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
  13. /******/ var installedModules = {};
  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] = {
  24. /******/ i: moduleId,
  25. /******/ l: false,
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  28. /******/
  29. /******/ // Execute the module function
  30. /******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
  31. /******/
  32. /******/ // Flag the module as loaded
  33. /******/ module.l = true;
  34. /******/
  35. /******/ // Return the exports of the module
  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. };
  512. });
  513. };
  514. /**
  515. * Imports all objects from the loaded OBJ data and adds them to the scene
  516. * @param scene the scene the objects should be added to
  517. * @param data the OBJ data to load
  518. * @param rootUrl root url to load from
  519. * @param onProgress event that fires when loading progress has occured
  520. * @param fileName Defines the name of the file to load
  521. * @returns a promise which completes when objects have been loaded to the scene
  522. */
  523. OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
  524. //Get the 3D model
  525. return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
  526. // return void
  527. });
  528. };
  529. /**
  530. * Load into an asset container.
  531. * @param scene The scene to load into
  532. * @param data The data to import
  533. * @param rootUrl The root url for scene and resources
  534. * @param onProgress The callback when the load progresses
  535. * @param fileName Defines the name of the file to load
  536. * @returns The loaded asset container
  537. */
  538. OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
  539. var _this = this;
  540. this._forAssetContainer = true;
  541. return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
  542. var container = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["AssetContainer"](scene);
  543. result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
  544. result.meshes.forEach(function (mesh) {
  545. var material = mesh.material;
  546. if (material) {
  547. // Materials
  548. if (container.materials.indexOf(material) == -1) {
  549. container.materials.push(material);
  550. // Textures
  551. var textures = material.getActiveTextures();
  552. textures.forEach(function (t) {
  553. if (container.textures.indexOf(t) == -1) {
  554. container.textures.push(t);
  555. }
  556. });
  557. }
  558. }
  559. });
  560. _this._forAssetContainer = false;
  561. return container;
  562. }).catch(function (ex) {
  563. _this._forAssetContainer = false;
  564. throw ex;
  565. });
  566. };
  567. /**
  568. * Read the OBJ file and create an Array of meshes.
  569. * Each mesh contains all information given by the OBJ and the MTL file.
  570. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  571. *
  572. * @param meshesNames
  573. * @param scene Scene The scene where are displayed the data
  574. * @param data String The content of the obj file
  575. * @param rootUrl String The path to the folder
  576. * @returns Array<AbstractMesh>
  577. * @private
  578. */
  579. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  580. var _this = this;
  581. var positions = []; //values for the positions of vertices
  582. var normals = []; //Values for the normals
  583. var uvs = []; //Values for the textures
  584. var colors = [];
  585. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  586. var handledMesh; //The current mesh of meshes array
  587. var indicesForBabylon = []; //The list of indices for VertexData
  588. var wrappedPositionForBabylon = []; //The list of position in vectors
  589. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  590. var wrappedColorsForBabylon = []; // Array with all color values to match with the indices
  591. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  592. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  593. var curPositionInIndices = 0;
  594. var hasMeshes = false; //Meshes are defined in the file
  595. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  596. var unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
  597. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  598. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  599. var triangles = []; //Indices from new triangles coming from polygons
  600. var materialNameFromObj = ""; //The name of the current material
  601. var fileToLoad = ""; //The name of the mtlFile to load
  602. var materialsFromMTLFile = new _mtlFileLoader__WEBPACK_IMPORTED_MODULE_1__["MTLFileLoader"]();
  603. var objMeshName = ""; //The name of the current obj mesh
  604. var increment = 1; //Id for meshes created by the multimaterial
  605. var isFirstMaterial = true;
  606. var grayColor = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Color4"](0.5, 0.5, 0.5, 1);
  607. /**
  608. * Search for obj in the given array.
  609. * This function is called to check if a couple of data already exists in an array.
  610. *
  611. * If found, returns the index of the founded tuple index. Returns -1 if not found
  612. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  613. * @param obj Array<number>
  614. * @returns {boolean}
  615. */
  616. var isInArray = function (arr, obj) {
  617. if (!arr[obj[0]]) {
  618. arr[obj[0]] = { normals: [], idx: [] };
  619. }
  620. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  621. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  622. };
  623. var isInArrayUV = function (arr, obj) {
  624. if (!arr[obj[0]]) {
  625. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  626. }
  627. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  628. if (idx != 1 && (obj[2] === arr[obj[0]].uv[idx])) {
  629. return arr[obj[0]].idx[idx];
  630. }
  631. return -1;
  632. };
  633. /**
  634. * This function set the data for each triangle.
  635. * Data are position, normals and uvs
  636. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  637. * If the tuple already exist, add only their indice
  638. *
  639. * @param indicePositionFromObj Integer The index in positions array
  640. * @param indiceUvsFromObj Integer The index in uvs array
  641. * @param indiceNormalFromObj Integer The index in normals array
  642. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  643. * @param textureVectorFromOBJ Vector3 The value of uvs
  644. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  645. */
  646. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
  647. //Check if this tuple already exists in the list of tuples
  648. var _index;
  649. if (_this._meshLoadOptions.OptimizeWithUV) {
  650. _index = isInArrayUV(tuplePosNorm, [
  651. indicePositionFromObj,
  652. indiceNormalFromObj,
  653. indiceUvsFromObj
  654. ]);
  655. }
  656. else {
  657. _index = isInArray(tuplePosNorm, [
  658. indicePositionFromObj,
  659. indiceNormalFromObj
  660. ]);
  661. }
  662. //If it not exists
  663. if (_index === -1) {
  664. //Add an new indice.
  665. //The array of indices is only an array with his length equal to the number of triangles - 1.
  666. //We add vertices data in this order
  667. indicesForBabylon.push(wrappedPositionForBabylon.length);
  668. //Push the position of vertice for Babylon
  669. //Each element is a Vector3(x,y,z)
  670. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  671. //Push the uvs for Babylon
  672. //Each element is a Vector3(u,v)
  673. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  674. //Push the normals for Babylon
  675. //Each element is a Vector3(x,y,z)
  676. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  677. if (positionColorsFromOBJ !== undefined) {
  678. //Push the colors for Babylon
  679. //Each element is a BABYLON.Color4(r,g,b,a)
  680. wrappedColorsForBabylon.push(positionColorsFromOBJ);
  681. }
  682. //Add the tuple in the comparison list
  683. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  684. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  685. if (_this._meshLoadOptions.OptimizeWithUV) {
  686. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  687. }
  688. }
  689. else {
  690. //The tuple already exists
  691. //Add the index of the already existing tuple
  692. //At this index we can get the value of position, normal, color and uvs of vertex
  693. indicesForBabylon.push(_index);
  694. }
  695. };
  696. /**
  697. * Transform Vector() and BABYLON.Color() objects into numbers in an array
  698. */
  699. var unwrapData = function () {
  700. //Every array has the same length
  701. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  702. //Push the x, y, z values of each element in the unwrapped array
  703. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  704. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  705. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  706. if (_this._meshLoadOptions.ImportVertexColors === true) {
  707. //Push the r, g, b, a values of each element in the unwrapped array
  708. unwrappedColorsForBabylon.push(wrappedColorsForBabylon[l].r, wrappedColorsForBabylon[l].g, wrappedColorsForBabylon[l].b, wrappedColorsForBabylon[l].a);
  709. }
  710. }
  711. // Reset arrays for the next new meshes
  712. wrappedPositionForBabylon = [];
  713. wrappedNormalsForBabylon = [];
  714. wrappedUvsForBabylon = [];
  715. wrappedColorsForBabylon = [];
  716. tuplePosNorm = [];
  717. curPositionInIndices = 0;
  718. };
  719. /**
  720. * Create triangles from polygons
  721. * It is important to notice that a triangle is a polygon
  722. * We get 5 patterns of face defined in OBJ File :
  723. * facePattern1 = ["1","2","3","4","5","6"]
  724. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  725. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  726. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  727. * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
  728. * Each pattern is divided by the same method
  729. * @param face Array[String] The indices of elements
  730. * @param v Integer The variable to increment
  731. */
  732. var getTriangles = function (faces, v) {
  733. //Work for each element of the array
  734. for (var faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
  735. //Add on the triangle variable the indexes to obtain triangles
  736. triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
  737. }
  738. //Result obtained after 2 iterations:
  739. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  740. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  741. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  742. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  743. //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
  744. };
  745. /**
  746. * Create triangles and push the data for each polygon for the pattern 1
  747. * In this pattern we get vertice positions
  748. * @param face
  749. * @param v
  750. */
  751. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  752. //Get the indices of triangles for each polygon
  753. getTriangles(face, v);
  754. //For each element in the triangles array.
  755. //This var could contains 1 to an infinity of triangles
  756. for (var k = 0; k < triangles.length; k++) {
  757. // Set position indice
  758. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  759. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  760. positions[indicePositionFromObj], //Get the vectors data
  761. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"].Zero(), babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"].Up(), //Create default vectors
  762. _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  763. }
  764. //Reset variable for the next line
  765. triangles = [];
  766. };
  767. /**
  768. * Create triangles and push the data for each polygon for the pattern 2
  769. * In this pattern we get vertice positions and uvsu
  770. * @param face
  771. * @param v
  772. */
  773. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  774. //Get the indices of triangles for each polygon
  775. getTriangles(face, v);
  776. for (var k = 0; k < triangles.length; k++) {
  777. //triangle[k] = "1/1"
  778. //Split the data for getting position and uv
  779. var point = triangles[k].split("/"); // ["1", "1"]
  780. //Set position indice
  781. var indicePositionFromObj = parseInt(point[0]) - 1;
  782. //Set uv indice
  783. var indiceUvsFromObj = parseInt(point[1]) - 1;
  784. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  785. positions[indicePositionFromObj], //Get the values for each element
  786. uvs[indiceUvsFromObj], babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"].Up(), //Default value for normals
  787. _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  788. }
  789. //Reset variable for the next line
  790. triangles = [];
  791. };
  792. /**
  793. * Create triangles and push the data for each polygon for the pattern 3
  794. * In this pattern we get vertice positions, uvs and normals
  795. * @param face
  796. * @param v
  797. */
  798. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  799. //Get the indices of triangles for each polygon
  800. getTriangles(face, v);
  801. for (var k = 0; k < triangles.length; k++) {
  802. //triangle[k] = "1/1/1"
  803. //Split the data for getting position, uv, and normals
  804. var point = triangles[k].split("/"); // ["1", "1", "1"]
  805. // Set position indice
  806. var indicePositionFromObj = parseInt(point[0]) - 1;
  807. // Set uv indice
  808. var indiceUvsFromObj = parseInt(point[1]) - 1;
  809. // Set normal indice
  810. var indiceNormalFromObj = parseInt(point[2]) - 1;
  811. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  812. );
  813. }
  814. //Reset variable for the next line
  815. triangles = [];
  816. };
  817. /**
  818. * Create triangles and push the data for each polygon for the pattern 4
  819. * In this pattern we get vertice positions and normals
  820. * @param face
  821. * @param v
  822. */
  823. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  824. getTriangles(face, v);
  825. for (var k = 0; k < triangles.length; k++) {
  826. //triangle[k] = "1//1"
  827. //Split the data for getting position and normals
  828. var point = triangles[k].split("//"); // ["1", "1"]
  829. // We check indices, and normals
  830. var indicePositionFromObj = parseInt(point[0]) - 1;
  831. var indiceNormalFromObj = parseInt(point[1]) - 1;
  832. setData(indicePositionFromObj, 1, //Default value for uv
  833. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  834. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"].Zero(), normals[indiceNormalFromObj], _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  835. }
  836. //Reset variable for the next line
  837. triangles = [];
  838. };
  839. /**
  840. * Create triangles and push the data for each polygon for the pattern 3
  841. * In this pattern we get vertice positions, uvs and normals
  842. * @param face
  843. * @param v
  844. */
  845. var setDataForCurrentFaceWithPattern5 = function (face, v) {
  846. //Get the indices of triangles for each polygon
  847. getTriangles(face, v);
  848. for (var k = 0; k < triangles.length; k++) {
  849. //triangle[k] = "-1/-1/-1"
  850. //Split the data for getting position, uv, and normals
  851. var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
  852. // Set position indice
  853. var indicePositionFromObj = positions.length + parseInt(point[0]);
  854. // Set uv indice
  855. var indiceUvsFromObj = uvs.length + parseInt(point[1]);
  856. // Set normal indice
  857. var indiceNormalFromObj = normals.length + parseInt(point[2]);
  858. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj], //Set the vector for each component
  859. _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
  860. }
  861. //Reset variable for the next line
  862. triangles = [];
  863. };
  864. var addPreviousObjMesh = function () {
  865. //Check if it is not the first mesh. Otherwise we don't have data.
  866. if (meshesFromObj.length > 0) {
  867. //Get the previous mesh for applying the data about the faces
  868. //=> in obj file, faces definition append after the name of the mesh
  869. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  870. //Set the data into Array for the mesh
  871. unwrapData();
  872. // Reverse tab. Otherwise face are displayed in the wrong sens
  873. indicesForBabylon.reverse();
  874. //Set the information for the mesh
  875. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  876. handledMesh.indices = indicesForBabylon.slice();
  877. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  878. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  879. handledMesh.uvs = unwrappedUVForBabylon.slice();
  880. if (_this._meshLoadOptions.ImportVertexColors === true) {
  881. handledMesh.colors = unwrappedColorsForBabylon.slice();
  882. }
  883. //Reset the array for the next mesh
  884. indicesForBabylon = [];
  885. unwrappedPositionsForBabylon = [];
  886. unwrappedColorsForBabylon = [];
  887. unwrappedNormalsForBabylon = [];
  888. unwrappedUVForBabylon = [];
  889. }
  890. };
  891. //Main function
  892. //Split the file into lines
  893. var lines = data.split('\n');
  894. //Look at each line
  895. for (var i = 0; i < lines.length; i++) {
  896. var line = lines[i].trim().replace(/\s\s/g, " ");
  897. var result;
  898. //Comment or newLine
  899. if (line.length === 0 || line.charAt(0) === '#') {
  900. continue;
  901. //Get information about one position possible for the vertices
  902. }
  903. else if (this.vertexPattern.test(line)) {
  904. result = line.match(/[^ ]+/g); // match will return non-null due to passing regex pattern
  905. // Value of result with line: "v 1.0 2.0 3.0"
  906. // ["v", "1.0", "2.0", "3.0"]
  907. // Create a Vector3 with the position x, y, z
  908. positions.push(new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"](parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  909. if (this._meshLoadOptions.ImportVertexColors === true) {
  910. if (result.length >= 7) {
  911. // TODO: if these numbers are > 1 we can use Color4.FromInts(r,g,b,a)
  912. 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])));
  913. }
  914. else {
  915. // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
  916. colors.push(grayColor);
  917. }
  918. }
  919. }
  920. else if ((result = this.normalPattern.exec(line)) !== null) {
  921. //Create a Vector3 with the normals x, y, z
  922. //Value of result
  923. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  924. //Add the Vector in the list of normals
  925. normals.push(new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector3"](parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  926. }
  927. else if ((result = this.uvPattern.exec(line)) !== null) {
  928. //Create a Vector2 with the normals u, v
  929. //Value of result
  930. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  931. //Add the Vector in the list of uvs
  932. 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));
  933. //Identify patterns of faces
  934. //Face could be defined in different type of pattern
  935. }
  936. else if ((result = this.facePattern3.exec(line)) !== null) {
  937. //Value of result:
  938. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  939. //Set the data for this face
  940. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  941. 1);
  942. }
  943. else if ((result = this.facePattern4.exec(line)) !== null) {
  944. //Value of result:
  945. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  946. //Set the data for this face
  947. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  948. 1);
  949. }
  950. else if ((result = this.facePattern5.exec(line)) !== null) {
  951. //Value of result:
  952. //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
  953. //Set the data for this face
  954. setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
  955. 1);
  956. }
  957. else if ((result = this.facePattern2.exec(line)) !== null) {
  958. //Value of result:
  959. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  960. //Set the data for this face
  961. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  962. 1);
  963. }
  964. else if ((result = this.facePattern1.exec(line)) !== null) {
  965. //Value of result
  966. //["f 1 2 3", "1 2 3"...]
  967. //Set the data for this face
  968. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  969. 1);
  970. //Define a mesh or an object
  971. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  972. }
  973. else if (this.group.test(line) || this.obj.test(line)) {
  974. //Create a new mesh corresponding to the name of the group.
  975. //Definition of the mesh
  976. var objMesh = {
  977. name: line.substring(2).trim(),
  978. indices: undefined,
  979. positions: undefined,
  980. normals: undefined,
  981. uvs: undefined,
  982. colors: undefined,
  983. materialName: ""
  984. };
  985. addPreviousObjMesh();
  986. //Push the last mesh created with only the name
  987. meshesFromObj.push(objMesh);
  988. //Set this variable to indicate that now meshesFromObj has objects defined inside
  989. hasMeshes = true;
  990. isFirstMaterial = true;
  991. increment = 1;
  992. //Keyword for applying a material
  993. }
  994. else if (this.usemtl.test(line)) {
  995. //Get the name of the material
  996. materialNameFromObj = line.substring(7).trim();
  997. //If this new material is in the same mesh
  998. if (!isFirstMaterial || !hasMeshes) {
  999. //Set the data for the previous mesh
  1000. addPreviousObjMesh();
  1001. //Create a new mesh
  1002. var objMesh =
  1003. //Set the name of the current obj mesh
  1004. {
  1005. name: (objMeshName || "mesh") + "_mm" + increment.toString(),
  1006. indices: undefined,
  1007. positions: undefined,
  1008. normals: undefined,
  1009. uvs: undefined,
  1010. colors: undefined,
  1011. materialName: materialNameFromObj
  1012. };
  1013. increment++;
  1014. //If meshes are already defined
  1015. meshesFromObj.push(objMesh);
  1016. hasMeshes = true;
  1017. }
  1018. //Set the material name if the previous line define a mesh
  1019. if (hasMeshes && isFirstMaterial) {
  1020. //Set the material name to the previous mesh (1 material per mesh)
  1021. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  1022. isFirstMaterial = false;
  1023. }
  1024. //Keyword for loading the mtl file
  1025. }
  1026. else if (this.mtllib.test(line)) {
  1027. //Get the name of mtl file
  1028. fileToLoad = line.substring(7).trim();
  1029. //Apply smoothing
  1030. }
  1031. else if (this.smooth.test(line)) {
  1032. // smooth shading => apply smoothing
  1033. //Today I don't know it work with babylon and with obj.
  1034. //With the obj file an integer is set
  1035. }
  1036. else {
  1037. //If there is another possibility
  1038. console.log("Unhandled expression at line : " + line);
  1039. }
  1040. }
  1041. //At the end of the file, add the last mesh into the meshesFromObj array
  1042. if (hasMeshes) {
  1043. //Set the data for the last mesh
  1044. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  1045. //Reverse indices for displaying faces in the good sense
  1046. indicesForBabylon.reverse();
  1047. //Get the good array
  1048. unwrapData();
  1049. //Set array
  1050. handledMesh.indices = indicesForBabylon;
  1051. handledMesh.positions = unwrappedPositionsForBabylon;
  1052. handledMesh.normals = unwrappedNormalsForBabylon;
  1053. handledMesh.uvs = unwrappedUVForBabylon;
  1054. if (this._meshLoadOptions.ImportVertexColors === true) {
  1055. handledMesh.colors = unwrappedColorsForBabylon;
  1056. }
  1057. }
  1058. //If any o or g keyword found, create a mesh with a random id
  1059. if (!hasMeshes) {
  1060. // reverse tab of indices
  1061. indicesForBabylon.reverse();
  1062. //Get positions normals uvs
  1063. unwrapData();
  1064. //Set data for one mesh
  1065. meshesFromObj.push({
  1066. name: babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Geometry"].RandomId(),
  1067. indices: indicesForBabylon,
  1068. positions: unwrappedPositionsForBabylon,
  1069. colors: unwrappedColorsForBabylon,
  1070. normals: unwrappedNormalsForBabylon,
  1071. uvs: unwrappedUVForBabylon,
  1072. materialName: materialNameFromObj
  1073. });
  1074. }
  1075. //Create a Mesh list
  1076. var babylonMeshesArray = []; //The mesh for babylon
  1077. var materialToUse = new Array();
  1078. //Set data for each mesh
  1079. for (var j = 0; j < meshesFromObj.length; j++) {
  1080. //check meshesNames (stlFileLoader)
  1081. if (meshesNames && meshesFromObj[j].name) {
  1082. if (meshesNames instanceof Array) {
  1083. if (meshesNames.indexOf(meshesFromObj[j].name) === -1) {
  1084. continue;
  1085. }
  1086. }
  1087. else {
  1088. if (meshesFromObj[j].name !== meshesNames) {
  1089. continue;
  1090. }
  1091. }
  1092. }
  1093. //Get the current mesh
  1094. //Set the data with VertexBuffer for each mesh
  1095. handledMesh = meshesFromObj[j];
  1096. //Create a Mesh with the name of the obj mesh
  1097. scene._blockEntityCollection = this._forAssetContainer;
  1098. var babylonMesh = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Mesh"](meshesFromObj[j].name, scene);
  1099. scene._blockEntityCollection = false;
  1100. //Push the name of the material to an array
  1101. //This is indispensable for the importMesh function
  1102. materialToUse.push(meshesFromObj[j].materialName);
  1103. var vertexData = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["VertexData"](); //The container for the values
  1104. //Set the data for the babylonMesh
  1105. vertexData.uvs = handledMesh.uvs;
  1106. vertexData.indices = handledMesh.indices;
  1107. vertexData.positions = handledMesh.positions;
  1108. if (this._meshLoadOptions.ComputeNormals === true) {
  1109. var normals_1 = new Array();
  1110. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["VertexData"].ComputeNormals(handledMesh.positions, handledMesh.indices, normals_1);
  1111. vertexData.normals = normals_1;
  1112. }
  1113. else {
  1114. vertexData.normals = handledMesh.normals;
  1115. }
  1116. if (this._meshLoadOptions.ImportVertexColors === true) {
  1117. vertexData.colors = handledMesh.colors;
  1118. }
  1119. //Set the data from the VertexBuffer to the current Mesh
  1120. vertexData.applyToMesh(babylonMesh);
  1121. if (this._meshLoadOptions.InvertY) {
  1122. babylonMesh.scaling.y *= -1;
  1123. }
  1124. //Push the mesh into an array
  1125. babylonMeshesArray.push(babylonMesh);
  1126. }
  1127. var mtlPromises = [];
  1128. //load the materials
  1129. //Check if we have a file to load
  1130. if (fileToLoad !== "" && this._meshLoadOptions.SkipMaterials === false) {
  1131. //Load the file synchronously
  1132. mtlPromises.push(new Promise(function (resolve, reject) {
  1133. _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  1134. try {
  1135. //Create materials thanks MTLLoader function
  1136. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this._forAssetContainer);
  1137. //Look at each material loaded in the mtl file
  1138. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  1139. //Three variables to get all meshes with the same material
  1140. var startIndex = 0;
  1141. var _indices = [];
  1142. var _index;
  1143. //The material from MTL file is used in the meshes loaded
  1144. //Push the indice in an array
  1145. //Check if the material is not used for another mesh
  1146. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  1147. _indices.push(_index);
  1148. startIndex = _index + 1;
  1149. }
  1150. //If the material is not used dispose it
  1151. if (_index === -1 && _indices.length === 0) {
  1152. //If the material is not needed, remove it
  1153. materialsFromMTLFile.materials[n].dispose();
  1154. }
  1155. else {
  1156. for (var o = 0; o < _indices.length; o++) {
  1157. //Apply the material to the Mesh for each mesh with the material
  1158. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  1159. }
  1160. }
  1161. }
  1162. resolve();
  1163. }
  1164. catch (e) {
  1165. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].Warn("Error processing MTL file: '" + fileToLoad + "'");
  1166. if (_this._meshLoadOptions.MaterialLoadingFailsSilently) {
  1167. resolve();
  1168. }
  1169. else {
  1170. reject(e);
  1171. }
  1172. }
  1173. }, function (pathOfFile, exception) {
  1174. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Tools"].Warn("Error downloading MTL file: '" + fileToLoad + "'");
  1175. if (_this._meshLoadOptions.MaterialLoadingFailsSilently) {
  1176. resolve();
  1177. }
  1178. else {
  1179. reject(exception);
  1180. }
  1181. });
  1182. }));
  1183. }
  1184. //Return an array with all Mesh
  1185. return Promise.all(mtlPromises).then(function () {
  1186. return babylonMeshesArray;
  1187. });
  1188. };
  1189. /**
  1190. * Defines if UVs are optimized by default during load.
  1191. */
  1192. OBJFileLoader.OPTIMIZE_WITH_UV = true;
  1193. /**
  1194. * Invert model on y-axis (does a model scaling inversion)
  1195. */
  1196. OBJFileLoader.INVERT_Y = false;
  1197. /**
  1198. * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
  1199. */
  1200. OBJFileLoader.IMPORT_VERTEX_COLORS = false;
  1201. /**
  1202. * Compute the normals for the model, even if normals are present in the file.
  1203. */
  1204. OBJFileLoader.COMPUTE_NORMALS = false;
  1205. /**
  1206. * Defines custom scaling of UV coordinates of loaded meshes.
  1207. */
  1208. OBJFileLoader.UV_SCALING = new babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["Vector2"](1, 1);
  1209. /**
  1210. * Skip loading the materials even if defined in the OBJ file (materials are ignored).
  1211. */
  1212. OBJFileLoader.SKIP_MATERIALS = false;
  1213. /**
  1214. * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
  1215. *
  1216. * Defaults to true for backwards compatibility.
  1217. */
  1218. OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY = true;
  1219. return OBJFileLoader;
  1220. }());
  1221. if (babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"]) {
  1222. //Add this loader into the register plugin
  1223. babylonjs_Maths_math_vector__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"].RegisterPlugin(new OBJFileLoader());
  1224. }
  1225. /***/ }),
  1226. /***/ "./legacy/legacy-objFileLoader.ts":
  1227. /*!****************************************!*\
  1228. !*** ./legacy/legacy-objFileLoader.ts ***!
  1229. \****************************************/
  1230. /*! exports provided: MTLFileLoader, OBJFileLoader */
  1231. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  1232. "use strict";
  1233. __webpack_require__.r(__webpack_exports__);
  1234. /* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _OBJ__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../OBJ */ "./OBJ/index.ts");
  1235. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["MTLFileLoader"]; });
  1236. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["OBJFileLoader"]; });
  1237. /**
  1238. * This is the entry point for the UMD module.
  1239. * The entry point for a future ESM package should be index.ts
  1240. */
  1241. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
  1242. if (typeof globalObject !== "undefined") {
  1243. for (var key in _OBJ__WEBPACK_IMPORTED_MODULE_0__) {
  1244. globalObject.BABYLON[key] = _OBJ__WEBPACK_IMPORTED_MODULE_0__[key];
  1245. }
  1246. }
  1247. /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
  1248. /***/ }),
  1249. /***/ "babylonjs/Misc/tools":
  1250. /*!****************************************************************************************************!*\
  1251. !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
  1252. \****************************************************************************************************/
  1253. /*! no static exports found */
  1254. /***/ (function(module, exports) {
  1255. module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_tools__;
  1256. /***/ })
  1257. /******/ });
  1258. });
  1259. //# sourceMappingURL=babylon.objFileLoader.js.map