///
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