babylon.objFileLoader.js 61 KB

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  1. (function webpackUniversalModuleDefinition(root, factory) {
  2. if(typeof exports === 'object' && typeof module === 'object')
  3. module.exports = factory(require("babylonjs"));
  4. else if(typeof define === 'function' && define.amd)
  5. define("babylonjs-loaders", ["babylonjs"], factory);
  6. else if(typeof exports === 'object')
  7. exports["babylonjs-loaders"] = factory(require("babylonjs"));
  8. else
  9. root["LOADERS"] = factory(root["BABYLON"]);
  10. })((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_tools__) {
  11. return /******/ (function(modules) { // webpackBootstrap
  12. /******/ // The module cache
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  14. /******/
  15. /******/ // The require function
  16. /******/ function __webpack_require__(moduleId) {
  17. /******/
  18. /******/ // Check if module is in cache
  19. /******/ if(installedModules[moduleId]) {
  20. /******/ return installedModules[moduleId].exports;
  21. /******/ }
  22. /******/ // Create a new module (and put it into the cache)
  23. /******/ var module = installedModules[moduleId] = {
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  25. /******/ l: false,
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  33. /******/ module.l = true;
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  36. /******/ return module.exports;
  37. /******/ }
  38. /******/
  39. /******/
  40. /******/ // expose the modules object (__webpack_modules__)
  41. /******/ __webpack_require__.m = modules;
  42. /******/
  43. /******/ // expose the module cache
  44. /******/ __webpack_require__.c = installedModules;
  45. /******/
  46. /******/ // define getter function for harmony exports
  47. /******/ __webpack_require__.d = function(exports, name, getter) {
  48. /******/ if(!__webpack_require__.o(exports, name)) {
  49. /******/ Object.defineProperty(exports, name, { enumerable: true, get: getter });
  50. /******/ }
  51. /******/ };
  52. /******/
  53. /******/ // define __esModule on exports
  54. /******/ __webpack_require__.r = function(exports) {
  55. /******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
  56. /******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
  57. /******/ }
  58. /******/ Object.defineProperty(exports, '__esModule', { value: true });
  59. /******/ };
  60. /******/
  61. /******/ // create a fake namespace object
  62. /******/ // mode & 1: value is a module id, require it
  63. /******/ // mode & 2: merge all properties of value into the ns
  64. /******/ // mode & 4: return value when already ns object
  65. /******/ // mode & 8|1: behave like require
  66. /******/ __webpack_require__.t = function(value, mode) {
  67. /******/ if(mode & 1) value = __webpack_require__(value);
  68. /******/ if(mode & 8) return value;
  69. /******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
  70. /******/ var ns = Object.create(null);
  71. /******/ __webpack_require__.r(ns);
  72. /******/ Object.defineProperty(ns, 'default', { enumerable: true, value: value });
  73. /******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
  74. /******/ return ns;
  75. /******/ };
  76. /******/
  77. /******/ // getDefaultExport function for compatibility with non-harmony modules
  78. /******/ __webpack_require__.n = function(module) {
  79. /******/ var getter = module && module.__esModule ?
  80. /******/ function getDefault() { return module['default']; } :
  81. /******/ function getModuleExports() { return module; };
  82. /******/ __webpack_require__.d(getter, 'a', getter);
  83. /******/ return getter;
  84. /******/ };
  85. /******/
  86. /******/ // Object.prototype.hasOwnProperty.call
  87. /******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
  88. /******/
  89. /******/ // __webpack_public_path__
  90. /******/ __webpack_require__.p = "";
  91. /******/
  92. /******/
  93. /******/ // Load entry module and return exports
  94. /******/ return __webpack_require__(__webpack_require__.s = "./legacy/legacy-objFileLoader.ts");
  95. /******/ })
  96. /************************************************************************/
  97. /******/ ({
  98. /***/ "../../node_modules/webpack/buildin/global.js":
  99. /*!***********************************!*\
  100. !*** (webpack)/buildin/global.js ***!
  101. \***********************************/
  102. /*! no static exports found */
  103. /***/ (function(module, exports) {
  104. var g;
  105. // This works in non-strict mode
  106. g = (function() {
  107. return this;
  108. })();
  109. try {
  110. // This works if eval is allowed (see CSP)
  111. g = g || new Function("return this")();
  112. } catch (e) {
  113. // This works if the window reference is available
  114. if (typeof window === "object") g = window;
  115. }
  116. // g can still be undefined, but nothing to do about it...
  117. // We return undefined, instead of nothing here, so it's
  118. // easier to handle this case. if(!global) { ...}
  119. module.exports = g;
  120. /***/ }),
  121. /***/ "./OBJ/index.ts":
  122. /*!**********************!*\
  123. !*** ./OBJ/index.ts ***!
  124. \**********************/
  125. /*! exports provided: MTLFileLoader, OBJFileLoader */
  126. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  127. "use strict";
  128. __webpack_require__.r(__webpack_exports__);
  129. /* harmony import */ var _mtlFileLoader__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./mtlFileLoader */ "./OBJ/mtlFileLoader.ts");
  130. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return _mtlFileLoader__WEBPACK_IMPORTED_MODULE_0__["MTLFileLoader"]; });
  131. /* harmony import */ var _objFileLoader__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./objFileLoader */ "./OBJ/objFileLoader.ts");
  132. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return _objFileLoader__WEBPACK_IMPORTED_MODULE_1__["OBJFileLoader"]; });
  133. /***/ }),
  134. /***/ "./OBJ/mtlFileLoader.ts":
  135. /*!******************************!*\
  136. !*** ./OBJ/mtlFileLoader.ts ***!
  137. \******************************/
  138. /*! exports provided: MTLFileLoader */
  139. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  140. "use strict";
  141. __webpack_require__.r(__webpack_exports__);
  142. /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return MTLFileLoader; });
  143. /* harmony import */ var babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Maths/math.color */ "babylonjs/Misc/tools");
  144. /* harmony import */ var babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__);
  145. /**
  146. * Class reading and parsing the MTL file bundled with the obj file.
  147. */
  148. var MTLFileLoader = /** @class */ (function () {
  149. function MTLFileLoader() {
  150. /**
  151. * All material loaded from the mtl will be set here
  152. */
  153. this.materials = [];
  154. }
  155. /**
  156. * This function will read the mtl file and create each material described inside
  157. * This function could be improve by adding :
  158. * -some component missing (Ni, Tf...)
  159. * -including the specific options available
  160. *
  161. * @param scene defines the scene the material will be created in
  162. * @param data defines the mtl data to parse
  163. * @param rootUrl defines the rooturl to use in order to load relative dependencies
  164. * @param forAssetContainer defines if the material should be registered in the scene
  165. */
  166. MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl, forAssetContainer) {
  167. if (data instanceof ArrayBuffer) {
  168. return;
  169. }
  170. //Split the lines from the file
  171. var lines = data.split('\n');
  172. //Space char
  173. var delimiter_pattern = /\s+/;
  174. //Array with RGB colors
  175. var color;
  176. //New material
  177. var material = null;
  178. //Look at each line
  179. for (var i = 0; i < lines.length; i++) {
  180. var line = lines[i].trim();
  181. // Blank line or comment
  182. if (line.length === 0 || line.charAt(0) === '#') {
  183. continue;
  184. }
  185. //Get the first parameter (keyword)
  186. var pos = line.indexOf(' ');
  187. var key = (pos >= 0) ? line.substring(0, pos) : line;
  188. key = key.toLowerCase();
  189. //Get the data following the key
  190. var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
  191. //This mtl keyword will create the new material
  192. if (key === "newmtl") {
  193. //Check if it is the first material.
  194. // Materials specifications are described after this keyword.
  195. if (material) {
  196. //Add the previous material in the material array.
  197. this.materials.push(material);
  198. }
  199. //Create a new material.
  200. // value is the name of the material read in the mtl file
  201. scene._blockEntityCollection = forAssetContainer;
  202. material = new babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__["StandardMaterial"](value, scene);
  203. scene._blockEntityCollection = false;
  204. }
  205. else if (key === "kd" && material) {
  206. // Diffuse color (color under white light) using RGB values
  207. //value = "r g b"
  208. color = value.split(delimiter_pattern, 3).map(parseFloat);
  209. //color = [r,g,b]
  210. //Set tghe color into the material
  211. material.diffuseColor = babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  212. }
  213. else if (key === "ka" && material) {
  214. // Ambient color (color under shadow) using RGB values
  215. //value = "r g b"
  216. color = value.split(delimiter_pattern, 3).map(parseFloat);
  217. //color = [r,g,b]
  218. //Set tghe color into the material
  219. material.ambientColor = babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  220. }
  221. else if (key === "ks" && material) {
  222. // Specular color (color when light is reflected from shiny surface) using RGB values
  223. //value = "r g b"
  224. color = value.split(delimiter_pattern, 3).map(parseFloat);
  225. //color = [r,g,b]
  226. //Set the color into the material
  227. material.specularColor = babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  228. }
  229. else if (key === "ke" && material) {
  230. // Emissive color using RGB values
  231. color = value.split(delimiter_pattern, 3).map(parseFloat);
  232. material.emissiveColor = babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  233. }
  234. else if (key === "ns" && material) {
  235. //value = "Integer"
  236. material.specularPower = parseFloat(value);
  237. }
  238. else if (key === "d" && material) {
  239. //d is dissolve for current material. It mean alpha for BABYLON
  240. material.alpha = parseFloat(value);
  241. //Texture
  242. //This part can be improved by adding the possible options of texture
  243. }
  244. else if (key === "map_ka" && material) {
  245. // ambient texture map with a loaded image
  246. //We must first get the folder of the image
  247. material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  248. }
  249. else if (key === "map_kd" && material) {
  250. // Diffuse texture map with a loaded image
  251. material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  252. }
  253. else if (key === "map_ks" && material) {
  254. // Specular texture map with a loaded image
  255. //We must first get the folder of the image
  256. material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  257. }
  258. else if (key === "map_ns") {
  259. //Specular
  260. //Specular highlight component
  261. //We must first get the folder of the image
  262. //
  263. //Not supported by BABYLON
  264. //
  265. // continue;
  266. }
  267. else if (key === "map_bump" && material) {
  268. //The bump texture
  269. material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  270. }
  271. else if (key === "map_d" && material) {
  272. // The dissolve of the material
  273. material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  274. //Options for illumination
  275. }
  276. else if (key === "illum") {
  277. //Illumination
  278. if (value === "0") {
  279. //That mean Kd == Kd
  280. }
  281. else if (value === "1") {
  282. //Color on and Ambient on
  283. }
  284. else if (value === "2") {
  285. //Highlight on
  286. }
  287. else if (value === "3") {
  288. //Reflection on and Ray trace on
  289. }
  290. else if (value === "4") {
  291. //Transparency: Glass on, Reflection: Ray trace on
  292. }
  293. else if (value === "5") {
  294. //Reflection: Fresnel on and Ray trace on
  295. }
  296. else if (value === "6") {
  297. //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
  298. }
  299. else if (value === "7") {
  300. //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
  301. }
  302. else if (value === "8") {
  303. //Reflection on and Ray trace off
  304. }
  305. else if (value === "9") {
  306. //Transparency: Glass on, Reflection: Ray trace off
  307. }
  308. else if (value === "10") {
  309. //Casts shadows onto invisible surfaces
  310. }
  311. }
  312. else {
  313. // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
  314. }
  315. }
  316. //At the end of the file, add the last material
  317. if (material) {
  318. this.materials.push(material);
  319. }
  320. };
  321. /**
  322. * Gets the texture for the material.
  323. *
  324. * If the material is imported from input file,
  325. * We sanitize the url to ensure it takes the textre from aside the material.
  326. *
  327. * @param rootUrl The root url to load from
  328. * @param value The value stored in the mtl
  329. * @return The Texture
  330. */
  331. MTLFileLoader._getTexture = function (rootUrl, value, scene) {
  332. if (!value) {
  333. return null;
  334. }
  335. var url = rootUrl;
  336. // Load from input file.
  337. if (rootUrl === "file:") {
  338. var lastDelimiter = value.lastIndexOf("\\");
  339. if (lastDelimiter === -1) {
  340. lastDelimiter = value.lastIndexOf("/");
  341. }
  342. if (lastDelimiter > -1) {
  343. url += value.substr(lastDelimiter + 1);
  344. }
  345. else {
  346. url += value;
  347. }
  348. }
  349. // Not from input file.
  350. else {
  351. url += value;
  352. }
  353. return new babylonjs_Maths_math_color__WEBPACK_IMPORTED_MODULE_0__["Texture"](url, scene, false, MTLFileLoader.INVERT_TEXTURE_Y);
  354. };
  355. /**
  356. * Invert Y-Axis of referenced textures on load
  357. */
  358. MTLFileLoader.INVERT_TEXTURE_Y = true;
  359. return MTLFileLoader;
  360. }());
  361. /***/ }),
  362. /***/ "./OBJ/objFileLoader.ts":
  363. /*!******************************!*\
  364. !*** ./OBJ/objFileLoader.ts ***!
  365. \******************************/
  366. /*! exports provided: OBJFileLoader */
  367. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  368. "use strict";
  369. __webpack_require__.r(__webpack_exports__);
  370. /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return OBJFileLoader; });
  371. /* harmony import */ var babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Maths/math.vector */ "babylonjs/Misc/tools");
  372. /* harmony import */ var babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__);
  373. /* harmony import */ var _mtlFileLoader__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./mtlFileLoader */ "./OBJ/mtlFileLoader.ts");
  374. /**
  375. * OBJ file type loader.
  376. * This is a babylon scene loader plugin.
  377. */
  378. var OBJFileLoader = /** @class */ (function () {
  379. /**
  380. * Creates loader for .OBJ files
  381. *
  382. * @param meshLoadOptions options for loading and parsing OBJ/MTL files.
  383. */
  384. function OBJFileLoader(meshLoadOptions) {
  385. /**
  386. * Defines the name of the plugin.
  387. */
  388. this.name = "obj";
  389. /**
  390. * Defines the extension the plugin is able to load.
  391. */
  392. this.extensions = ".obj";
  393. /** @hidden */
  394. this.obj = /^o/;
  395. /** @hidden */
  396. this.group = /^g/;
  397. /** @hidden */
  398. this.mtllib = /^mtllib /;
  399. /** @hidden */
  400. this.usemtl = /^usemtl /;
  401. /** @hidden */
  402. this.smooth = /^s /;
  403. /** @hidden */
  404. this.vertexPattern = /v(\s+[\d|\.|\+|\-|e|E]+){3,7}/;
  405. // vn float float float
  406. /** @hidden */
  407. this.normalPattern = /vn(\s+[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  408. // vt float float
  409. /** @hidden */
  410. this.uvPattern = /vt(\s+[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  411. // f vertex vertex vertex ...
  412. /** @hidden */
  413. this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
  414. // f vertex/uvs vertex/uvs vertex/uvs ...
  415. /** @hidden */
  416. this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  417. // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
  418. /** @hidden */
  419. this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  420. // f vertex//normal vertex//normal vertex//normal ...
  421. /** @hidden */
  422. this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
  423. // f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ...
  424. /** @hidden */
  425. this.facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
  426. this._forAssetContainer = false;
  427. this._meshLoadOptions = meshLoadOptions || OBJFileLoader.currentMeshLoadOptions;
  428. }
  429. Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
  430. /**
  431. * Invert Y-Axis of referenced textures on load
  432. */
  433. get: function () {
  434. return _mtlFileLoader__WEBPACK_IMPORTED_MODULE_1__["MTLFileLoader"].INVERT_TEXTURE_Y;
  435. },
  436. set: function (value) {
  437. _mtlFileLoader__WEBPACK_IMPORTED_MODULE_1__["MTLFileLoader"].INVERT_TEXTURE_Y = value;
  438. },
  439. enumerable: false,
  440. configurable: true
  441. });
  442. Object.defineProperty(OBJFileLoader, "currentMeshLoadOptions", {
  443. get: function () {
  444. return {
  445. ComputeNormals: OBJFileLoader.COMPUTE_NORMALS,
  446. ImportVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
  447. InvertY: OBJFileLoader.INVERT_Y,
  448. InvertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
  449. UVScaling: OBJFileLoader.UV_SCALING,
  450. MaterialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
  451. OptimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
  452. SkipMaterials: OBJFileLoader.SKIP_MATERIALS
  453. };
  454. },
  455. enumerable: false,
  456. configurable: true
  457. });
  458. /**
  459. * Calls synchronously the MTL file attached to this obj.
  460. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  461. * Without this function materials are not displayed in the first frame (but displayed after).
  462. * In consequence it is impossible to get material information in your HTML file
  463. *
  464. * @param url The URL of the MTL file
  465. * @param rootUrl
  466. * @param onSuccess Callback function to be called when the MTL file is loaded
  467. * @private
  468. */
  469. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
  470. //The complete path to the mtl file
  471. var pathOfFile = babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].BaseUrl + rootUrl + url;
  472. // Loads through the babylon tools to allow fileInput search.
  473. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
  474. onFailure(pathOfFile, exception);
  475. });
  476. };
  477. /**
  478. * Instantiates a OBJ file loader plugin.
  479. * @returns the created plugin
  480. */
  481. OBJFileLoader.prototype.createPlugin = function () {
  482. return new OBJFileLoader(OBJFileLoader.currentMeshLoadOptions);
  483. };
  484. /**
  485. * If the data string can be loaded directly.
  486. *
  487. * @param data string containing the file data
  488. * @returns if the data can be loaded directly
  489. */
  490. OBJFileLoader.prototype.canDirectLoad = function (data) {
  491. return false;
  492. };
  493. /**
  494. * Imports one or more meshes from the loaded OBJ data and adds them to the scene
  495. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  496. * @param scene the scene the meshes should be added to
  497. * @param data the OBJ data to load
  498. * @param rootUrl root url to load from
  499. * @param onProgress event that fires when loading progress has occured
  500. * @param fileName Defines the name of the file to load
  501. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  502. */
  503. OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress, fileName) {
  504. //get the meshes from OBJ file
  505. return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
  506. return {
  507. meshes: meshes,
  508. particleSystems: [],
  509. skeletons: [],
  510. animationGroups: [],
  511. transformNodes: [],
  512. geometries: [],
  513. lights: []
  514. };
  515. });
  516. };
  517. /**
  518. * Imports all objects from the loaded OBJ data and adds them to the scene
  519. * @param scene the scene the objects should be added to
  520. * @param data the OBJ data to load
  521. * @param rootUrl root url to load from
  522. * @param onProgress event that fires when loading progress has occured
  523. * @param fileName Defines the name of the file to load
  524. * @returns a promise which completes when objects have been loaded to the scene
  525. */
  526. OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
  527. //Get the 3D model
  528. return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
  529. // return void
  530. });
  531. };
  532. /**
  533. * Load into an asset container.
  534. * @param scene The scene to load into
  535. * @param data The data to import
  536. * @param rootUrl The root url for scene and resources
  537. * @param onProgress The callback when the load progresses
  538. * @param fileName Defines the name of the file to load
  539. * @returns The loaded asset container
  540. */
  541. OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
  542. var _this = this;
  543. this._forAssetContainer = true;
  544. return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
  545. var container = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["AssetContainer"](scene);
  546. result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
  547. result.meshes.forEach(function (mesh) {
  548. var material = mesh.material;
  549. if (material) {
  550. // Materials
  551. if (container.materials.indexOf(material) == -1) {
  552. container.materials.push(material);
  553. // Textures
  554. var textures = material.getActiveTextures();
  555. textures.forEach(function (t) {
  556. if (container.textures.indexOf(t) == -1) {
  557. container.textures.push(t);
  558. }
  559. });
  560. }
  561. }
  562. });
  563. _this._forAssetContainer = false;
  564. return container;
  565. }).catch(function (ex) {
  566. _this._forAssetContainer = false;
  567. throw ex;
  568. });
  569. };
  570. /**
  571. * Read the OBJ file and create an Array of meshes.
  572. * Each mesh contains all information given by the OBJ and the MTL file.
  573. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  574. *
  575. * @param meshesNames
  576. * @param scene Scene The scene where are displayed the data
  577. * @param data String The content of the obj file
  578. * @param rootUrl String The path to the folder
  579. * @returns Array<AbstractMesh>
  580. * @private
  581. */
  582. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  583. var _this = this;
  584. var positions = []; //values for the positions of vertices
  585. var normals = []; //Values for the normals
  586. var uvs = []; //Values for the textures
  587. var colors = [];
  588. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  589. var handledMesh; //The current mesh of meshes array
  590. var indicesForBabylon = []; //The list of indices for VertexData
  591. var wrappedPositionForBabylon = []; //The list of position in vectors
  592. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  593. var wrappedColorsForBabylon = []; // Array with all color values to match with the indices
  594. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  595. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  596. var curPositionInIndices = 0;
  597. var hasMeshes = false; //Meshes are defined in the file
  598. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  599. var unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
  600. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  601. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  602. var triangles = []; //Indices from new triangles coming from polygons
  603. var materialNameFromObj = ""; //The name of the current material
  604. var fileToLoad = ""; //The name of the mtlFile to load
  605. var materialsFromMTLFile = new _mtlFileLoader__WEBPACK_IMPORTED_MODULE_1__["MTLFileLoader"]();
  606. var objMeshName = ""; //The name of the current obj mesh
  607. var increment = 1; //Id for meshes created by the multimaterial
  608. var isFirstMaterial = true;
  609. var grayColor = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Color4"](0.5, 0.5, 0.5, 1);
  610. /**
  611. * Search for obj in the given array.
  612. * This function is called to check if a couple of data already exists in an array.
  613. *
  614. * If found, returns the index of the founded tuple index. Returns -1 if not found
  615. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  616. * @param obj Array<number>
  617. * @returns {boolean}
  618. */
  619. var isInArray = function (arr, obj) {
  620. if (!arr[obj[0]]) {
  621. arr[obj[0]] = { normals: [], idx: [] };
  622. }
  623. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  624. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  625. };
  626. var isInArrayUV = function (arr, obj) {
  627. if (!arr[obj[0]]) {
  628. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  629. }
  630. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  631. if (idx != 1 && (obj[2] === arr[obj[0]].uv[idx])) {
  632. return arr[obj[0]].idx[idx];
  633. }
  634. return -1;
  635. };
  636. /**
  637. * This function set the data for each triangle.
  638. * Data are position, normals and uvs
  639. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  640. * If the tuple already exist, add only their indice
  641. *
  642. * @param indicePositionFromObj Integer The index in positions array
  643. * @param indiceUvsFromObj Integer The index in uvs array
  644. * @param indiceNormalFromObj Integer The index in normals array
  645. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  646. * @param textureVectorFromOBJ Vector3 The value of uvs
  647. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  648. */
  649. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
  650. //Check if this tuple already exists in the list of tuples
  651. var _index;
  652. if (_this._meshLoadOptions.OptimizeWithUV) {
  653. _index = isInArrayUV(tuplePosNorm, [
  654. indicePositionFromObj,
  655. indiceNormalFromObj,
  656. indiceUvsFromObj
  657. ]);
  658. }
  659. else {
  660. _index = isInArray(tuplePosNorm, [
  661. indicePositionFromObj,
  662. indiceNormalFromObj
  663. ]);
  664. }
  665. //If it not exists
  666. if (_index === -1) {
  667. //Add an new indice.
  668. //The array of indices is only an array with his length equal to the number of triangles - 1.
  669. //We add vertices data in this order
  670. indicesForBabylon.push(wrappedPositionForBabylon.length);
  671. //Push the position of vertice for Babylon
  672. //Each element is a Vector3(x,y,z)
  673. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  674. //Push the uvs for Babylon
  675. //Each element is a Vector3(u,v)
  676. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  677. //Push the normals for Babylon
  678. //Each element is a Vector3(x,y,z)
  679. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  680. if (positionColorsFromOBJ !== undefined) {
  681. //Push the colors for Babylon
  682. //Each element is a BABYLON.Color4(r,g,b,a)
  683. wrappedColorsForBabylon.push(positionColorsFromOBJ);
  684. }
  685. //Add the tuple in the comparison list
  686. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  687. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  688. if (_this._meshLoadOptions.OptimizeWithUV) {
  689. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  690. }
  691. }
  692. else {
  693. //The tuple already exists
  694. //Add the index of the already existing tuple
  695. //At this index we can get the value of position, normal, color and uvs of vertex
  696. indicesForBabylon.push(_index);
  697. }
  698. };
  699. /**
  700. * Transform Vector() and BABYLON.Color() objects into numbers in an array
  701. */
  702. var unwrapData = function () {
  703. //Every array has the same length
  704. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  705. //Push the x, y, z values of each element in the unwrapped array
  706. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  707. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  708. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  709. if (_this._meshLoadOptions.ImportVertexColors === true) {
  710. //Push the r, g, b, a values of each element in the unwrapped array
  711. unwrappedColorsForBabylon.push(wrappedColorsForBabylon[l].r, wrappedColorsForBabylon[l].g, wrappedColorsForBabylon[l].b, wrappedColorsForBabylon[l].a);
  712. }
  713. }
  714. // Reset arrays for the next new meshes
  715. wrappedPositionForBabylon = [];
  716. wrappedNormalsForBabylon = [];
  717. wrappedUvsForBabylon = [];
  718. wrappedColorsForBabylon = [];
  719. tuplePosNorm = [];
  720. curPositionInIndices = 0;
  721. };
  722. /**
  723. * Create triangles from polygons
  724. * It is important to notice that a triangle is a polygon
  725. * We get 5 patterns of face defined in OBJ File :
  726. * facePattern1 = ["1","2","3","4","5","6"]
  727. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  728. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  729. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  730. * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
  731. * Each pattern is divided by the same method
  732. * @param face Array[String] The indices of elements
  733. * @param v Integer The variable to increment
  734. */
  735. var getTriangles = function (faces, v) {
  736. //Work for each element of the array
  737. for (var faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
  738. //Add on the triangle variable the indexes to obtain triangles
  739. triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
  740. }
  741. //Result obtained after 2 iterations:
  742. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  743. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  744. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  745. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  746. //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
  747. };
  748. /**
  749. * Create triangles and push the data for each polygon for the pattern 1
  750. * In this pattern we get vertice positions
  751. * @param face
  752. * @param v
  753. */
  754. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  755. //Get the indices of triangles for each polygon
  756. getTriangles(face, v);
  757. //For each element in the triangles array.
  758. //This var could contains 1 to an infinity of triangles
  759. for (var k = 0; k < triangles.length; k++) {
  760. // Set position indice
  761. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  762. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  763. positions[indicePositionFromObj], //Get the vectors data
  764. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"].Zero(), babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"].Up(), //Create default vectors
  765. _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  766. }
  767. //Reset variable for the next line
  768. triangles = [];
  769. };
  770. /**
  771. * Create triangles and push the data for each polygon for the pattern 2
  772. * In this pattern we get vertice positions and uvsu
  773. * @param face
  774. * @param v
  775. */
  776. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  777. //Get the indices of triangles for each polygon
  778. getTriangles(face, v);
  779. for (var k = 0; k < triangles.length; k++) {
  780. //triangle[k] = "1/1"
  781. //Split the data for getting position and uv
  782. var point = triangles[k].split("/"); // ["1", "1"]
  783. //Set position indice
  784. var indicePositionFromObj = parseInt(point[0]) - 1;
  785. //Set uv indice
  786. var indiceUvsFromObj = parseInt(point[1]) - 1;
  787. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  788. positions[indicePositionFromObj], //Get the values for each element
  789. uvs[indiceUvsFromObj], babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"].Up(), //Default value for normals
  790. _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  791. }
  792. //Reset variable for the next line
  793. triangles = [];
  794. };
  795. /**
  796. * Create triangles and push the data for each polygon for the pattern 3
  797. * In this pattern we get vertice positions, uvs and normals
  798. * @param face
  799. * @param v
  800. */
  801. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  802. //Get the indices of triangles for each polygon
  803. getTriangles(face, v);
  804. for (var k = 0; k < triangles.length; k++) {
  805. //triangle[k] = "1/1/1"
  806. //Split the data for getting position, uv, and normals
  807. var point = triangles[k].split("/"); // ["1", "1", "1"]
  808. // Set position indice
  809. var indicePositionFromObj = parseInt(point[0]) - 1;
  810. // Set uv indice
  811. var indiceUvsFromObj = parseInt(point[1]) - 1;
  812. // Set normal indice
  813. var indiceNormalFromObj = parseInt(point[2]) - 1;
  814. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  815. );
  816. }
  817. //Reset variable for the next line
  818. triangles = [];
  819. };
  820. /**
  821. * Create triangles and push the data for each polygon for the pattern 4
  822. * In this pattern we get vertice positions and normals
  823. * @param face
  824. * @param v
  825. */
  826. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  827. getTriangles(face, v);
  828. for (var k = 0; k < triangles.length; k++) {
  829. //triangle[k] = "1//1"
  830. //Split the data for getting position and normals
  831. var point = triangles[k].split("//"); // ["1", "1"]
  832. // We check indices, and normals
  833. var indicePositionFromObj = parseInt(point[0]) - 1;
  834. var indiceNormalFromObj = parseInt(point[1]) - 1;
  835. setData(indicePositionFromObj, 1, //Default value for uv
  836. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  837. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"].Zero(), normals[indiceNormalFromObj], _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  838. }
  839. //Reset variable for the next line
  840. triangles = [];
  841. };
  842. /**
  843. * Create triangles and push the data for each polygon for the pattern 3
  844. * In this pattern we get vertice positions, uvs and normals
  845. * @param face
  846. * @param v
  847. */
  848. var setDataForCurrentFaceWithPattern5 = function (face, v) {
  849. //Get the indices of triangles for each polygon
  850. getTriangles(face, v);
  851. for (var k = 0; k < triangles.length; k++) {
  852. //triangle[k] = "-1/-1/-1"
  853. //Split the data for getting position, uv, and normals
  854. var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
  855. // Set position indice
  856. var indicePositionFromObj = positions.length + parseInt(point[0]);
  857. // Set uv indice
  858. var indiceUvsFromObj = uvs.length + parseInt(point[1]);
  859. // Set normal indice
  860. var indiceNormalFromObj = normals.length + parseInt(point[2]);
  861. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj], //Set the vector for each component
  862. _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  863. }
  864. //Reset variable for the next line
  865. triangles = [];
  866. };
  867. var addPreviousObjMesh = function () {
  868. //Check if it is not the first mesh. Otherwise we don't have data.
  869. if (meshesFromObj.length > 0) {
  870. //Get the previous mesh for applying the data about the faces
  871. //=> in obj file, faces definition append after the name of the mesh
  872. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  873. //Set the data into Array for the mesh
  874. unwrapData();
  875. // Reverse tab. Otherwise face are displayed in the wrong sens
  876. indicesForBabylon.reverse();
  877. //Set the information for the mesh
  878. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  879. handledMesh.indices = indicesForBabylon.slice();
  880. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  881. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  882. handledMesh.uvs = unwrappedUVForBabylon.slice();
  883. if (_this._meshLoadOptions.ImportVertexColors === true) {
  884. handledMesh.colors = unwrappedColorsForBabylon.slice();
  885. }
  886. //Reset the array for the next mesh
  887. indicesForBabylon = [];
  888. unwrappedPositionsForBabylon = [];
  889. unwrappedColorsForBabylon = [];
  890. unwrappedNormalsForBabylon = [];
  891. unwrappedUVForBabylon = [];
  892. }
  893. };
  894. //Main function
  895. //Split the file into lines
  896. var lines = data.split('\n');
  897. //Look at each line
  898. for (var i = 0; i < lines.length; i++) {
  899. var line = lines[i].trim().replace(/\s\s/g, " ");
  900. var result;
  901. //Comment or newLine
  902. if (line.length === 0 || line.charAt(0) === '#') {
  903. continue;
  904. //Get information about one position possible for the vertices
  905. }
  906. else if (this.vertexPattern.test(line)) {
  907. result = line.match(/[^ ]+/g); // match will return non-null due to passing regex pattern
  908. // Value of result with line: "v 1.0 2.0 3.0"
  909. // ["v", "1.0", "2.0", "3.0"]
  910. // Create a Vector3 with the position x, y, z
  911. positions.push(new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"](parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  912. if (this._meshLoadOptions.ImportVertexColors === true) {
  913. if (result.length >= 7) {
  914. // TODO: if these numbers are > 1 we can use Color4.FromInts(r,g,b,a)
  915. colors.push(new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Color4"](parseFloat(result[4]), parseFloat(result[5]), parseFloat(result[6]), (result.length === 7 || result[7] === undefined) ? 1 : parseFloat(result[7])));
  916. }
  917. else {
  918. // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
  919. colors.push(grayColor);
  920. }
  921. }
  922. }
  923. else if ((result = this.normalPattern.exec(line)) !== null) {
  924. //Create a Vector3 with the normals x, y, z
  925. //Value of result
  926. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  927. //Add the Vector in the list of normals
  928. normals.push(new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"](parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  929. }
  930. else if ((result = this.uvPattern.exec(line)) !== null) {
  931. //Create a Vector2 with the normals u, v
  932. //Value of result
  933. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  934. //Add the Vector in the list of uvs
  935. uvs.push(new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"](parseFloat(result[1]) * OBJFileLoader.UV_SCALING.x, parseFloat(result[2]) * OBJFileLoader.UV_SCALING.y));
  936. //Identify patterns of faces
  937. //Face could be defined in different type of pattern
  938. }
  939. else if ((result = this.facePattern3.exec(line)) !== null) {
  940. //Value of result:
  941. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  942. //Set the data for this face
  943. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  944. 1);
  945. }
  946. else if ((result = this.facePattern4.exec(line)) !== null) {
  947. //Value of result:
  948. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  949. //Set the data for this face
  950. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  951. 1);
  952. }
  953. else if ((result = this.facePattern5.exec(line)) !== null) {
  954. //Value of result:
  955. //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
  956. //Set the data for this face
  957. setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
  958. 1);
  959. }
  960. else if ((result = this.facePattern2.exec(line)) !== null) {
  961. //Value of result:
  962. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  963. //Set the data for this face
  964. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  965. 1);
  966. }
  967. else if ((result = this.facePattern1.exec(line)) !== null) {
  968. //Value of result
  969. //["f 1 2 3", "1 2 3"...]
  970. //Set the data for this face
  971. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  972. 1);
  973. //Define a mesh or an object
  974. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  975. }
  976. else if (this.group.test(line) || this.obj.test(line)) {
  977. //Create a new mesh corresponding to the name of the group.
  978. //Definition of the mesh
  979. var objMesh = {
  980. name: line.substring(2).trim(),
  981. indices: undefined,
  982. positions: undefined,
  983. normals: undefined,
  984. uvs: undefined,
  985. colors: undefined,
  986. materialName: ""
  987. };
  988. addPreviousObjMesh();
  989. //Push the last mesh created with only the name
  990. meshesFromObj.push(objMesh);
  991. //Set this variable to indicate that now meshesFromObj has objects defined inside
  992. hasMeshes = true;
  993. isFirstMaterial = true;
  994. increment = 1;
  995. //Keyword for applying a material
  996. }
  997. else if (this.usemtl.test(line)) {
  998. //Get the name of the material
  999. materialNameFromObj = line.substring(7).trim();
  1000. //If this new material is in the same mesh
  1001. if (!isFirstMaterial || !hasMeshes) {
  1002. //Set the data for the previous mesh
  1003. addPreviousObjMesh();
  1004. //Create a new mesh
  1005. var objMesh =
  1006. //Set the name of the current obj mesh
  1007. {
  1008. name: (objMeshName || "mesh") + "_mm" + increment.toString(),
  1009. indices: undefined,
  1010. positions: undefined,
  1011. normals: undefined,
  1012. uvs: undefined,
  1013. colors: undefined,
  1014. materialName: materialNameFromObj
  1015. };
  1016. increment++;
  1017. //If meshes are already defined
  1018. meshesFromObj.push(objMesh);
  1019. hasMeshes = true;
  1020. }
  1021. //Set the material name if the previous line define a mesh
  1022. if (hasMeshes && isFirstMaterial) {
  1023. //Set the material name to the previous mesh (1 material per mesh)
  1024. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  1025. isFirstMaterial = false;
  1026. }
  1027. //Keyword for loading the mtl file
  1028. }
  1029. else if (this.mtllib.test(line)) {
  1030. //Get the name of mtl file
  1031. fileToLoad = line.substring(7).trim();
  1032. //Apply smoothing
  1033. }
  1034. else if (this.smooth.test(line)) {
  1035. // smooth shading => apply smoothing
  1036. //Today I don't know it work with babylon and with obj.
  1037. //With the obj file an integer is set
  1038. }
  1039. else {
  1040. //If there is another possibility
  1041. console.log("Unhandled expression at line : " + line);
  1042. }
  1043. }
  1044. //At the end of the file, add the last mesh into the meshesFromObj array
  1045. if (hasMeshes) {
  1046. //Set the data for the last mesh
  1047. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  1048. //Reverse indices for displaying faces in the good sense
  1049. indicesForBabylon.reverse();
  1050. //Get the good array
  1051. unwrapData();
  1052. //Set array
  1053. handledMesh.indices = indicesForBabylon;
  1054. handledMesh.positions = unwrappedPositionsForBabylon;
  1055. handledMesh.normals = unwrappedNormalsForBabylon;
  1056. handledMesh.uvs = unwrappedUVForBabylon;
  1057. if (this._meshLoadOptions.ImportVertexColors === true) {
  1058. handledMesh.colors = unwrappedColorsForBabylon;
  1059. }
  1060. }
  1061. //If any o or g keyword found, create a mesh with a random id
  1062. if (!hasMeshes) {
  1063. // reverse tab of indices
  1064. indicesForBabylon.reverse();
  1065. //Get positions normals uvs
  1066. unwrapData();
  1067. //Set data for one mesh
  1068. meshesFromObj.push({
  1069. name: babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Geometry"].RandomId(),
  1070. indices: indicesForBabylon,
  1071. positions: unwrappedPositionsForBabylon,
  1072. colors: unwrappedColorsForBabylon,
  1073. normals: unwrappedNormalsForBabylon,
  1074. uvs: unwrappedUVForBabylon,
  1075. materialName: materialNameFromObj
  1076. });
  1077. }
  1078. //Create a Mesh list
  1079. var babylonMeshesArray = []; //The mesh for babylon
  1080. var materialToUse = new Array();
  1081. //Set data for each mesh
  1082. for (var j = 0; j < meshesFromObj.length; j++) {
  1083. //check meshesNames (stlFileLoader)
  1084. if (meshesNames && meshesFromObj[j].name) {
  1085. if (meshesNames instanceof Array) {
  1086. if (meshesNames.indexOf(meshesFromObj[j].name) === -1) {
  1087. continue;
  1088. }
  1089. }
  1090. else {
  1091. if (meshesFromObj[j].name !== meshesNames) {
  1092. continue;
  1093. }
  1094. }
  1095. }
  1096. //Get the current mesh
  1097. //Set the data with VertexBuffer for each mesh
  1098. handledMesh = meshesFromObj[j];
  1099. //Create a Mesh with the name of the obj mesh
  1100. scene._blockEntityCollection = this._forAssetContainer;
  1101. var babylonMesh = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Mesh"](meshesFromObj[j].name, scene);
  1102. scene._blockEntityCollection = false;
  1103. //Push the name of the material to an array
  1104. //This is indispensable for the importMesh function
  1105. materialToUse.push(meshesFromObj[j].materialName);
  1106. var vertexData = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["VertexData"](); //The container for the values
  1107. //Set the data for the babylonMesh
  1108. vertexData.uvs = handledMesh.uvs;
  1109. vertexData.indices = handledMesh.indices;
  1110. vertexData.positions = handledMesh.positions;
  1111. if (this._meshLoadOptions.ComputeNormals === true) {
  1112. var normals_1 = new Array();
  1113. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["VertexData"].ComputeNormals(handledMesh.positions, handledMesh.indices, normals_1);
  1114. vertexData.normals = normals_1;
  1115. }
  1116. else {
  1117. vertexData.normals = handledMesh.normals;
  1118. }
  1119. if (this._meshLoadOptions.ImportVertexColors === true) {
  1120. vertexData.colors = handledMesh.colors;
  1121. }
  1122. //Set the data from the VertexBuffer to the current Mesh
  1123. vertexData.applyToMesh(babylonMesh);
  1124. if (this._meshLoadOptions.InvertY) {
  1125. babylonMesh.scaling.y *= -1;
  1126. }
  1127. //Push the mesh into an array
  1128. babylonMeshesArray.push(babylonMesh);
  1129. }
  1130. var mtlPromises = [];
  1131. //load the materials
  1132. //Check if we have a file to load
  1133. if (fileToLoad !== "" && this._meshLoadOptions.SkipMaterials === false) {
  1134. //Load the file synchronously
  1135. mtlPromises.push(new Promise(function (resolve, reject) {
  1136. _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  1137. try {
  1138. //Create materials thanks MTLLoader function
  1139. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this._forAssetContainer);
  1140. //Look at each material loaded in the mtl file
  1141. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  1142. //Three variables to get all meshes with the same material
  1143. var startIndex = 0;
  1144. var _indices = [];
  1145. var _index;
  1146. //The material from MTL file is used in the meshes loaded
  1147. //Push the indice in an array
  1148. //Check if the material is not used for another mesh
  1149. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  1150. _indices.push(_index);
  1151. startIndex = _index + 1;
  1152. }
  1153. //If the material is not used dispose it
  1154. if (_index === -1 && _indices.length === 0) {
  1155. //If the material is not needed, remove it
  1156. materialsFromMTLFile.materials[n].dispose();
  1157. }
  1158. else {
  1159. for (var o = 0; o < _indices.length; o++) {
  1160. //Apply the material to the Mesh for each mesh with the material
  1161. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  1162. }
  1163. }
  1164. }
  1165. resolve();
  1166. }
  1167. catch (e) {
  1168. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].Warn("Error processing MTL file: '" + fileToLoad + "'");
  1169. if (_this._meshLoadOptions.MaterialLoadingFailsSilently) {
  1170. resolve();
  1171. }
  1172. else {
  1173. reject(e);
  1174. }
  1175. }
  1176. }, function (pathOfFile, exception) {
  1177. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].Warn("Error downloading MTL file: '" + fileToLoad + "'");
  1178. if (_this._meshLoadOptions.MaterialLoadingFailsSilently) {
  1179. resolve();
  1180. }
  1181. else {
  1182. reject(exception);
  1183. }
  1184. });
  1185. }));
  1186. }
  1187. //Return an array with all Mesh
  1188. return Promise.all(mtlPromises).then(function () {
  1189. return babylonMeshesArray;
  1190. });
  1191. };
  1192. /**
  1193. * Defines if UVs are optimized by default during load.
  1194. */
  1195. OBJFileLoader.OPTIMIZE_WITH_UV = true;
  1196. /**
  1197. * Invert model on y-axis (does a model scaling inversion)
  1198. */
  1199. OBJFileLoader.INVERT_Y = false;
  1200. /**
  1201. * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
  1202. */
  1203. OBJFileLoader.IMPORT_VERTEX_COLORS = false;
  1204. /**
  1205. * Compute the normals for the model, even if normals are present in the file.
  1206. */
  1207. OBJFileLoader.COMPUTE_NORMALS = false;
  1208. /**
  1209. * Defines custom scaling of UV coordinates of loaded meshes.
  1210. */
  1211. OBJFileLoader.UV_SCALING = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"](1, 1);
  1212. /**
  1213. * Skip loading the materials even if defined in the OBJ file (materials are ignored).
  1214. */
  1215. OBJFileLoader.SKIP_MATERIALS = false;
  1216. /**
  1217. * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
  1218. *
  1219. * Defaults to true for backwards compatibility.
  1220. */
  1221. OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
  1222. return OBJFileLoader;
  1223. }());
  1224. if (babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"]) {
  1225. //Add this loader into the register plugin
  1226. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"].RegisterPlugin(new OBJFileLoader());
  1227. }
  1228. /***/ }),
  1229. /***/ "./legacy/legacy-objFileLoader.ts":
  1230. /*!****************************************!*\
  1231. !*** ./legacy/legacy-objFileLoader.ts ***!
  1232. \****************************************/
  1233. /*! exports provided: MTLFileLoader, OBJFileLoader */
  1234. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  1235. "use strict";
  1236. __webpack_require__.r(__webpack_exports__);
  1237. /* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _OBJ__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../OBJ */ "./OBJ/index.ts");
  1238. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["MTLFileLoader"]; });
  1239. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["OBJFileLoader"]; });
  1240. /**
  1241. * This is the entry point for the UMD module.
  1242. * The entry point for a future ESM package should be index.ts
  1243. */
  1244. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
  1245. if (typeof globalObject !== "undefined") {
  1246. for (var key in _OBJ__WEBPACK_IMPORTED_MODULE_0__) {
  1247. globalObject.BABYLON[key] = _OBJ__WEBPACK_IMPORTED_MODULE_0__[key];
  1248. }
  1249. }
  1250. /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
  1251. /***/ }),
  1252. /***/ "babylonjs/Misc/tools":
  1253. /*!****************************************************************************************************!*\
  1254. !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
  1255. \****************************************************************************************************/
  1256. /*! no static exports found */
  1257. /***/ (function(module, exports) {
  1258. module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_tools__;
  1259. /***/ })
  1260. /******/ });
  1261. });
  1262. //# sourceMappingURL=babylon.objFileLoader.js.map