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- import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
- import { Vector3, Vector2, Color3, Color4 } from "babylonjs/Maths/math";
- import { Tools } from "babylonjs/Misc/tools";
- import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
- import { Geometry } from "babylonjs/Meshes/geometry";
- import { AnimationGroup } from "babylonjs/Animations/animationGroup";
- import { Skeleton } from "babylonjs/Bones/skeleton";
- import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
- import { Texture } from "babylonjs/Materials/Textures/texture";
- import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
- import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
- import { Mesh } from "babylonjs/Meshes/mesh";
- import { SceneLoader, ISceneLoaderPluginAsync, SceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin } from "babylonjs/Loading/sceneLoader";
- import { AssetContainer } from "babylonjs/assetContainer";
- import { Scene } from "babylonjs/scene";
- import { WebRequest } from 'babylonjs/Misc/webRequest';
- /**
- * Class reading and parsing the MTL file bundled with the obj file.
- */
- export class MTLFileLoader {
- /**
- * All material loaded from the mtl will be set here
- */
- public materials: StandardMaterial[] = [];
- /**
- * This function will read the mtl file and create each material described inside
- * This function could be improve by adding :
- * -some component missing (Ni, Tf...)
- * -including the specific options available
- *
- * @param scene defines the scene the material will be created in
- * @param data defines the mtl data to parse
- * @param rootUrl defines the rooturl to use in order to load relative dependencies
- */
- public parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string): void {
- if (data instanceof ArrayBuffer) {
- return;
- }
- //Split the lines from the file
- var lines = data.split('\n');
- //Space char
- var delimiter_pattern = /\s+/;
- //Array with RGB colors
- var color: number[];
- //New material
- var material: Nullable<StandardMaterial> = null;
- //Look at each line
- for (var i = 0; i < lines.length; i++) {
- var line = lines[i].trim();
- // Blank line or comment
- if (line.length === 0 || line.charAt(0) === '#') {
- continue;
- }
- //Get the first parameter (keyword)
- var pos = line.indexOf(' ');
- var key = (pos >= 0) ? line.substring(0, pos) : line;
- key = key.toLowerCase();
- //Get the data following the key
- var value: string = (pos >= 0) ? line.substring(pos + 1).trim() : "";
- //This mtl keyword will create the new material
- if (key === "newmtl") {
- //Check if it is the first material.
- // Materials specifications are described after this keyword.
- if (material) {
- //Add the previous material in the material array.
- this.materials.push(material);
- }
- //Create a new material.
- // value is the name of the material read in the mtl file
- material = new StandardMaterial(value, scene);
- } else if (key === "kd" && material) {
- // Diffuse color (color under white light) using RGB values
- //value = "r g b"
- color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);
- //color = [r,g,b]
- //Set tghe color into the material
- material.diffuseColor = Color3.FromArray(color);
- } else if (key === "ka" && material) {
- // Ambient color (color under shadow) using RGB values
- //value = "r g b"
- color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);
- //color = [r,g,b]
- //Set tghe color into the material
- material.ambientColor = Color3.FromArray(color);
- } else if (key === "ks" && material) {
- // Specular color (color when light is reflected from shiny surface) using RGB values
- //value = "r g b"
- color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);
- //color = [r,g,b]
- //Set the color into the material
- material.specularColor = Color3.FromArray(color);
- } else if (key === "ke" && material) {
- // Emissive color using RGB values
- color = value.split(delimiter_pattern, 3).map(parseFloat);
- material.emissiveColor = Color3.FromArray(color);
- } else if (key === "ns" && material) {
- //value = "Integer"
- material.specularPower = parseFloat(value);
- } else if (key === "d" && material) {
- //d is dissolve for current material. It mean alpha for BABYLON
- material.alpha = parseFloat(value);
- //Texture
- //This part can be improved by adding the possible options of texture
- } else if (key === "map_ka" && material) {
- // ambient texture map with a loaded image
- //We must first get the folder of the image
- material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_kd" && material) {
- // Diffuse texture map with a loaded image
- material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_ks" && material) {
- // Specular texture map with a loaded image
- //We must first get the folder of the image
- material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_ns") {
- //Specular
- //Specular highlight component
- //We must first get the folder of the image
- //
- //Not supported by BABYLON
- //
- // continue;
- } else if (key === "map_bump" && material) {
- //The bump texture
- material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_d" && material) {
- // The dissolve of the material
- material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- //Options for illumination
- } else if (key === "illum") {
- //Illumination
- if (value === "0") {
- //That mean Kd == Kd
- } else if (value === "1") {
- //Color on and Ambient on
- } else if (value === "2") {
- //Highlight on
- } else if (value === "3") {
- //Reflection on and Ray trace on
- } else if (value === "4") {
- //Transparency: Glass on, Reflection: Ray trace on
- } else if (value === "5") {
- //Reflection: Fresnel on and Ray trace on
- } else if (value === "6") {
- //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
- } else if (value === "7") {
- //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
- } else if (value === "8") {
- //Reflection on and Ray trace off
- } else if (value === "9") {
- //Transparency: Glass on, Reflection: Ray trace off
- } else if (value === "10") {
- //Casts shadows onto invisible surfaces
- }
- } else {
- // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
- }
- }
- //At the end of the file, add the last material
- if (material) {
- this.materials.push(material);
- }
- }
- /**
- * Gets the texture for the material.
- *
- * If the material is imported from input file,
- * We sanitize the url to ensure it takes the textre from aside the material.
- *
- * @param rootUrl The root url to load from
- * @param value The value stored in the mtl
- * @return The Texture
- */
- private static _getTexture(rootUrl: string, value: string, scene: Scene): Nullable<Texture> {
- if (!value) {
- return null;
- }
- var url = rootUrl;
- // Load from input file.
- if (rootUrl === "file:") {
- var lastDelimiter = value.lastIndexOf("\\");
- if (lastDelimiter === -1) {
- lastDelimiter = value.lastIndexOf("/");
- }
- if (lastDelimiter > -1) {
- url += value.substr(lastDelimiter + 1);
- }
- else {
- url += value;
- }
- }
- // Not from input file.
- else {
- url += value;
- }
- return new Texture(url, scene);
- }
- }
- type MeshObject = {
- name: string;
- indices?: Array<number>;
- positions?: Array<number>;
- normals?: Array<number>;
- colors?: Array<number>;
- uvs?: Array<number>;
- materialName: string;
- };
- /**
- * Options for loading OBJ/MTL files
- */
- type MeshLoadOptions = {
- /**
- * Defines if UVs are optimized by default during load.
- */
- OptimizeWithUV: boolean,
- /**
- * Invert model on y-axis (does a model scaling inversion)
- */
- InvertY: boolean,
- /**
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
- */
- ImportVertexColors: boolean,
- /**
- * Compute the normals for the model, even if normals are present in the file.
- */
- ComputeNormals: boolean,
- /**
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
- */
- SkipMaterials: boolean,
- /**
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
- */
- MaterialLoadingFailsSilently: boolean
- };
- /**
- * OBJ file type loader.
- * This is a babylon scene loader plugin.
- */
- export class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
- /**
- * Defines if UVs are optimized by default during load.
- */
- public static OPTIMIZE_WITH_UV = false;
- /**
- * Invert model on y-axis (does a model scaling inversion)
- */
- public static INVERT_Y = false;
- /**
- * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
- */
- public static IMPORT_VERTEX_COLORS = false;
- /**
- * Compute the normals for the model, even if normals are present in the file.
- */
- public static COMPUTE_NORMALS = false;
- /**
- * Skip loading the materials even if defined in the OBJ file (materials are ignored).
- */
- public static SKIP_MATERIALS = false;
- /**
- * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
- *
- * Defaults to true for backwards compatibility.
- */
- public static MATERIAL_LOADING_FAILS_SILENTLY = true;
- /**
- * Defines the name of the plugin.
- */
- public name = "obj";
- /**
- * Defines the extension the plugin is able to load.
- */
- public extensions = ".obj";
- /** @hidden */
- public obj = /^o/;
- /** @hidden */
- public group = /^g/;
- /** @hidden */
- public mtllib = /^mtllib /;
- /** @hidden */
- public usemtl = /^usemtl /;
- /** @hidden */
- public smooth = /^s /;
- /** @hidden */
- public vertexPattern = /v( +[\d|\.|\+|\-|e|E]+){3,7}/;
- // vn float float float
- /** @hidden */
- public normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // vt float float
- /** @hidden */
- public uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // f vertex vertex vertex ...
- /** @hidden */
- public facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
- // f vertex/uvs vertex/uvs vertex/uvs ...
- /** @hidden */
- public facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
- // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
- /** @hidden */
- public facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
- // f vertex//normal vertex//normal vertex//normal ...
- /** @hidden */
- public facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
- // f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ...
- /** @hidden */
- public facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
- private _meshLoadOptions: MeshLoadOptions;
- /**
- * Creates loader for .OBJ files
- *
- * @param meshLoadOptions options for loading and parsing OBJ/MTL files.
- */
- constructor(meshLoadOptions?: MeshLoadOptions) {
- this._meshLoadOptions = meshLoadOptions || OBJFileLoader.currentMeshLoadOptions;
- }
- private static get currentMeshLoadOptions(): MeshLoadOptions {
- return {
- ComputeNormals: OBJFileLoader.COMPUTE_NORMALS,
- ImportVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
- InvertY: OBJFileLoader.INVERT_Y,
- MaterialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
- OptimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
- SkipMaterials: OBJFileLoader.SKIP_MATERIALS
- };
- }
- /**
- * Calls synchronously the MTL file attached to this obj.
- * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
- * Without this function materials are not displayed in the first frame (but displayed after).
- * In consequence it is impossible to get material information in your HTML file
- *
- * @param url The URL of the MTL file
- * @param rootUrl
- * @param onSuccess Callback function to be called when the MTL file is loaded
- * @private
- */
- private _loadMTL(url: string, rootUrl: string, onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any, onFailure: (pathOfFile: string, exception?: any) => void) {
- //The complete path to the mtl file
- var pathOfFile = Tools.BaseUrl + rootUrl + url;
- // Loads through the babylon tools to allow fileInput search.
- Tools.LoadFile(
- pathOfFile,
- onSuccess,
- undefined,
- undefined,
- false,
- (request?: WebRequest | undefined, exception?: any) => {
- onFailure(pathOfFile, exception);
- }
- );
- }
- /**
- * Instantiates a OBJ file loader plugin.
- * @returns the created plugin
- */
- createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {
- return new OBJFileLoader(OBJFileLoader.currentMeshLoadOptions);
- }
- /**
- * If the data string can be loaded directly.
- *
- * @param data string containing the file data
- * @returns if the data can be loaded directly
- */
- public canDirectLoad(data: string): boolean {
- return false;
- }
- /**
- * Imports one or more meshes from the loaded OBJ data and adds them to the scene
- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
- * @param scene the scene the meshes should be added to
- * @param data the OBJ data to load
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @param fileName Defines the name of the file to load
- * @returns a promise containg the loaded meshes, particles, skeletons and animations
- */
- public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{ meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[] }> {
- //get the meshes from OBJ file
- return this._parseSolid(meshesNames, scene, data, rootUrl).then((meshes) => {
- return {
- meshes,
- particleSystems: [],
- skeletons: [],
- animationGroups: []
- };
- });
- }
- /**
- * Imports all objects from the loaded OBJ data and adds them to the scene
- * @param scene the scene the objects should be added to
- * @param data the OBJ data to load
- * @param rootUrl root url to load from
- * @param onProgress event that fires when loading progress has occured
- * @param fileName Defines the name of the file to load
- * @returns a promise which completes when objects have been loaded to the scene
- */
- public loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void> {
- //Get the 3D model
- return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(() => {
- // return void
- });
- }
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @param fileName Defines the name of the file to load
- * @returns The loaded asset container
- */
- public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer> {
- return this.importMeshAsync(null, scene, data, rootUrl).then((result) => {
- var container = new AssetContainer(scene);
- result.meshes.forEach((mesh) => container.meshes.push(mesh));
- result.meshes.forEach((mesh) => {
- var material = mesh.material;
- if (material) {
- // Materials
- if (container.materials.indexOf(material) == -1) {
- container.materials.push(material);
- // Textures
- var textures = material.getActiveTextures();
- textures.forEach((t) => {
- if (container.textures.indexOf(t) == -1) {
- container.textures.push(t);
- }
- });
- }
- }
- });
- container.removeAllFromScene();
- return container;
- });
- }
- /**
- * Read the OBJ file and create an Array of meshes.
- * Each mesh contains all information given by the OBJ and the MTL file.
- * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
- *
- * @param meshesNames
- * @param scene Scene The scene where are displayed the data
- * @param data String The content of the obj file
- * @param rootUrl String The path to the folder
- * @returns Array<AbstractMesh>
- * @private
- */
- private _parseSolid(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {
- var positions: Array<Vector3> = []; //values for the positions of vertices
- var normals: Array<Vector3> = []; //Values for the normals
- var uvs: Array<Vector2> = []; //Values for the textures
- var colors: Array<Color4> = [];
- var meshesFromObj: Array<MeshObject> = []; //[mesh] Contains all the obj meshes
- var handledMesh: MeshObject; //The current mesh of meshes array
- var indicesForBabylon: Array<number> = []; //The list of indices for VertexData
- var wrappedPositionForBabylon: Array<Vector3> = []; //The list of position in vectors
- var wrappedUvsForBabylon: Array<Vector2> = []; //Array with all value of uvs to match with the indices
- var wrappedColorsForBabylon: Array<Color4> = []; // Array with all color values to match with the indices
- var wrappedNormalsForBabylon: Array<Vector3> = []; //Array with all value of normals to match with the indices
- var tuplePosNorm: Array<{ normals: Array<number>; idx: Array<number>; uv: Array<number> }> = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
- var curPositionInIndices = 0;
- var hasMeshes: Boolean = false; //Meshes are defined in the file
- var unwrappedPositionsForBabylon: Array<number> = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
- var unwrappedColorsForBabylon: Array<number> = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
- var unwrappedNormalsForBabylon: Array<number> = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
- var unwrappedUVForBabylon: Array<number> = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
- var triangles: Array<string> = []; //Indices from new triangles coming from polygons
- var materialNameFromObj: string = ""; //The name of the current material
- var fileToLoad: string = ""; //The name of the mtlFile to load
- var materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();
- var objMeshName: string = ""; //The name of the current obj mesh
- var increment: number = 1; //Id for meshes created by the multimaterial
- var isFirstMaterial: boolean = true;
- var grayColor = new Color4(0.5, 0.5, 0.5, 1);
- /**
- * Search for obj in the given array.
- * This function is called to check if a couple of data already exists in an array.
- *
- * If found, returns the index of the founded tuple index. Returns -1 if not found
- * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
- * @param obj Array<number>
- * @returns {boolean}
- */
- var isInArray = (arr: Array<{ normals: Array<number>; idx: Array<number> }>, obj: Array<number>) => {
- if (!arr[obj[0]]) { arr[obj[0]] = { normals: [], idx: [] }; }
- var idx = arr[obj[0]].normals.indexOf(obj[1]);
- return idx === -1 ? -1 : arr[obj[0]].idx[idx];
- };
- var isInArrayUV = (arr: Array<{ normals: Array<number>; idx: Array<number>; uv: Array<number> }>, obj: Array<number>) => {
- if (!arr[obj[0]]) { arr[obj[0]] = { normals: [], idx: [], uv: [] }; }
- var idx = arr[obj[0]].normals.indexOf(obj[1]);
- if (idx != 1 && (obj[2] === arr[obj[0]].uv[idx])) {
- return arr[obj[0]].idx[idx];
- }
- return -1;
- };
- /**
- * This function set the data for each triangle.
- * Data are position, normals and uvs
- * If a tuple of (position, normal) is not set, add the data into the corresponding array
- * If the tuple already exist, add only their indice
- *
- * @param indicePositionFromObj Integer The index in positions array
- * @param indiceUvsFromObj Integer The index in uvs array
- * @param indiceNormalFromObj Integer The index in normals array
- * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
- * @param textureVectorFromOBJ Vector3 The value of uvs
- * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
- */
- var setData = (indicePositionFromObj: number, indiceUvsFromObj: number, indiceNormalFromObj: number, positionVectorFromOBJ: Vector3, textureVectorFromOBJ: Vector2, normalsVectorFromOBJ: Vector3, positionColorsFromOBJ?: Color4) => {
- //Check if this tuple already exists in the list of tuples
- var _index: number;
- if (this._meshLoadOptions.OptimizeWithUV) {
- _index = isInArrayUV(
- tuplePosNorm,
- [
- indicePositionFromObj,
- indiceNormalFromObj,
- indiceUvsFromObj
- ]
- );
- }
- else {
- _index = isInArray(
- tuplePosNorm,
- [
- indicePositionFromObj,
- indiceNormalFromObj
- ]
- );
- }
- //If it not exists
- if (_index === -1) {
- //Add an new indice.
- //The array of indices is only an array with his length equal to the number of triangles - 1.
- //We add vertices data in this order
- indicesForBabylon.push(wrappedPositionForBabylon.length);
- //Push the position of vertice for Babylon
- //Each element is a Vector3(x,y,z)
- wrappedPositionForBabylon.push(positionVectorFromOBJ);
- //Push the uvs for Babylon
- //Each element is a Vector3(u,v)
- wrappedUvsForBabylon.push(textureVectorFromOBJ);
- //Push the normals for Babylon
- //Each element is a Vector3(x,y,z)
- wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
- if (positionColorsFromOBJ !== undefined) {
- //Push the colors for Babylon
- //Each element is a BABYLON.Color4(r,g,b,a)
- wrappedColorsForBabylon.push(positionColorsFromOBJ);
- }
- //Add the tuple in the comparison list
- tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
- tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
- if (this._meshLoadOptions.OptimizeWithUV) { tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj); }
- } else {
- //The tuple already exists
- //Add the index of the already existing tuple
- //At this index we can get the value of position, normal, color and uvs of vertex
- indicesForBabylon.push(_index);
- }
- };
- /**
- * Transform Vector() and BABYLON.Color() objects into numbers in an array
- */
- var unwrapData = () => {
- //Every array has the same length
- for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
- //Push the x, y, z values of each element in the unwrapped array
- unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
- unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
- unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
- }
- if (this._meshLoadOptions.ImportVertexColors === true) {
- //Push the r, g, b, a values of each element in the unwrapped array
- unwrappedColorsForBabylon.push(wrappedColorsForBabylon[l].r, wrappedColorsForBabylon[l].g, wrappedColorsForBabylon[l].b, wrappedColorsForBabylon[l].a);
- }
- // Reset arrays for the next new meshes
- wrappedPositionForBabylon = [];
- wrappedNormalsForBabylon = [];
- wrappedUvsForBabylon = [];
- wrappedColorsForBabylon = [];
- tuplePosNorm = [];
- curPositionInIndices = 0;
- };
- /**
- * Create triangles from polygons by recursion
- * The best to understand how it works is to draw it in the same time you get the recursion.
- * It is important to notice that a triangle is a polygon
- * We get 5 patterns of face defined in OBJ File :
- * facePattern1 = ["1","2","3","4","5","6"]
- * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
- * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
- * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
- * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
- * Each pattern is divided by the same method
- * @param face Array[String] The indices of elements
- * @param v Integer The variable to increment
- */
- var getTriangles = (face: Array<string>, v: number) => {
- //Work for each element of the array
- if (v + 1 < face.length) {
- //Add on the triangle variable the indexes to obtain triangles
- triangles.push(face[0], face[v], face[v + 1]);
- //Incrementation for recursion
- v += 1;
- //Recursion
- getTriangles(face, v);
- }
- //Result obtained after 2 iterations:
- //Pattern1 => triangle = ["1","2","3","1","3","4"];
- //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
- //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
- //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
- //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 1
- * In this pattern we get vertice positions
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern1 = (face: Array<string>, v: number) => {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- //For each element in the triangles array.
- //This var could contains 1 to an infinity of triangles
- for (var k = 0; k < triangles.length; k++) {
- // Set position indice
- var indicePositionFromObj = parseInt(triangles[k]) - 1;
- setData(
- indicePositionFromObj,
- 0, 0, //In the pattern 1, normals and uvs are not defined
- positions[indicePositionFromObj], //Get the vectors data
- Vector2.Zero(), Vector3.Up(), //Create default vectors
- this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 2
- * In this pattern we get vertice positions and uvsu
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern2 = (face: Array<string>, v: number) => {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "1/1"
- //Split the data for getting position and uv
- var point = triangles[k].split("/"); // ["1", "1"]
- //Set position indice
- var indicePositionFromObj = parseInt(point[0]) - 1;
- //Set uv indice
- var indiceUvsFromObj = parseInt(point[1]) - 1;
- setData(
- indicePositionFromObj,
- indiceUvsFromObj,
- 0, //Default value for normals
- positions[indicePositionFromObj], //Get the values for each element
- uvs[indiceUvsFromObj],
- Vector3.Up(), //Default value for normals
- this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 3
- * In this pattern we get vertice positions, uvs and normals
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern3 = (face: Array<string>, v: number) => {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "1/1/1"
- //Split the data for getting position, uv, and normals
- var point = triangles[k].split("/"); // ["1", "1", "1"]
- // Set position indice
- var indicePositionFromObj = parseInt(point[0]) - 1;
- // Set uv indice
- var indiceUvsFromObj = parseInt(point[1]) - 1;
- // Set normal indice
- var indiceNormalFromObj = parseInt(point[2]) - 1;
- setData(
- indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj,
- positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 4
- * In this pattern we get vertice positions and normals
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern4 = (face: Array<string>, v: number) => {
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "1//1"
- //Split the data for getting position and normals
- var point = triangles[k].split("//"); // ["1", "1"]
- // We check indices, and normals
- var indicePositionFromObj = parseInt(point[0]) - 1;
- var indiceNormalFromObj = parseInt(point[1]) - 1;
- setData(
- indicePositionFromObj,
- 1, //Default value for uv
- indiceNormalFromObj,
- positions[indicePositionFromObj], //Get each vector of data
- Vector2.Zero(),
- normals[indiceNormalFromObj],
- this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 3
- * In this pattern we get vertice positions, uvs and normals
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern5 = (face: Array<string>, v: number) => {
- //Get the indices of triangles for each polygon
- getTriangles(face, v);
- for (var k = 0; k < triangles.length; k++) {
- //triangle[k] = "-1/-1/-1"
- //Split the data for getting position, uv, and normals
- var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
- // Set position indice
- var indicePositionFromObj = positions.length + parseInt(point[0]);
- // Set uv indice
- var indiceUvsFromObj = uvs.length + parseInt(point[1]);
- // Set normal indice
- var indiceNormalFromObj = normals.length + parseInt(point[2]);
- setData(
- indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj,
- positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj], //Set the vector for each component
- this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- var addPreviousObjMesh = () => {
- //Check if it is not the first mesh. Otherwise we don't have data.
- if (meshesFromObj.length > 0) {
- //Get the previous mesh for applying the data about the faces
- //=> in obj file, faces definition append after the name of the mesh
- handledMesh = meshesFromObj[meshesFromObj.length - 1];
- //Set the data into Array for the mesh
- unwrapData();
- // Reverse tab. Otherwise face are displayed in the wrong sens
- indicesForBabylon.reverse();
- //Set the information for the mesh
- //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
- handledMesh.indices = indicesForBabylon.slice();
- handledMesh.positions = unwrappedPositionsForBabylon.slice();
- handledMesh.normals = unwrappedNormalsForBabylon.slice();
- handledMesh.uvs = unwrappedUVForBabylon.slice();
- if (this._meshLoadOptions.ImportVertexColors === true) {
- handledMesh.colors = unwrappedColorsForBabylon.slice();
- }
- //Reset the array for the next mesh
- indicesForBabylon = [];
- unwrappedPositionsForBabylon = [];
- unwrappedColorsForBabylon = [];
- unwrappedNormalsForBabylon = [];
- unwrappedUVForBabylon = [];
- }
- };
- //Main function
- //Split the file into lines
- var lines = data.split('\n');
- //Look at each line
- for (var i = 0; i < lines.length; i++) {
- var line = lines[i].trim();
- var result;
- //Comment or newLine
- if (line.length === 0 || line.charAt(0) === '#') {
- continue;
- //Get information about one position possible for the vertices
- } else if (this.vertexPattern.test(line)) {
- result = line.match(/[^ ]+/g)!; // match will return non-null due to passing regex pattern
- // Value of result with line: "v 1.0 2.0 3.0"
- // ["v", "1.0", "2.0", "3.0"]
- // Create a Vector3 with the position x, y, z
- positions.push(new Vector3(
- parseFloat(result[1]),
- parseFloat(result[2]),
- parseFloat(result[3])
- ));
- if (this._meshLoadOptions.ImportVertexColors === true) {
- if (result.length >= 7) {
- // TODO: if these numbers are > 1 we can use Color4.FromInts(r,g,b,a)
- colors.push(new Color4(
- parseFloat(result[4]),
- parseFloat(result[5]),
- parseFloat(result[6]),
- (result.length === 7 || result[7] === undefined) ? 1 : parseFloat(result[7])
- ));
- } else {
- // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
- colors.push(grayColor);
- }
- }
- } else if ((result = this.normalPattern.exec(line)) !== null) {
- //Create a Vector3 with the normals x, y, z
- //Value of result
- // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
- //Add the Vector in the list of normals
- normals.push(new Vector3(
- parseFloat(result[1]),
- parseFloat(result[2]),
- parseFloat(result[3])
- ));
- } else if ((result = this.uvPattern.exec(line)) !== null) {
- //Create a Vector2 with the normals u, v
- //Value of result
- // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
- //Add the Vector in the list of uvs
- uvs.push(new Vector2(
- parseFloat(result[1]),
- parseFloat(result[2])
- ));
- //Identify patterns of faces
- //Face could be defined in different type of pattern
- } else if ((result = this.facePattern3.exec(line)) !== null) {
- //Value of result:
- //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern3(
- result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
- 1
- );
- } else if ((result = this.facePattern4.exec(line)) !== null) {
- //Value of result:
- //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern4(
- result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
- 1
- );
- } else if ((result = this.facePattern5.exec(line)) !== null) {
- //Value of result:
- //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern5(
- result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
- 1
- );
- } else if ((result = this.facePattern2.exec(line)) !== null) {
- //Value of result:
- //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern2(
- result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
- 1
- );
- } else if ((result = this.facePattern1.exec(line)) !== null) {
- //Value of result
- //["f 1 2 3", "1 2 3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern1(
- result[1].trim().split(" "), // ["1", "2", "3"]
- 1
- );
- //Define a mesh or an object
- //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
- } else if (this.group.test(line) || this.obj.test(line)) {
- //Create a new mesh corresponding to the name of the group.
- //Definition of the mesh
- var objMesh: MeshObject = {
- name: line.substring(2).trim(), //Set the name of the current obj mesh
- indices: undefined,
- positions: undefined,
- normals: undefined,
- uvs: undefined,
- colors: undefined,
- materialName: ""
- };
- addPreviousObjMesh();
- //Push the last mesh created with only the name
- meshesFromObj.push(objMesh);
- //Set this variable to indicate that now meshesFromObj has objects defined inside
- hasMeshes = true;
- isFirstMaterial = true;
- increment = 1;
- //Keyword for applying a material
- } else if (this.usemtl.test(line)) {
- //Get the name of the material
- materialNameFromObj = line.substring(7).trim();
- //If this new material is in the same mesh
- if (!isFirstMaterial) {
- //Set the data for the previous mesh
- addPreviousObjMesh();
- //Create a new mesh
- var objMesh: MeshObject =
- //Set the name of the current obj mesh
- {
- name: objMeshName + "_mm" + increment.toString(), //Set the name of the current obj mesh
- indices: undefined,
- positions: undefined,
- normals: undefined,
- uvs: undefined,
- colors: undefined,
- materialName: materialNameFromObj
- };
- increment++;
- //If meshes are already defined
- meshesFromObj.push(objMesh);
- }
- //Set the material name if the previous line define a mesh
- if (hasMeshes && isFirstMaterial) {
- //Set the material name to the previous mesh (1 material per mesh)
- meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
- isFirstMaterial = false;
- }
- //Keyword for loading the mtl file
- } else if (this.mtllib.test(line)) {
- //Get the name of mtl file
- fileToLoad = line.substring(7).trim();
- //Apply smoothing
- } else if (this.smooth.test(line)) {
- // smooth shading => apply smoothing
- //Today I don't know it work with babylon and with obj.
- //With the obj file an integer is set
- } else {
- //If there is another possibility
- console.log("Unhandled expression at line : " + line);
- }
- }
- //At the end of the file, add the last mesh into the meshesFromObj array
- if (hasMeshes) {
- //Set the data for the last mesh
- handledMesh = meshesFromObj[meshesFromObj.length - 1];
- //Reverse indices for displaying faces in the good sense
- indicesForBabylon.reverse();
- //Get the good array
- unwrapData();
- //Set array
- handledMesh.indices = indicesForBabylon;
- handledMesh.positions = unwrappedPositionsForBabylon;
- handledMesh.normals = unwrappedNormalsForBabylon;
- handledMesh.uvs = unwrappedUVForBabylon;
- if (this._meshLoadOptions.ImportVertexColors === true) {
- handledMesh.colors = unwrappedColorsForBabylon;
- }
- }
- //If any o or g keyword found, create a mesh with a random id
- if (!hasMeshes) {
- // reverse tab of indices
- indicesForBabylon.reverse();
- //Get positions normals uvs
- unwrapData();
- //Set data for one mesh
- meshesFromObj.push({
- name: Geometry.RandomId(),
- indices: indicesForBabylon,
- positions: unwrappedPositionsForBabylon,
- colors: unwrappedColorsForBabylon,
- normals: unwrappedNormalsForBabylon,
- uvs: unwrappedUVForBabylon,
- materialName: materialNameFromObj
- });
- }
- //Create a Mesh list
- var babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon
- var materialToUse = new Array<string>();
- //Set data for each mesh
- for (var j = 0; j < meshesFromObj.length; j++) {
- //check meshesNames (stlFileLoader)
- if (meshesNames && meshesFromObj[j].name) {
- if (meshesNames instanceof Array) {
- if (meshesNames.indexOf(meshesFromObj[j].name) === -1) {
- continue;
- }
- }
- else {
- if (meshesFromObj[j].name !== meshesNames) {
- continue;
- }
- }
- }
- //Get the current mesh
- //Set the data with VertexBuffer for each mesh
- handledMesh = meshesFromObj[j];
- //Create a Mesh with the name of the obj mesh
- var babylonMesh = new Mesh(meshesFromObj[j].name, scene);
- //Push the name of the material to an array
- //This is indispensable for the importMesh function
- materialToUse.push(meshesFromObj[j].materialName);
- var vertexData: VertexData = new VertexData(); //The container for the values
- //Set the data for the babylonMesh
- vertexData.uvs = handledMesh.uvs as FloatArray;
- vertexData.indices = handledMesh.indices as IndicesArray;
- vertexData.positions = handledMesh.positions as FloatArray;
- if (this._meshLoadOptions.ComputeNormals === true) {
- let normals: Array<number> = new Array<number>();
- VertexData.ComputeNormals(handledMesh.positions, handledMesh.indices, normals);
- vertexData.normals = normals;
- } else {
- vertexData.normals = handledMesh.normals as FloatArray;
- }
- if (this._meshLoadOptions.ImportVertexColors === true) {
- vertexData.colors = handledMesh.colors as FloatArray;
- }
- //Set the data from the VertexBuffer to the current Mesh
- vertexData.applyToMesh(babylonMesh);
- if (this._meshLoadOptions.InvertY) {
- babylonMesh.scaling.y *= -1;
- }
- //Push the mesh into an array
- babylonMeshesArray.push(babylonMesh);
- }
- let mtlPromises: Array<Promise<any>> = [];
- //load the materials
- //Check if we have a file to load
- if (fileToLoad !== "" && this._meshLoadOptions.SkipMaterials === false) {
- //Load the file synchronously
- mtlPromises.push(new Promise((resolve, reject) => {
- this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => {
- try {
- //Create materials thanks MTLLoader function
- materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
- //Look at each material loaded in the mtl file
- for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
- //Three variables to get all meshes with the same material
- var startIndex = 0;
- var _indices = [];
- var _index;
- //The material from MTL file is used in the meshes loaded
- //Push the indice in an array
- //Check if the material is not used for another mesh
- while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
- _indices.push(_index);
- startIndex = _index + 1;
- }
- //If the material is not used dispose it
- if (_index === -1 && _indices.length === 0) {
- //If the material is not needed, remove it
- materialsFromMTLFile.materials[n].dispose();
- } else {
- for (var o = 0; o < _indices.length; o++) {
- //Apply the material to the Mesh for each mesh with the material
- babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
- }
- }
- }
- resolve();
- } catch (e) {
- Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);
- if (this._meshLoadOptions.MaterialLoadingFailsSilently) {
- resolve();
- } else {
- reject(e);
- }
- }
- }, (pathOfFile: string, exception?: any) => {
- Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);
- if (this._meshLoadOptions.MaterialLoadingFailsSilently) {
- resolve();
- } else {
- reject(exception);
- }
- });
- }));
- }
- //Return an array with all Mesh
- return Promise.all(mtlPromises).then(() => {
- return babylonMeshesArray;
- });
- }
- }
- if (SceneLoader) {
- //Add this loader into the register plugin
- SceneLoader.RegisterPlugin(new OBJFileLoader());
- }
|