Warn(`Error processing MTL file: '${fileToLoad}'`); if (this._meshLoadOptions.MaterialLoadingFailsSilently) { resolve(); } else { reject(e); } } }, (pathOfFile: string, exception?: any) => { Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`); if (this._meshLoadOptions.MaterialLoadingFailsSilently) { resolve(); } else { reject(exception); } }); })); } //Return an array with all Mesh return Promise.all(mtlPromises).then(() => { return babylonMeshesArray; }); } } if (SceneLoader) { //Add this loader into the register plugin SceneLoader.RegisterPlugin(new OBJFileLoader()); }