/// var BABYLON; (function (BABYLON) { var OBJExport = /** @class */ (function () { function OBJExport() { } //Exports the geometrys of a Mesh array in .OBJ file format (text) OBJExport.OBJ = function (mesh, materials, matlibname, globalposition) { var output = []; var v = 1; if (materials) { if (!matlibname) { matlibname = 'mat'; } output.push("mtllib " + matlibname + ".mtl"); } for (var j = 0; j < mesh.length; j++) { output.push("g object" + j); output.push("o object_" + j); //Uses the position of the item in the scene, to the file (this back to normal in the end) var lastMatrix = null; if (globalposition) { var newMatrix = BABYLON.Matrix.Translation(mesh[j].position.x, mesh[j].position.y, mesh[j].position.z); lastMatrix = BABYLON.Matrix.Translation(-(mesh[j].position.x), -(mesh[j].position.y), -(mesh[j].position.z)); mesh[j].bakeTransformIntoVertices(newMatrix); } //TODO: submeshes (groups) //TODO: smoothing groups (s 1, s off); if (materials) { var mat = mesh[j].material; if (mat) { output.push("usemtl " + mat.id); } } var g = mesh[j].geometry; if (!g) { continue; } var trunkVerts = g.getVerticesData('position'); var trunkNormals = g.getVerticesData('normal'); var trunkUV = g.getVerticesData('uv'); var trunkFaces = g.getIndices(); var curV = 0; if (!trunkVerts || !trunkNormals || !trunkUV || !trunkFaces) { continue; } for (var i = 0; i < trunkVerts.length; i += 3) { output.push("v " + trunkVerts[i] + " " + trunkVerts[i + 1] + " " + trunkVerts[i + 2]); curV++; } 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]); } for (i = 0; i < trunkFaces.length; i += 3) { output.push("f " + (trunkFaces[i + 2] + v) + "/" + (trunkFaces[i + 2] + v) + "/" + (trunkFaces[i + 2] + v) + " " + (trunkFaces[i + 1] + v) + "/" + (trunkFaces[i + 1] + v) + "/" + (trunkFaces[i + 1] + v) + " " + (trunkFaces[i] + v) + "/" + (trunkFaces[i] + v) + "/" + (trunkFaces[i] + v)); } //back de previous matrix, to not change the original mesh in the scene if (globalposition && lastMatrix) { mesh[j].bakeTransformIntoVertices(lastMatrix); } v += curV; } var text = output.join("\n"); return (text); }; //Exports the material(s) of a mesh in .MTL file format (text) //TODO: Export the materials of mesh array OBJExport.MTL = function (mesh) { var output = []; var m = mesh.material; 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); //TODO: alpha testing, opacity in diffuse texture alpha channel (diffuseTexture.hasAlpha -> map_d) } if (m.specularTexture) { output.push(" map_Ks " + uvscale + m.specularTexture.name); /* TODO: glossiness = specular highlight component is in alpha channel of specularTexture. (???) if (m.useGlossinessFromSpecularMapAlpha) { output.push(" map_Ns "+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 = {})); //# sourceMappingURL=babylon.objSerializer.js.map