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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- module BABYLON {
- /**
- * 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: BABYLON.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
- * @param data
- * @param rootUrl
- */
- public parseMTL(scene: BABYLON.Scene, data: string, rootUrl: string) {
- //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<BABYLON.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 BABYLON.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 = BABYLON.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 = BABYLON.Color3.FromArray(color);
- } else if (key === "ks" && material) {
- // Specular color (color when light is reflected from shiny surface) using RGB values
- //value = "r g b"
- color = <number[]>value.split(delimiter_pattern, 3).map(parseFloat);
- //color = [r,g,b]
- //Set the color into the material
- material.specularColor = BABYLON.Color3.FromArray(color);
- } else if (key === "ke" && material) {
- // Emissive color using RGB values
- color = value.split(delimiter_pattern, 3).map(parseFloat);
- material.emissiveColor = BABYLON.Color3.FromArray(color);
- } else if (key === "ns" && material) {
- //value = "Integer"
- material.specularPower = parseFloat(value);
- } else if (key === "d" && material) {
- //d is dissolve for current material. It mean alpha for BABYLON
- material.alpha = parseFloat(value);
- //Texture
- //This part can be improved by adding the possible options of texture
- } else if (key === "map_ka" && material) {
- // ambient texture map with a loaded image
- //We must first get the folder of the image
- material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_kd" && material) {
- // Diffuse texture map with a loaded image
- material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_ks" && material) {
- // Specular texture map with a loaded image
- //We must first get the folder of the image
- material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_ns") {
- //Specular
- //Specular highlight component
- //We must first get the folder of the image
- //
- //Not supported by BABYLON
- //
- // continue;
- } else if (key === "map_bump" && material) {
- //The bump texture
- material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- } else if (key === "map_d" && material) {
- // The dissolve of the material
- material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
- //Options for illumination
- } else if (key === "illum") {
- //Illumination
- if (value === "0") {
- //That mean Kd == Kd
- } else if (value === "1") {
- //Color on and Ambient on
- } else if (value === "2") {
- //Highlight on
- } else if (value === "3") {
- //Reflection on and Ray trace on
- } else if (value === "4") {
- //Transparency: Glass on, Reflection: Ray trace on
- } else if (value === "5") {
- //Reflection: Fresnel on and Ray trace on
- } else if (value === "6") {
- //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
- } else if (value === "7") {
- //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
- } else if (value === "8") {
- //Reflection on and Ray trace off
- } else if (value === "9") {
- //Transparency: Glass on, Reflection: Ray trace off
- } else if (value === "10") {
- //Casts shadows onto invisible surfaces
- }
- } else {
- // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
- }
- }
- //At the end of the file, add the last material
- if (material) {
- this.materials.push(material);
- }
- }
- /**
- * Gets the texture for the material.
- *
- * If the material is imported from input file,
- * We sanitize the url to ensure it takes the textre from aside the material.
- *
- * @param rootUrl The root url to load from
- * @param value The value stored in the mtl
- * @return The Texture
- */
- 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 BABYLON.Texture(url, scene);
- }
- }
- export class OBJFileLoader implements ISceneLoaderPlugin {
- public static OPTIMIZE_WITH_UV = false;
- public name = "obj";
- public extensions = ".obj";
- public obj = /^o/;
- public group = /^g/;
- public mtllib = /^mtllib /;
- public usemtl = /^usemtl /;
- public smooth = /^s /;
- public vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // vn float float float
- public normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // vt float float
- public uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
- // f vertex vertex vertex ...
- public facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
- // f vertex/uvs vertex/uvs vertex/uvs ...
- public facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
- // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
- public facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
- // f vertex//normal vertex//normal vertex//normal ...
- public facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
- /**
- * Calls synchronously the MTL file attached to this obj.
- * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
- * Without this function materials are not displayed in the first frame (but displayed after).
- * In consequence it is impossible to get material information in your HTML file
- *
- * @param url The URL of the MTL file
- * @param rootUrl
- * @param onSuccess Callback function to be called when the MTL file is loaded
- * @private
- */
- private _loadMTL(url: string, rootUrl: string, onSuccess: (response: string) => any) {
- //The complete path to the mtl file
- var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
- // Loads through the babylon tools to allow fileInput search.
- BABYLON.Tools.LoadFile(pathOfFile,
- onSuccess,
- undefined,
- undefined,
- false,
- () => { console.warn("Error - Unable to load " + pathOfFile); });
- }
- public importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<ParticleSystem[]>, skeletons: Nullable<Skeleton[]>): boolean {
- //get the meshes from OBJ file
- var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
- //Push meshes from OBJ file into the variable mesh of this function
- if (meshes) {
- loadedMeshes.forEach(function (mesh) {
- meshes.push(mesh);
- });
- }
- return true;
- }
- public load(scene: Scene, data: string, rootUrl: string): boolean {
- //Get the 3D model
- return this.importMesh(null, scene, data, rootUrl, null, null, null);
- }
- /**
- * Read the OBJ file and create an Array of meshes.
- * Each mesh contains all information given by the OBJ and the MTL file.
- * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
- *
- * @param meshesNames
- * @param scene BABYLON.Scene The scene where are displayed the data
- * @param data String The content of the obj file
- * @param rootUrl String The path to the folder
- * @returns Array<AbstractMesh>
- * @private
- */
- private _parseSolid(meshesNames: any, scene: BABYLON.Scene, data: string, rootUrl: string): Array<AbstractMesh> {
- var positions: Array<BABYLON.Vector3> = []; //values for the positions of vertices
- var normals: Array<BABYLON.Vector3> = []; //Values for the normals
- var uvs: Array<BABYLON.Vector2> = []; //Values for the textures
- var meshesFromObj: Array<any> = []; //[mesh] Contains all the obj meshes
- var handledMesh: any; //The current mesh of meshes array
- var indicesForBabylon: Array<number> = []; //The list of indices for VertexData
- var wrappedPositionForBabylon: Array<BABYLON.Vector3> = []; //The list of position in vectors
- var wrappedUvsForBabylon: Array<BABYLON.Vector2> = []; //Array with all value of uvs to match with the indices
- var wrappedNormalsForBabylon: Array<BABYLON.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 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;
- /**
- * 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: BABYLON.Vector3, textureVectorFromOBJ: BABYLON.Vector2, normalsVectorFromOBJ: BABYLON.Vector3) => {
- //Check if this tuple already exists in the list of tuples
- var _index: number;
- if (OBJFileLoader.OPTIMIZE_WITH_UV) {
- _index = isInArrayUV(
- tuplePosNorm,
- [
- indicePositionFromObj,
- indiceNormalFromObj,
- indiceUvsFromObj
- ]
- );
- }
- else {
- _index = isInArray(
- tuplePosNorm,
- [
- indicePositionFromObj,
- indiceNormalFromObj
- ]
- );
- }
- //If it not exists
- if (_index == -1) {
- //Add an new indice.
- //The array of indices is only an array with his length equal to the number of triangles - 1.
- //We add vertices data in this order
- indicesForBabylon.push(wrappedPositionForBabylon.length);
- //Push the position of vertice for Babylon
- //Each element is a BABYLON.Vector3(x,y,z)
- wrappedPositionForBabylon.push(positionVectorFromOBJ);
- //Push the uvs for Babylon
- //Each element is a BABYLON.Vector3(u,v)
- wrappedUvsForBabylon.push(textureVectorFromOBJ);
- //Push the normals for Babylon
- //Each element is a BABYLON.Vector3(x,y,z)
- wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
- //Add the tuple in the comparison list
- tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
- tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
- if (OBJFileLoader.OPTIMIZE_WITH_UV) tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
- } else {
- //The tuple already exists
- //Add the index of the already existing tuple
- //At this index we can get the value of position, normal and uvs of vertex
- indicesForBabylon.push(_index);
- }
- };
- /**
- * Transform BABYLON.Vector() object onto 3 digits in an array
- */
- var unwrapData = () => {
- //Every array has the same length
- for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
- //Push the x, y, z values of each element in the unwrapped array
- unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
- unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
- unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
- }
- // Reset arrays for the next new meshes
- wrappedPositionForBabylon = [];
- wrappedNormalsForBabylon = [];
- wrappedUvsForBabylon = [];
- tuplePosNorm = [];
- curPositionInIndices = 0;
- };
- /**
- * Create triangles from polygons by recursion
- * The best to understand how it works is to draw it in the same time you get the recursion.
- * It is important to notice that a triangle is a polygon
- * We get 4 patterns of face defined in OBJ File :
- * facePattern1 = ["1","2","3","4","5","6"]
- * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
- * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
- * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
- * Each pattern is divided by the same method
- * @param face Array[String] The indices of elements
- * @param v Integer The variable to increment
- */
- var getTriangles = (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"];
- };
- /**
- * 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
- BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 2
- * In this pattern we get vertice positions and uvsu
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern2 = (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],
- BABYLON.Vector3.Up() //Default value for normals
- );
- }
- //Reset variable for the next line
- triangles = [];
- };
- /**
- * Create triangles and push the data for each polygon for the pattern 3
- * In this pattern we get vertice positions, uvs and normals
- * @param face
- * @param v
- */
- var setDataForCurrentFaceWithPattern3 = (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
- BABYLON.Vector2.Zero(),
- normals[indiceNormalFromObj]
- );
- }
- //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();
- //Reset the array for the next mesh
- indicesForBabylon = [];
- unwrappedPositionsForBabylon = [];
- unwrappedNormalsForBabylon = [];
- unwrappedUVForBabylon = [];
- }
- };
- //Main function
- //Split the file into lines
- var lines = data.split('\n');
- //Look at each line
- for (var i = 0; i < lines.length; i++) {
- var line = lines[i].trim();
- var result;
- //Comment or newLine
- if (line.length === 0 || line.charAt(0) === '#') {
- continue;
- //Get information about one position possible for the vertices
- } else if ((result = this.vertexPattern.exec(line)) !== null) {
- //Create a Vector3 with the position x, y, z
- //Value of result:
- // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
- //Add the Vector in the list of positions
- positions.push(new BABYLON.Vector3(
- parseFloat(result[1]),
- parseFloat(result[2]),
- parseFloat(result[3])
- ));
- } else if ((result = this.normalPattern.exec(line)) !== null) {
- //Create a Vector3 with the normals x, y, z
- //Value of result
- // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
- //Add the Vector in the list of normals
- normals.push(new BABYLON.Vector3(
- parseFloat(result[1]),
- parseFloat(result[2]),
- parseFloat(result[3])
- ));
- } else if ((result = this.uvPattern.exec(line)) !== null) {
- //Create a Vector2 with the normals u, v
- //Value of result
- // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
- //Add the Vector in the list of uvs
- uvs.push(new BABYLON.Vector2(
- parseFloat(result[1]),
- parseFloat(result[2])
- ));
- //Identify patterns of faces
- //Face could be defined in different type of pattern
- } else if ((result = this.facePattern3.exec(line)) !== null) {
- //Value of result:
- //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern3(
- result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
- 1
- );
- } else if ((result = this.facePattern4.exec(line)) !== null) {
- //Value of result:
- //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern4(
- result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
- 1
- );
- } else if ((result = this.facePattern2.exec(line)) !== null) {
- //Value of result:
- //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern2(
- result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
- 1
- );
- } else if ((result = this.facePattern1.exec(line)) !== null) {
- //Value of result
- //["f 1 2 3", "1 2 3"...]
- //Set the data for this face
- setDataForCurrentFaceWithPattern1(
- result[1].trim().split(" "), // ["1", "2", "3"]
- 1
- );
- //Define a mesh or an object
- //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
- } else if (this.group.test(line) || this.obj.test(line)) {
- //Create a new mesh corresponding to the name of the group.
- //Definition of the mesh
- var objMesh: {
- name: string;
- indices?: Array<number>;
- positions?: Array<number>;
- normals?: Array<number>;
- uvs?: Array<number>;
- materialName: string;
- } =
- //Set the name of the current obj mesh
- {
- name: line.substring(2).trim(),
- indices: undefined,
- positions: undefined,
- normals: undefined,
- uvs: undefined,
- materialName: ""
- };
- addPreviousObjMesh();
- //Push the last mesh created with only the name
- meshesFromObj.push(objMesh);
- //Set this variable to indicate that now meshesFromObj has objects defined inside
- hasMeshes = true;
- isFirstMaterial = true;
- increment = 1;
- //Keyword for applying a material
- } else if (this.usemtl.test(line)) {
- //Get the name of the material
- materialNameFromObj = line.substring(7).trim();
- //If this new material is in the same mesh
- if (!isFirstMaterial) {
- //Set the data for the previous mesh
- addPreviousObjMesh();
- //Create a new mesh
- var objMesh: {
- name: string;
- indices?: Array<number>;
- positions?: Array<number>;
- normals?: Array<number>;
- uvs?: Array<number>;
- materialName: string;
- } =
- //Set the name of the current obj mesh
- {
- name: objMeshName + "_mm" + increment.toString(),
- indices: undefined,
- positions: undefined,
- normals: undefined,
- uvs: undefined,
- materialName: materialNameFromObj
- };
- increment++;
- //If meshes are already defined
- meshesFromObj.push(objMesh);
- }
- //Set the material name if the previous line define a mesh
- if (hasMeshes && isFirstMaterial) {
- //Set the material name to the previous mesh (1 material per mesh)
- meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
- isFirstMaterial = false;
- }
- //Keyword for loading the mtl file
- } else if (this.mtllib.test(line)) {
- //Get the name of mtl file
- fileToLoad = line.substring(7).trim();
- //Apply smoothing
- } else if (this.smooth.test(line)) {
- // smooth shading => apply smoothing
- //Toda y I don't know it work with babylon and with obj.
- //With the obj file an integer is set
- } else {
- //If there is another possibility
- console.log("Unhandled expression at line : " + line);
- }
- }
- //At the end of the file, add the last mesh into the meshesFromObj array
- if (hasMeshes) {
- //Set the data for the last mesh
- handledMesh = meshesFromObj[meshesFromObj.length - 1];
- //Reverse indices for displaying faces in the good sens
- indicesForBabylon.reverse();
- //Get the good array
- unwrapData();
- //Set array
- handledMesh.indices = indicesForBabylon;
- handledMesh.positions = unwrappedPositionsForBabylon;
- handledMesh.normals = unwrappedNormalsForBabylon;
- handledMesh.uvs = unwrappedUVForBabylon;
- }
- //If any o or g keyword found, create a mesj with a random id
- if (!hasMeshes) {
- // reverse tab of indices
- indicesForBabylon.reverse();
- //Get positions normals uvs
- unwrapData();
- //Set data for one mesh
- meshesFromObj.push({
- name: BABYLON.Geometry.RandomId(),
- indices: indicesForBabylon,
- positions: unwrappedPositionsForBabylon,
- normals: unwrappedNormalsForBabylon,
- uvs: unwrappedUVForBabylon,
- materialName: materialNameFromObj
- });
- }
- //Create a BABYLON.Mesh list
- var babylonMeshesArray: Array<BABYLON.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 BABYLON.Mesh with the name of the obj mesh
- var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
- //Push the name of the material to an array
- //This is indispensable for the importMesh function
- materialToUse.push(meshesFromObj[j].materialName);
- var vertexData: VertexData = new BABYLON.VertexData(); //The container for the values
- //Set the data for the babylonMesh
- vertexData.positions = handledMesh.positions;
- vertexData.normals = handledMesh.normals;
- vertexData.uvs = handledMesh.uvs;
- vertexData.indices = handledMesh.indices;
- //Set the data from the VertexBuffer to the current BABYLON.Mesh
- vertexData.applyToMesh(babylonMesh);
- //Push the mesh into an array
- babylonMeshesArray.push(babylonMesh);
- }
- //load the materials
- //Check if we have a file to load
- if (fileToLoad !== "") {
- //Load the file synchronously
- this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
- //Create materials thanks MTLLoader function
- materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
- //Look at each material loaded in the mtl file
- for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
- //Three variables to get all meshes with the same material
- var startIndex = 0;
- var _indices = [];
- var _index;
- //The material from MTL file is used in the meshes loaded
- //Push the indice in an array
- //Check if the material is not used for another mesh
- while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
- _indices.push(_index);
- startIndex = _index + 1;
- }
- //If the material is not used dispose it
- if (_index == -1 && _indices.length == 0) {
- //If the material is not needed, remove it
- materialsFromMTLFile.materials[n].dispose();
- } else {
- for (var o = 0; o < _indices.length; o++) {
- //Apply the material to the BABYLON.Mesh for each mesh with the material
- babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
- }
- }
- }
- });
- }
- //Return an array with all BABYLON.Mesh
- return babylonMeshesArray;
- }
- }
- if (BABYLON.SceneLoader) {
- //Add this loader into the register plugin
- BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
- }
- }
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