babylon.objFileLoader.js 45 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. /**
  5. * Class reading and parsing the MTL file bundled with the obj file.
  6. */
  7. var MTLFileLoader = /** @class */ (function () {
  8. function MTLFileLoader() {
  9. // All material loaded from the mtl will be set here
  10. this.materials = [];
  11. }
  12. /**
  13. * This function will read the mtl file and create each material described inside
  14. * This function could be improve by adding :
  15. * -some component missing (Ni, Tf...)
  16. * -including the specific options available
  17. *
  18. * @param scene
  19. * @param data
  20. * @param rootUrl
  21. */
  22. MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) {
  23. if (data instanceof ArrayBuffer) {
  24. return;
  25. }
  26. //Split the lines from the file
  27. var lines = data.split('\n');
  28. //Space char
  29. var delimiter_pattern = /\s+/;
  30. //Array with RGB colors
  31. var color;
  32. //New material
  33. var material = null;
  34. //Look at each line
  35. for (var i = 0; i < lines.length; i++) {
  36. var line = lines[i].trim();
  37. // Blank line or comment
  38. if (line.length === 0 || line.charAt(0) === '#') {
  39. continue;
  40. }
  41. //Get the first parameter (keyword)
  42. var pos = line.indexOf(' ');
  43. var key = (pos >= 0) ? line.substring(0, pos) : line;
  44. key = key.toLowerCase();
  45. //Get the data following the key
  46. var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
  47. //This mtl keyword will create the new material
  48. if (key === "newmtl") {
  49. //Check if it is the first material.
  50. // Materials specifications are described after this keyword.
  51. if (material) {
  52. //Add the previous material in the material array.
  53. this.materials.push(material);
  54. }
  55. //Create a new material.
  56. // value is the name of the material read in the mtl file
  57. material = new BABYLON.StandardMaterial(value, scene);
  58. }
  59. else if (key === "kd" && material) {
  60. // Diffuse color (color under white light) using RGB values
  61. //value = "r g b"
  62. color = value.split(delimiter_pattern, 3).map(parseFloat);
  63. //color = [r,g,b]
  64. //Set tghe color into the material
  65. material.diffuseColor = BABYLON.Color3.FromArray(color);
  66. }
  67. else if (key === "ka" && material) {
  68. // Ambient color (color under shadow) using RGB values
  69. //value = "r g b"
  70. color = value.split(delimiter_pattern, 3).map(parseFloat);
  71. //color = [r,g,b]
  72. //Set tghe color into the material
  73. material.ambientColor = BABYLON.Color3.FromArray(color);
  74. }
  75. else if (key === "ks" && material) {
  76. // Specular color (color when light is reflected from shiny surface) using RGB values
  77. //value = "r g b"
  78. color = value.split(delimiter_pattern, 3).map(parseFloat);
  79. //color = [r,g,b]
  80. //Set the color into the material
  81. material.specularColor = BABYLON.Color3.FromArray(color);
  82. }
  83. else if (key === "ke" && material) {
  84. // Emissive color using RGB values
  85. color = value.split(delimiter_pattern, 3).map(parseFloat);
  86. material.emissiveColor = BABYLON.Color3.FromArray(color);
  87. }
  88. else if (key === "ns" && material) {
  89. //value = "Integer"
  90. material.specularPower = parseFloat(value);
  91. }
  92. else if (key === "d" && material) {
  93. //d is dissolve for current material. It mean alpha for BABYLON
  94. material.alpha = parseFloat(value);
  95. //Texture
  96. //This part can be improved by adding the possible options of texture
  97. }
  98. else if (key === "map_ka" && material) {
  99. // ambient texture map with a loaded image
  100. //We must first get the folder of the image
  101. material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  102. }
  103. else if (key === "map_kd" && material) {
  104. // Diffuse texture map with a loaded image
  105. material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  106. }
  107. else if (key === "map_ks" && material) {
  108. // Specular texture map with a loaded image
  109. //We must first get the folder of the image
  110. material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  111. }
  112. else if (key === "map_ns") {
  113. //Specular
  114. //Specular highlight component
  115. //We must first get the folder of the image
  116. //
  117. //Not supported by BABYLON
  118. //
  119. // continue;
  120. }
  121. else if (key === "map_bump" && material) {
  122. //The bump texture
  123. material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  124. }
  125. else if (key === "map_d" && material) {
  126. // The dissolve of the material
  127. material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  128. //Options for illumination
  129. }
  130. else if (key === "illum") {
  131. //Illumination
  132. if (value === "0") {
  133. //That mean Kd == Kd
  134. }
  135. else if (value === "1") {
  136. //Color on and Ambient on
  137. }
  138. else if (value === "2") {
  139. //Highlight on
  140. }
  141. else if (value === "3") {
  142. //Reflection on and Ray trace on
  143. }
  144. else if (value === "4") {
  145. //Transparency: Glass on, Reflection: Ray trace on
  146. }
  147. else if (value === "5") {
  148. //Reflection: Fresnel on and Ray trace on
  149. }
  150. else if (value === "6") {
  151. //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
  152. }
  153. else if (value === "7") {
  154. //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
  155. }
  156. else if (value === "8") {
  157. //Reflection on and Ray trace off
  158. }
  159. else if (value === "9") {
  160. //Transparency: Glass on, Reflection: Ray trace off
  161. }
  162. else if (value === "10") {
  163. //Casts shadows onto invisible surfaces
  164. }
  165. }
  166. else {
  167. // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
  168. }
  169. }
  170. //At the end of the file, add the last material
  171. if (material) {
  172. this.materials.push(material);
  173. }
  174. };
  175. /**
  176. * Gets the texture for the material.
  177. *
  178. * If the material is imported from input file,
  179. * We sanitize the url to ensure it takes the textre from aside the material.
  180. *
  181. * @param rootUrl The root url to load from
  182. * @param value The value stored in the mtl
  183. * @return The Texture
  184. */
  185. MTLFileLoader._getTexture = function (rootUrl, value, scene) {
  186. if (!value) {
  187. return null;
  188. }
  189. var url = rootUrl;
  190. // Load from input file.
  191. if (rootUrl === "file:") {
  192. var lastDelimiter = value.lastIndexOf("\\");
  193. if (lastDelimiter === -1) {
  194. lastDelimiter = value.lastIndexOf("/");
  195. }
  196. if (lastDelimiter > -1) {
  197. url += value.substr(lastDelimiter + 1);
  198. }
  199. else {
  200. url += value;
  201. }
  202. }
  203. // Not from input file.
  204. else {
  205. url += value;
  206. }
  207. return new BABYLON.Texture(url, scene);
  208. };
  209. return MTLFileLoader;
  210. }());
  211. BABYLON.MTLFileLoader = MTLFileLoader;
  212. var OBJFileLoader = /** @class */ (function () {
  213. function OBJFileLoader() {
  214. this.name = "obj";
  215. this.extensions = ".obj";
  216. this.obj = /^o/;
  217. this.group = /^g/;
  218. this.mtllib = /^mtllib /;
  219. this.usemtl = /^usemtl /;
  220. this.smooth = /^s /;
  221. this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  222. // vn float float float
  223. this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  224. // vt float float
  225. this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  226. // f vertex vertex vertex ...
  227. this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
  228. // f vertex/uvs vertex/uvs vertex/uvs ...
  229. this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  230. // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
  231. this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  232. // f vertex//normal vertex//normal vertex//normal ...
  233. this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
  234. // f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ...
  235. this.facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
  236. }
  237. /**
  238. * Calls synchronously the MTL file attached to this obj.
  239. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  240. * Without this function materials are not displayed in the first frame (but displayed after).
  241. * In consequence it is impossible to get material information in your HTML file
  242. *
  243. * @param url The URL of the MTL file
  244. * @param rootUrl
  245. * @param onSuccess Callback function to be called when the MTL file is loaded
  246. * @private
  247. */
  248. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
  249. //The complete path to the mtl file
  250. var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
  251. // Loads through the babylon tools to allow fileInput search.
  252. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
  253. };
  254. /**
  255. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  256. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  257. * @param scene the scene the meshes should be added to
  258. * @param data the glTF data to load
  259. * @param rootUrl root url to load from
  260. * @param onProgress event that fires when loading progress has occured
  261. * @param fileName Defines the name of the file to load
  262. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  263. */
  264. OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress, fileName) {
  265. //get the meshes from OBJ file
  266. return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
  267. return {
  268. meshes: meshes,
  269. particleSystems: [],
  270. skeletons: [],
  271. animationGroups: []
  272. };
  273. });
  274. };
  275. /**
  276. * Imports all objects from the loaded glTF data and adds them to the scene
  277. * @param scene the scene the objects should be added to
  278. * @param data the glTF data to load
  279. * @param rootUrl root url to load from
  280. * @param onProgress event that fires when loading progress has occured
  281. * @param fileName Defines the name of the file to load
  282. * @returns a promise which completes when objects have been loaded to the scene
  283. */
  284. OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
  285. //Get the 3D model
  286. return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
  287. // return void
  288. });
  289. };
  290. /**
  291. * Load into an asset container.
  292. * @param scene The scene to load into
  293. * @param data The data to import
  294. * @param rootUrl The root url for scene and resources
  295. * @param onProgress The callback when the load progresses
  296. * @param fileName Defines the name of the file to load
  297. * @returns The loaded asset container
  298. */
  299. OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
  300. return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
  301. var container = new BABYLON.AssetContainer(scene);
  302. result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
  303. container.removeAllFromScene();
  304. return container;
  305. });
  306. };
  307. /**
  308. * Read the OBJ file and create an Array of meshes.
  309. * Each mesh contains all information given by the OBJ and the MTL file.
  310. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  311. *
  312. * @param meshesNames
  313. * @param scene BABYLON.Scene The scene where are displayed the data
  314. * @param data String The content of the obj file
  315. * @param rootUrl String The path to the folder
  316. * @returns Array<AbstractMesh>
  317. * @private
  318. */
  319. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  320. var _this = this;
  321. var positions = []; //values for the positions of vertices
  322. var normals = []; //Values for the normals
  323. var uvs = []; //Values for the textures
  324. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  325. var handledMesh; //The current mesh of meshes array
  326. var indicesForBabylon = []; //The list of indices for VertexData
  327. var wrappedPositionForBabylon = []; //The list of position in vectors
  328. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  329. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  330. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  331. var curPositionInIndices = 0;
  332. var hasMeshes = false; //Meshes are defined in the file
  333. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  334. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  335. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  336. var triangles = []; //Indices from new triangles coming from polygons
  337. var materialNameFromObj = ""; //The name of the current material
  338. var fileToLoad = ""; //The name of the mtlFile to load
  339. var materialsFromMTLFile = new MTLFileLoader();
  340. var objMeshName = ""; //The name of the current obj mesh
  341. var increment = 1; //Id for meshes created by the multimaterial
  342. var isFirstMaterial = true;
  343. /**
  344. * Search for obj in the given array.
  345. * This function is called to check if a couple of data already exists in an array.
  346. *
  347. * If found, returns the index of the founded tuple index. Returns -1 if not found
  348. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  349. * @param obj Array<number>
  350. * @returns {boolean}
  351. */
  352. var isInArray = function (arr, obj) {
  353. if (!arr[obj[0]]) {
  354. arr[obj[0]] = { normals: [], idx: [] };
  355. }
  356. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  357. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  358. };
  359. var isInArrayUV = function (arr, obj) {
  360. if (!arr[obj[0]]) {
  361. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  362. }
  363. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  364. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  365. return arr[obj[0]].idx[idx];
  366. }
  367. return -1;
  368. };
  369. /**
  370. * This function set the data for each triangle.
  371. * Data are position, normals and uvs
  372. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  373. * If the tuple already exist, add only their indice
  374. *
  375. * @param indicePositionFromObj Integer The index in positions array
  376. * @param indiceUvsFromObj Integer The index in uvs array
  377. * @param indiceNormalFromObj Integer The index in normals array
  378. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  379. * @param textureVectorFromOBJ Vector3 The value of uvs
  380. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  381. */
  382. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
  383. //Check if this tuple already exists in the list of tuples
  384. var _index;
  385. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  386. _index = isInArrayUV(tuplePosNorm, [
  387. indicePositionFromObj,
  388. indiceNormalFromObj,
  389. indiceUvsFromObj
  390. ]);
  391. }
  392. else {
  393. _index = isInArray(tuplePosNorm, [
  394. indicePositionFromObj,
  395. indiceNormalFromObj
  396. ]);
  397. }
  398. //If it not exists
  399. if (_index == -1) {
  400. //Add an new indice.
  401. //The array of indices is only an array with his length equal to the number of triangles - 1.
  402. //We add vertices data in this order
  403. indicesForBabylon.push(wrappedPositionForBabylon.length);
  404. //Push the position of vertice for Babylon
  405. //Each element is a BABYLON.Vector3(x,y,z)
  406. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  407. //Push the uvs for Babylon
  408. //Each element is a BABYLON.Vector3(u,v)
  409. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  410. //Push the normals for Babylon
  411. //Each element is a BABYLON.Vector3(x,y,z)
  412. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  413. //Add the tuple in the comparison list
  414. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  415. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  416. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  417. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  418. }
  419. }
  420. else {
  421. //The tuple already exists
  422. //Add the index of the already existing tuple
  423. //At this index we can get the value of position, normal and uvs of vertex
  424. indicesForBabylon.push(_index);
  425. }
  426. };
  427. /**
  428. * Transform BABYLON.Vector() object onto 3 digits in an array
  429. */
  430. var unwrapData = function () {
  431. //Every array has the same length
  432. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  433. //Push the x, y, z values of each element in the unwrapped array
  434. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  435. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  436. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  437. }
  438. // Reset arrays for the next new meshes
  439. wrappedPositionForBabylon = [];
  440. wrappedNormalsForBabylon = [];
  441. wrappedUvsForBabylon = [];
  442. tuplePosNorm = [];
  443. curPositionInIndices = 0;
  444. };
  445. /**
  446. * Create triangles from polygons by recursion
  447. * The best to understand how it works is to draw it in the same time you get the recursion.
  448. * It is important to notice that a triangle is a polygon
  449. * We get 5 patterns of face defined in OBJ File :
  450. * facePattern1 = ["1","2","3","4","5","6"]
  451. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  452. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  453. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  454. * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
  455. * Each pattern is divided by the same method
  456. * @param face Array[String] The indices of elements
  457. * @param v Integer The variable to increment
  458. */
  459. var getTriangles = function (face, v) {
  460. //Work for each element of the array
  461. if (v + 1 < face.length) {
  462. //Add on the triangle variable the indexes to obtain triangles
  463. triangles.push(face[0], face[v], face[v + 1]);
  464. //Incrementation for recursion
  465. v += 1;
  466. //Recursion
  467. getTriangles(face, v);
  468. }
  469. //Result obtained after 2 iterations:
  470. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  471. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  472. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  473. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  474. //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
  475. };
  476. /**
  477. * Create triangles and push the data for each polygon for the pattern 1
  478. * In this pattern we get vertice positions
  479. * @param face
  480. * @param v
  481. */
  482. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  483. //Get the indices of triangles for each polygon
  484. getTriangles(face, v);
  485. //For each element in the triangles array.
  486. //This var could contains 1 to an infinity of triangles
  487. for (var k = 0; k < triangles.length; k++) {
  488. // Set position indice
  489. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  490. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  491. positions[indicePositionFromObj], //Get the vectors data
  492. BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
  493. );
  494. }
  495. //Reset variable for the next line
  496. triangles = [];
  497. };
  498. /**
  499. * Create triangles and push the data for each polygon for the pattern 2
  500. * In this pattern we get vertice positions and uvsu
  501. * @param face
  502. * @param v
  503. */
  504. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  505. //Get the indices of triangles for each polygon
  506. getTriangles(face, v);
  507. for (var k = 0; k < triangles.length; k++) {
  508. //triangle[k] = "1/1"
  509. //Split the data for getting position and uv
  510. var point = triangles[k].split("/"); // ["1", "1"]
  511. //Set position indice
  512. var indicePositionFromObj = parseInt(point[0]) - 1;
  513. //Set uv indice
  514. var indiceUvsFromObj = parseInt(point[1]) - 1;
  515. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  516. positions[indicePositionFromObj], //Get the values for each element
  517. uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
  518. );
  519. }
  520. //Reset variable for the next line
  521. triangles = [];
  522. };
  523. /**
  524. * Create triangles and push the data for each polygon for the pattern 3
  525. * In this pattern we get vertice positions, uvs and normals
  526. * @param face
  527. * @param v
  528. */
  529. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  530. //Get the indices of triangles for each polygon
  531. getTriangles(face, v);
  532. for (var k = 0; k < triangles.length; k++) {
  533. //triangle[k] = "1/1/1"
  534. //Split the data for getting position, uv, and normals
  535. var point = triangles[k].split("/"); // ["1", "1", "1"]
  536. // Set position indice
  537. var indicePositionFromObj = parseInt(point[0]) - 1;
  538. // Set uv indice
  539. var indiceUvsFromObj = parseInt(point[1]) - 1;
  540. // Set normal indice
  541. var indiceNormalFromObj = parseInt(point[2]) - 1;
  542. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  543. );
  544. }
  545. //Reset variable for the next line
  546. triangles = [];
  547. };
  548. /**
  549. * Create triangles and push the data for each polygon for the pattern 4
  550. * In this pattern we get vertice positions and normals
  551. * @param face
  552. * @param v
  553. */
  554. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  555. getTriangles(face, v);
  556. for (var k = 0; k < triangles.length; k++) {
  557. //triangle[k] = "1//1"
  558. //Split the data for getting position and normals
  559. var point = triangles[k].split("//"); // ["1", "1"]
  560. // We check indices, and normals
  561. var indicePositionFromObj = parseInt(point[0]) - 1;
  562. var indiceNormalFromObj = parseInt(point[1]) - 1;
  563. setData(indicePositionFromObj, 1, //Default value for uv
  564. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  565. BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
  566. }
  567. //Reset variable for the next line
  568. triangles = [];
  569. };
  570. /**
  571. * Create triangles and push the data for each polygon for the pattern 3
  572. * In this pattern we get vertice positions, uvs and normals
  573. * @param face
  574. * @param v
  575. */
  576. var setDataForCurrentFaceWithPattern5 = function (face, v) {
  577. //Get the indices of triangles for each polygon
  578. getTriangles(face, v);
  579. for (var k = 0; k < triangles.length; k++) {
  580. //triangle[k] = "-1/-1/-1"
  581. //Split the data for getting position, uv, and normals
  582. var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
  583. // Set position indice
  584. var indicePositionFromObj = positions.length + parseInt(point[0]);
  585. // Set uv indice
  586. var indiceUvsFromObj = uvs.length + parseInt(point[1]);
  587. // Set normal indice
  588. var indiceNormalFromObj = normals.length + parseInt(point[2]);
  589. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  590. );
  591. }
  592. //Reset variable for the next line
  593. triangles = [];
  594. };
  595. var addPreviousObjMesh = function () {
  596. //Check if it is not the first mesh. Otherwise we don't have data.
  597. if (meshesFromObj.length > 0) {
  598. //Get the previous mesh for applying the data about the faces
  599. //=> in obj file, faces definition append after the name of the mesh
  600. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  601. //Set the data into Array for the mesh
  602. unwrapData();
  603. // Reverse tab. Otherwise face are displayed in the wrong sens
  604. indicesForBabylon.reverse();
  605. //Set the information for the mesh
  606. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  607. handledMesh.indices = indicesForBabylon.slice();
  608. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  609. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  610. handledMesh.uvs = unwrappedUVForBabylon.slice();
  611. //Reset the array for the next mesh
  612. indicesForBabylon = [];
  613. unwrappedPositionsForBabylon = [];
  614. unwrappedNormalsForBabylon = [];
  615. unwrappedUVForBabylon = [];
  616. }
  617. };
  618. //Main function
  619. //Split the file into lines
  620. var lines = data.split('\n');
  621. //Look at each line
  622. for (var i = 0; i < lines.length; i++) {
  623. var line = lines[i].trim();
  624. var result;
  625. //Comment or newLine
  626. if (line.length === 0 || line.charAt(0) === '#') {
  627. continue;
  628. //Get information about one position possible for the vertices
  629. }
  630. else if ((result = this.vertexPattern.exec(line)) !== null) {
  631. //Create a Vector3 with the position x, y, z
  632. //Value of result:
  633. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  634. //Add the Vector in the list of positions
  635. positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  636. }
  637. else if ((result = this.normalPattern.exec(line)) !== null) {
  638. //Create a Vector3 with the normals x, y, z
  639. //Value of result
  640. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  641. //Add the Vector in the list of normals
  642. normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  643. }
  644. else if ((result = this.uvPattern.exec(line)) !== null) {
  645. //Create a Vector2 with the normals u, v
  646. //Value of result
  647. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  648. //Add the Vector in the list of uvs
  649. uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
  650. //Identify patterns of faces
  651. //Face could be defined in different type of pattern
  652. }
  653. else if ((result = this.facePattern3.exec(line)) !== null) {
  654. //Value of result:
  655. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  656. //Set the data for this face
  657. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  658. 1);
  659. }
  660. else if ((result = this.facePattern4.exec(line)) !== null) {
  661. //Value of result:
  662. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  663. //Set the data for this face
  664. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  665. 1);
  666. }
  667. else if ((result = this.facePattern5.exec(line)) !== null) {
  668. //Value of result:
  669. //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
  670. //Set the data for this face
  671. setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
  672. 1);
  673. }
  674. else if ((result = this.facePattern2.exec(line)) !== null) {
  675. //Value of result:
  676. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  677. //Set the data for this face
  678. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  679. 1);
  680. }
  681. else if ((result = this.facePattern1.exec(line)) !== null) {
  682. //Value of result
  683. //["f 1 2 3", "1 2 3"...]
  684. //Set the data for this face
  685. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  686. 1);
  687. //Define a mesh or an object
  688. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  689. }
  690. else if (this.group.test(line) || this.obj.test(line)) {
  691. //Create a new mesh corresponding to the name of the group.
  692. //Definition of the mesh
  693. var objMesh =
  694. //Set the name of the current obj mesh
  695. {
  696. name: line.substring(2).trim(),
  697. indices: undefined,
  698. positions: undefined,
  699. normals: undefined,
  700. uvs: undefined,
  701. materialName: ""
  702. };
  703. addPreviousObjMesh();
  704. //Push the last mesh created with only the name
  705. meshesFromObj.push(objMesh);
  706. //Set this variable to indicate that now meshesFromObj has objects defined inside
  707. hasMeshes = true;
  708. isFirstMaterial = true;
  709. increment = 1;
  710. //Keyword for applying a material
  711. }
  712. else if (this.usemtl.test(line)) {
  713. //Get the name of the material
  714. materialNameFromObj = line.substring(7).trim();
  715. //If this new material is in the same mesh
  716. if (!isFirstMaterial) {
  717. //Set the data for the previous mesh
  718. addPreviousObjMesh();
  719. //Create a new mesh
  720. var objMesh =
  721. //Set the name of the current obj mesh
  722. {
  723. name: objMeshName + "_mm" + increment.toString(),
  724. indices: undefined,
  725. positions: undefined,
  726. normals: undefined,
  727. uvs: undefined,
  728. materialName: materialNameFromObj
  729. };
  730. increment++;
  731. //If meshes are already defined
  732. meshesFromObj.push(objMesh);
  733. }
  734. //Set the material name if the previous line define a mesh
  735. if (hasMeshes && isFirstMaterial) {
  736. //Set the material name to the previous mesh (1 material per mesh)
  737. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  738. isFirstMaterial = false;
  739. }
  740. //Keyword for loading the mtl file
  741. }
  742. else if (this.mtllib.test(line)) {
  743. //Get the name of mtl file
  744. fileToLoad = line.substring(7).trim();
  745. //Apply smoothing
  746. }
  747. else if (this.smooth.test(line)) {
  748. // smooth shading => apply smoothing
  749. //Toda y I don't know it work with babylon and with obj.
  750. //With the obj file an integer is set
  751. }
  752. else {
  753. //If there is another possibility
  754. console.log("Unhandled expression at line : " + line);
  755. }
  756. }
  757. //At the end of the file, add the last mesh into the meshesFromObj array
  758. if (hasMeshes) {
  759. //Set the data for the last mesh
  760. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  761. //Reverse indices for displaying faces in the good sens
  762. indicesForBabylon.reverse();
  763. //Get the good array
  764. unwrapData();
  765. //Set array
  766. handledMesh.indices = indicesForBabylon;
  767. handledMesh.positions = unwrappedPositionsForBabylon;
  768. handledMesh.normals = unwrappedNormalsForBabylon;
  769. handledMesh.uvs = unwrappedUVForBabylon;
  770. }
  771. //If any o or g keyword found, create a mesj with a random id
  772. if (!hasMeshes) {
  773. // reverse tab of indices
  774. indicesForBabylon.reverse();
  775. //Get positions normals uvs
  776. unwrapData();
  777. //Set data for one mesh
  778. meshesFromObj.push({
  779. name: BABYLON.Geometry.RandomId(),
  780. indices: indicesForBabylon,
  781. positions: unwrappedPositionsForBabylon,
  782. normals: unwrappedNormalsForBabylon,
  783. uvs: unwrappedUVForBabylon,
  784. materialName: materialNameFromObj
  785. });
  786. }
  787. //Create a BABYLON.Mesh list
  788. var babylonMeshesArray = []; //The mesh for babylon
  789. var materialToUse = new Array();
  790. //Set data for each mesh
  791. for (var j = 0; j < meshesFromObj.length; j++) {
  792. //check meshesNames (stlFileLoader)
  793. if (meshesNames && meshesFromObj[j].name) {
  794. if (meshesNames instanceof Array) {
  795. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  796. continue;
  797. }
  798. }
  799. else {
  800. if (meshesFromObj[j].name !== meshesNames) {
  801. continue;
  802. }
  803. }
  804. }
  805. //Get the current mesh
  806. //Set the data with VertexBuffer for each mesh
  807. handledMesh = meshesFromObj[j];
  808. //Create a BABYLON.Mesh with the name of the obj mesh
  809. var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
  810. //Push the name of the material to an array
  811. //This is indispensable for the importMesh function
  812. materialToUse.push(meshesFromObj[j].materialName);
  813. var vertexData = new BABYLON.VertexData(); //The container for the values
  814. //Set the data for the babylonMesh
  815. vertexData.positions = handledMesh.positions;
  816. vertexData.normals = handledMesh.normals;
  817. vertexData.uvs = handledMesh.uvs;
  818. vertexData.indices = handledMesh.indices;
  819. //Set the data from the VertexBuffer to the current BABYLON.Mesh
  820. vertexData.applyToMesh(babylonMesh);
  821. if (OBJFileLoader.INVERT_Y) {
  822. babylonMesh.scaling.y *= -1;
  823. }
  824. //Push the mesh into an array
  825. babylonMeshesArray.push(babylonMesh);
  826. }
  827. var mtlPromises = [];
  828. //load the materials
  829. //Check if we have a file to load
  830. if (fileToLoad !== "") {
  831. //Load the file synchronously
  832. mtlPromises.push(new Promise(function (resolve, reject) {
  833. _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  834. try {
  835. //Create materials thanks MTLLoader function
  836. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  837. //Look at each material loaded in the mtl file
  838. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  839. //Three variables to get all meshes with the same material
  840. var startIndex = 0;
  841. var _indices = [];
  842. var _index;
  843. //The material from MTL file is used in the meshes loaded
  844. //Push the indice in an array
  845. //Check if the material is not used for another mesh
  846. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  847. _indices.push(_index);
  848. startIndex = _index + 1;
  849. }
  850. //If the material is not used dispose it
  851. if (_index == -1 && _indices.length == 0) {
  852. //If the material is not needed, remove it
  853. materialsFromMTLFile.materials[n].dispose();
  854. }
  855. else {
  856. for (var o = 0; o < _indices.length; o++) {
  857. //Apply the material to the BABYLON.Mesh for each mesh with the material
  858. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  859. }
  860. }
  861. }
  862. resolve();
  863. }
  864. catch (e) {
  865. reject(e);
  866. }
  867. });
  868. }));
  869. }
  870. //Return an array with all BABYLON.Mesh
  871. return Promise.all(mtlPromises).then(function () {
  872. return babylonMeshesArray;
  873. });
  874. };
  875. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  876. OBJFileLoader.INVERT_Y = false;
  877. return OBJFileLoader;
  878. }());
  879. BABYLON.OBJFileLoader = OBJFileLoader;
  880. if (BABYLON.SceneLoader) {
  881. //Add this loader into the register plugin
  882. BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
  883. }
  884. })(BABYLON || (BABYLON = {}));
  885. //# sourceMappingURL=babylon.objFileLoader.js.map