babylon.objFileLoader.js 40 KB

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