/// var BABYLON; (function (BABYLON) { /** * Class reading and parsing the MTL file bundled with the obj file. */ var MTLFileLoader = /** @class */ (function () { function MTLFileLoader() { // All material loaded from the mtl will be set here this.materials = []; } /** * This function will read the mtl file and create each material described inside * This function could be improve by adding : * -some component missing (Ni, Tf...) * -including the specific options available * * @param scene * @param data * @param rootUrl */ MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) { 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; //New material var material = 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 = (pos >= 0) ? line.substring(pos + 1).trim() : ""; //This mtl keyword will create the new material if (key === "newmtl") { //Check if it is the first material. // Materials specifications are described after this keyword. if (material) { //Add the previous material in the material array. this.materials.push(material); } //Create a new material. // value is the name of the material read in the mtl file material = new BABYLON.StandardMaterial(value, scene); } else if (key === "kd" && 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 = BABYLON.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 = BABYLON.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 = BABYLON.Color3.FromArray(color); } else if (key === "ke" && material) { // Emissive color using RGB values color = value.split(delimiter_pattern, 3).map(parseFloat); material.emissiveColor = BABYLON.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 */ MTLFileLoader._getTexture = function (rootUrl, value, scene) { 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 BABYLON.Texture(url, scene); }; return MTLFileLoader; }()); BABYLON.MTLFileLoader = MTLFileLoader; var OBJFileLoader = /** @class */ (function () { function OBJFileLoader() { this.name = "obj"; this.extensions = ".obj"; this.obj = /^o/; this.group = /^g/; this.mtllib = /^mtllib /; this.usemtl = /^usemtl /; this.smooth = /^s /; this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // f vertex vertex vertex ... this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/; // f vertex/uvs vertex/uvs vertex/uvs ... this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/; // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ... this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/; // f vertex//normal vertex//normal vertex//normal ... this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/; } /** * Calls synchronously the MTL file attached to this obj. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously. * Without this function materials are not displayed in the first frame (but displayed after). * In consequence it is impossible to get material information in your HTML file * * @param url The URL of the MTL file * @param rootUrl * @param onSuccess Callback function to be called when the MTL file is loaded * @private */ OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) { //The complete path to the mtl file var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url; // Loads through the babylon tools to allow fileInput search. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); }); }; OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) { //get the meshes from OBJ file var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl); //Push meshes from OBJ file into the variable mesh of this function if (meshes) { loadedMeshes.forEach(function (mesh) { meshes.push(mesh); }); } return true; }; OBJFileLoader.prototype.load = function (scene, data, rootUrl) { //Get the 3D model return this.importMesh(null, scene, data, rootUrl, null, null, null); }; OBJFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) { var container = new BABYLON.AssetContainer(scene); this.importMesh(null, scene, data, rootUrl, container.meshes, null, null); 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 BABYLON.Scene The scene where are displayed the data * @param data String The content of the obj file * @param rootUrl String The path to the folder * @returns Array * @private */ OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) { var positions = []; //values for the positions of vertices var normals = []; //Values for the normals var uvs = []; //Values for the textures var meshesFromObj = []; //[mesh] Contains all the obj meshes var handledMesh; //The current mesh of meshes array var indicesForBabylon = []; //The list of indices for VertexData var wrappedPositionForBabylon = []; //The list of position in vectors var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs] var curPositionInIndices = 0; var hasMeshes = false; //Meshes are defined in the file var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z] var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z] var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z] var triangles = []; //Indices from new triangles coming from polygons var materialNameFromObj = ""; //The name of the current material var fileToLoad = ""; //The name of the mtlFile to load var materialsFromMTLFile = new MTLFileLoader(); var objMeshName = ""; //The name of the current obj mesh var increment = 1; //Id for meshes created by the multimaterial var isFirstMaterial = true; /** * Search for obj in the given array. * This function is called to check if a couple of data already exists in an array. * * If found, returns the index of the founded tuple index. Returns -1 if not found * @param arr Array<{ normals: Array, idx: Array }> * @param obj Array * @returns {boolean} */ var isInArray = function (arr, obj) { if (!arr[obj[0]]) arr[obj[0]] = { normals: [], idx: [] }; var idx = arr[obj[0]].normals.indexOf(obj[1]); return idx === -1 ? -1 : arr[obj[0]].idx[idx]; }; var isInArrayUV = function (arr, obj) { if (!arr[obj[0]]) arr[obj[0]] = { normals: [], idx: [], uv: [] }; var idx = arr[obj[0]].normals.indexOf(obj[1]); if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) { return arr[obj[0]].idx[idx]; } return -1; }; /** * This function set the data for each triangle. * Data are position, normals and uvs * If a tuple of (position, normal) is not set, add the data into the corresponding array * If the tuple already exist, add only their indice * * @param indicePositionFromObj Integer The index in positions array * @param indiceUvsFromObj Integer The index in uvs array * @param indiceNormalFromObj Integer The index in normals array * @param positionVectorFromOBJ Vector3 The value of position at index objIndice * @param textureVectorFromOBJ Vector3 The value of uvs * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale */ var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) { //Check if this tuple already exists in the list of tuples var _index; if (OBJFileLoader.OPTIMIZE_WITH_UV) { _index = isInArrayUV(tuplePosNorm, [ indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj ]); } else { _index = isInArray(tuplePosNorm, [ indicePositionFromObj, indiceNormalFromObj ]); } //If it not exists if (_index == -1) { //Add an new indice. //The array of indices is only an array with his length equal to the number of triangles - 1. //We add vertices data in this order indicesForBabylon.push(wrappedPositionForBabylon.length); //Push the position of vertice for Babylon //Each element is a BABYLON.Vector3(x,y,z) wrappedPositionForBabylon.push(positionVectorFromOBJ); //Push the uvs for Babylon //Each element is a BABYLON.Vector3(u,v) wrappedUvsForBabylon.push(textureVectorFromOBJ); //Push the normals for Babylon //Each element is a BABYLON.Vector3(x,y,z) wrappedNormalsForBabylon.push(normalsVectorFromOBJ); //Add the tuple in the comparison list tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj); tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++); if (OBJFileLoader.OPTIMIZE_WITH_UV) tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj); } else { //The tuple already exists //Add the index of the already existing tuple //At this index we can get the value of position, normal and uvs of vertex indicesForBabylon.push(_index); } }; /** * Transform BABYLON.Vector() object onto 3 digits in an array */ var unwrapData = function () { //Every array has the same length for (var l = 0; l < wrappedPositionForBabylon.length; l++) { //Push the x, y, z values of each element in the unwrapped array unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z); unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z); unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON } // Reset arrays for the next new meshes wrappedPositionForBabylon = []; wrappedNormalsForBabylon = []; wrappedUvsForBabylon = []; tuplePosNorm = []; curPositionInIndices = 0; }; /** * Create triangles from polygons by recursion * The best to understand how it works is to draw it in the same time you get the recursion. * It is important to notice that a triangle is a polygon * We get 4 patterns of face defined in OBJ File : * facePattern1 = ["1","2","3","4","5","6"] * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"] * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"] * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"] * Each pattern is divided by the same method * @param face Array[String] The indices of elements * @param v Integer The variable to increment */ var getTriangles = function (face, v) { //Work for each element of the array if (v + 1 < face.length) { //Add on the triangle variable the indexes to obtain triangles triangles.push(face[0], face[v], face[v + 1]); //Incrementation for recursion v += 1; //Recursion getTriangles(face, v); } //Result obtained after 2 iterations: //Pattern1 => triangle = ["1","2","3","1","3","4"]; //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"]; //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"]; //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"]; }; /** * Create triangles and push the data for each polygon for the pattern 1 * In this pattern we get vertice positions * @param face * @param v */ var setDataForCurrentFaceWithPattern1 = function (face, v) { //Get the indices of triangles for each polygon getTriangles(face, v); //For each element in the triangles array. //This var could contains 1 to an infinity of triangles for (var k = 0; k < triangles.length; k++) { // Set position indice var indicePositionFromObj = parseInt(triangles[k]) - 1; setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined positions[indicePositionFromObj], //Get the vectors data BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors ); } //Reset variable for the next line triangles = []; }; /** * Create triangles and push the data for each polygon for the pattern 2 * In this pattern we get vertice positions and uvsu * @param face * @param v */ var setDataForCurrentFaceWithPattern2 = function (face, v) { //Get the indices of triangles for each polygon getTriangles(face, v); for (var k = 0; k < triangles.length; k++) { //triangle[k] = "1/1" //Split the data for getting position and uv var point = triangles[k].split("/"); // ["1", "1"] //Set position indice var indicePositionFromObj = parseInt(point[0]) - 1; //Set uv indice var indiceUvsFromObj = parseInt(point[1]) - 1; setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals positions[indicePositionFromObj], //Get the values for each element uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals ); } //Reset variable for the next line triangles = []; }; /** * Create triangles and push the data for each polygon for the pattern 3 * In this pattern we get vertice positions, uvs and normals * @param face * @param v */ var setDataForCurrentFaceWithPattern3 = function (face, v) { //Get the indices of triangles for each polygon getTriangles(face, v); for (var k = 0; k < triangles.length; k++) { //triangle[k] = "1/1/1" //Split the data for getting position, uv, and normals var point = triangles[k].split("/"); // ["1", "1", "1"] // Set position indice var indicePositionFromObj = parseInt(point[0]) - 1; // Set uv indice var indiceUvsFromObj = parseInt(point[1]) - 1; // Set normal indice var indiceNormalFromObj = parseInt(point[2]) - 1; setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component ); } //Reset variable for the next line triangles = []; }; /** * Create triangles and push the data for each polygon for the pattern 4 * In this pattern we get vertice positions and normals * @param face * @param v */ var setDataForCurrentFaceWithPattern4 = function (face, v) { getTriangles(face, v); for (var k = 0; k < triangles.length; k++) { //triangle[k] = "1//1" //Split the data for getting position and normals var point = triangles[k].split("//"); // ["1", "1"] // We check indices, and normals var indicePositionFromObj = parseInt(point[0]) - 1; var indiceNormalFromObj = parseInt(point[1]) - 1; setData(indicePositionFromObj, 1, //Default value for uv indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]); } //Reset variable for the next line triangles = []; }; var addPreviousObjMesh = function () { //Check if it is not the first mesh. Otherwise we don't have data. if (meshesFromObj.length > 0) { //Get the previous mesh for applying the data about the faces //=> in obj file, faces definition append after the name of the mesh handledMesh = meshesFromObj[meshesFromObj.length - 1]; //Set the data into Array for the mesh unwrapData(); // Reverse tab. Otherwise face are displayed in the wrong sens indicesForBabylon.reverse(); //Set the information for the mesh //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited handledMesh.indices = indicesForBabylon.slice(); handledMesh.positions = unwrappedPositionsForBabylon.slice(); handledMesh.normals = unwrappedNormalsForBabylon.slice(); handledMesh.uvs = unwrappedUVForBabylon.slice(); //Reset the array for the next mesh indicesForBabylon = []; unwrappedPositionsForBabylon = []; unwrappedNormalsForBabylon = []; unwrappedUVForBabylon = []; } }; //Main function //Split the file into lines var lines = data.split('\n'); //Look at each line for (var i = 0; i < lines.length; i++) { var line = lines[i].trim(); var result; //Comment or newLine if (line.length === 0 || line.charAt(0) === '#') { continue; //Get information about one position possible for the vertices } 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]))); //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.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 = //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; //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 = //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; } //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 //Toda y 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 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 = 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 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; if (BABYLON.SceneLoader) { //Add this loader into the register plugin BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader()); } })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.objFileLoader.js.map