babylon.objFileLoader.js 41 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819
  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.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  253. //get the meshes from OBJ file
  254. return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
  255. return {
  256. meshes: meshes,
  257. particleSystems: [],
  258. skeletons: [],
  259. animationGroups: []
  260. };
  261. });
  262. };
  263. OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  264. //Get the 3D model
  265. return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
  266. // return void
  267. });
  268. };
  269. OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress) {
  270. return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
  271. var container = new BABYLON.AssetContainer(scene);
  272. result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
  273. container.removeAllFromScene();
  274. return container;
  275. });
  276. };
  277. /**
  278. * Read the OBJ file and create an Array of meshes.
  279. * Each mesh contains all information given by the OBJ and the MTL file.
  280. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  281. *
  282. * @param meshesNames
  283. * @param scene BABYLON.Scene The scene where are displayed the data
  284. * @param data String The content of the obj file
  285. * @param rootUrl String The path to the folder
  286. * @returns Array<AbstractMesh>
  287. * @private
  288. */
  289. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  290. var _this = this;
  291. var positions = []; //values for the positions of vertices
  292. var normals = []; //Values for the normals
  293. var uvs = []; //Values for the textures
  294. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  295. var handledMesh; //The current mesh of meshes array
  296. var indicesForBabylon = []; //The list of indices for VertexData
  297. var wrappedPositionForBabylon = []; //The list of position in vectors
  298. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  299. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  300. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  301. var curPositionInIndices = 0;
  302. var hasMeshes = false; //Meshes are defined in the file
  303. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  304. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  305. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  306. var triangles = []; //Indices from new triangles coming from polygons
  307. var materialNameFromObj = ""; //The name of the current material
  308. var fileToLoad = ""; //The name of the mtlFile to load
  309. var materialsFromMTLFile = new MTLFileLoader();
  310. var objMeshName = ""; //The name of the current obj mesh
  311. var increment = 1; //Id for meshes created by the multimaterial
  312. var isFirstMaterial = true;
  313. /**
  314. * Search for obj in the given array.
  315. * This function is called to check if a couple of data already exists in an array.
  316. *
  317. * If found, returns the index of the founded tuple index. Returns -1 if not found
  318. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  319. * @param obj Array<number>
  320. * @returns {boolean}
  321. */
  322. var isInArray = function (arr, obj) {
  323. if (!arr[obj[0]])
  324. arr[obj[0]] = { normals: [], idx: [] };
  325. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  326. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  327. };
  328. var isInArrayUV = function (arr, obj) {
  329. if (!arr[obj[0]])
  330. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  331. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  332. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  333. return arr[obj[0]].idx[idx];
  334. }
  335. return -1;
  336. };
  337. /**
  338. * This function set the data for each triangle.
  339. * Data are position, normals and uvs
  340. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  341. * If the tuple already exist, add only their indice
  342. *
  343. * @param indicePositionFromObj Integer The index in positions array
  344. * @param indiceUvsFromObj Integer The index in uvs array
  345. * @param indiceNormalFromObj Integer The index in normals array
  346. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  347. * @param textureVectorFromOBJ Vector3 The value of uvs
  348. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  349. */
  350. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
  351. //Check if this tuple already exists in the list of tuples
  352. var _index;
  353. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  354. _index = isInArrayUV(tuplePosNorm, [
  355. indicePositionFromObj,
  356. indiceNormalFromObj,
  357. indiceUvsFromObj
  358. ]);
  359. }
  360. else {
  361. _index = isInArray(tuplePosNorm, [
  362. indicePositionFromObj,
  363. indiceNormalFromObj
  364. ]);
  365. }
  366. //If it not exists
  367. if (_index == -1) {
  368. //Add an new indice.
  369. //The array of indices is only an array with his length equal to the number of triangles - 1.
  370. //We add vertices data in this order
  371. indicesForBabylon.push(wrappedPositionForBabylon.length);
  372. //Push the position of vertice for Babylon
  373. //Each element is a BABYLON.Vector3(x,y,z)
  374. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  375. //Push the uvs for Babylon
  376. //Each element is a BABYLON.Vector3(u,v)
  377. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  378. //Push the normals for Babylon
  379. //Each element is a BABYLON.Vector3(x,y,z)
  380. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  381. //Add the tuple in the comparison list
  382. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  383. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  384. if (OBJFileLoader.OPTIMIZE_WITH_UV)
  385. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  386. }
  387. else {
  388. //The tuple already exists
  389. //Add the index of the already existing tuple
  390. //At this index we can get the value of position, normal and uvs of vertex
  391. indicesForBabylon.push(_index);
  392. }
  393. };
  394. /**
  395. * Transform BABYLON.Vector() object onto 3 digits in an array
  396. */
  397. var unwrapData = function () {
  398. //Every array has the same length
  399. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  400. //Push the x, y, z values of each element in the unwrapped array
  401. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  402. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  403. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  404. }
  405. // Reset arrays for the next new meshes
  406. wrappedPositionForBabylon = [];
  407. wrappedNormalsForBabylon = [];
  408. wrappedUvsForBabylon = [];
  409. tuplePosNorm = [];
  410. curPositionInIndices = 0;
  411. };
  412. /**
  413. * Create triangles from polygons by recursion
  414. * The best to understand how it works is to draw it in the same time you get the recursion.
  415. * It is important to notice that a triangle is a polygon
  416. * We get 4 patterns of face defined in OBJ File :
  417. * facePattern1 = ["1","2","3","4","5","6"]
  418. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  419. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  420. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  421. * Each pattern is divided by the same method
  422. * @param face Array[String] The indices of elements
  423. * @param v Integer The variable to increment
  424. */
  425. var getTriangles = function (face, v) {
  426. //Work for each element of the array
  427. if (v + 1 < face.length) {
  428. //Add on the triangle variable the indexes to obtain triangles
  429. triangles.push(face[0], face[v], face[v + 1]);
  430. //Incrementation for recursion
  431. v += 1;
  432. //Recursion
  433. getTriangles(face, v);
  434. }
  435. //Result obtained after 2 iterations:
  436. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  437. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  438. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  439. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  440. };
  441. /**
  442. * Create triangles and push the data for each polygon for the pattern 1
  443. * In this pattern we get vertice positions
  444. * @param face
  445. * @param v
  446. */
  447. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  448. //Get the indices of triangles for each polygon
  449. getTriangles(face, v);
  450. //For each element in the triangles array.
  451. //This var could contains 1 to an infinity of triangles
  452. for (var k = 0; k < triangles.length; k++) {
  453. // Set position indice
  454. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  455. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  456. positions[indicePositionFromObj], //Get the vectors data
  457. BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
  458. );
  459. }
  460. //Reset variable for the next line
  461. triangles = [];
  462. };
  463. /**
  464. * Create triangles and push the data for each polygon for the pattern 2
  465. * In this pattern we get vertice positions and uvsu
  466. * @param face
  467. * @param v
  468. */
  469. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  470. //Get the indices of triangles for each polygon
  471. getTriangles(face, v);
  472. for (var k = 0; k < triangles.length; k++) {
  473. //triangle[k] = "1/1"
  474. //Split the data for getting position and uv
  475. var point = triangles[k].split("/"); // ["1", "1"]
  476. //Set position indice
  477. var indicePositionFromObj = parseInt(point[0]) - 1;
  478. //Set uv indice
  479. var indiceUvsFromObj = parseInt(point[1]) - 1;
  480. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  481. positions[indicePositionFromObj], //Get the values for each element
  482. uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
  483. );
  484. }
  485. //Reset variable for the next line
  486. triangles = [];
  487. };
  488. /**
  489. * Create triangles and push the data for each polygon for the pattern 3
  490. * In this pattern we get vertice positions, uvs and normals
  491. * @param face
  492. * @param v
  493. */
  494. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  495. //Get the indices of triangles for each polygon
  496. getTriangles(face, v);
  497. for (var k = 0; k < triangles.length; k++) {
  498. //triangle[k] = "1/1/1"
  499. //Split the data for getting position, uv, and normals
  500. var point = triangles[k].split("/"); // ["1", "1", "1"]
  501. // Set position indice
  502. var indicePositionFromObj = parseInt(point[0]) - 1;
  503. // Set uv indice
  504. var indiceUvsFromObj = parseInt(point[1]) - 1;
  505. // Set normal indice
  506. var indiceNormalFromObj = parseInt(point[2]) - 1;
  507. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  508. );
  509. }
  510. //Reset variable for the next line
  511. triangles = [];
  512. };
  513. /**
  514. * Create triangles and push the data for each polygon for the pattern 4
  515. * In this pattern we get vertice positions and normals
  516. * @param face
  517. * @param v
  518. */
  519. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  520. getTriangles(face, v);
  521. for (var k = 0; k < triangles.length; k++) {
  522. //triangle[k] = "1//1"
  523. //Split the data for getting position and normals
  524. var point = triangles[k].split("//"); // ["1", "1"]
  525. // We check indices, and normals
  526. var indicePositionFromObj = parseInt(point[0]) - 1;
  527. var indiceNormalFromObj = parseInt(point[1]) - 1;
  528. setData(indicePositionFromObj, 1, //Default value for uv
  529. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  530. BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
  531. }
  532. //Reset variable for the next line
  533. triangles = [];
  534. };
  535. var addPreviousObjMesh = function () {
  536. //Check if it is not the first mesh. Otherwise we don't have data.
  537. if (meshesFromObj.length > 0) {
  538. //Get the previous mesh for applying the data about the faces
  539. //=> in obj file, faces definition append after the name of the mesh
  540. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  541. //Set the data into Array for the mesh
  542. unwrapData();
  543. // Reverse tab. Otherwise face are displayed in the wrong sens
  544. indicesForBabylon.reverse();
  545. //Set the information for the mesh
  546. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  547. handledMesh.indices = indicesForBabylon.slice();
  548. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  549. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  550. handledMesh.uvs = unwrappedUVForBabylon.slice();
  551. //Reset the array for the next mesh
  552. indicesForBabylon = [];
  553. unwrappedPositionsForBabylon = [];
  554. unwrappedNormalsForBabylon = [];
  555. unwrappedUVForBabylon = [];
  556. }
  557. };
  558. //Main function
  559. //Split the file into lines
  560. var lines = data.split('\n');
  561. //Look at each line
  562. for (var i = 0; i < lines.length; i++) {
  563. var line = lines[i].trim();
  564. var result;
  565. //Comment or newLine
  566. if (line.length === 0 || line.charAt(0) === '#') {
  567. continue;
  568. //Get information about one position possible for the vertices
  569. }
  570. else if ((result = this.vertexPattern.exec(line)) !== null) {
  571. //Create a Vector3 with the position x, y, z
  572. //Value of result:
  573. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  574. //Add the Vector in the list of positions
  575. positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  576. }
  577. else if ((result = this.normalPattern.exec(line)) !== null) {
  578. //Create a Vector3 with the normals x, y, z
  579. //Value of result
  580. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  581. //Add the Vector in the list of normals
  582. normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  583. }
  584. else if ((result = this.uvPattern.exec(line)) !== null) {
  585. //Create a Vector2 with the normals u, v
  586. //Value of result
  587. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  588. //Add the Vector in the list of uvs
  589. uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
  590. //Identify patterns of faces
  591. //Face could be defined in different type of pattern
  592. }
  593. else if ((result = this.facePattern3.exec(line)) !== null) {
  594. //Value of result:
  595. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  596. //Set the data for this face
  597. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  598. 1);
  599. }
  600. else if ((result = this.facePattern4.exec(line)) !== null) {
  601. //Value of result:
  602. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  603. //Set the data for this face
  604. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  605. 1);
  606. }
  607. else if ((result = this.facePattern2.exec(line)) !== null) {
  608. //Value of result:
  609. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  610. //Set the data for this face
  611. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  612. 1);
  613. }
  614. else if ((result = this.facePattern1.exec(line)) !== null) {
  615. //Value of result
  616. //["f 1 2 3", "1 2 3"...]
  617. //Set the data for this face
  618. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  619. 1);
  620. //Define a mesh or an object
  621. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  622. }
  623. else if (this.group.test(line) || this.obj.test(line)) {
  624. //Create a new mesh corresponding to the name of the group.
  625. //Definition of the mesh
  626. var objMesh =
  627. //Set the name of the current obj mesh
  628. {
  629. name: line.substring(2).trim(),
  630. indices: undefined,
  631. positions: undefined,
  632. normals: undefined,
  633. uvs: undefined,
  634. materialName: ""
  635. };
  636. addPreviousObjMesh();
  637. //Push the last mesh created with only the name
  638. meshesFromObj.push(objMesh);
  639. //Set this variable to indicate that now meshesFromObj has objects defined inside
  640. hasMeshes = true;
  641. isFirstMaterial = true;
  642. increment = 1;
  643. //Keyword for applying a material
  644. }
  645. else if (this.usemtl.test(line)) {
  646. //Get the name of the material
  647. materialNameFromObj = line.substring(7).trim();
  648. //If this new material is in the same mesh
  649. if (!isFirstMaterial) {
  650. //Set the data for the previous mesh
  651. addPreviousObjMesh();
  652. //Create a new mesh
  653. var objMesh =
  654. //Set the name of the current obj mesh
  655. {
  656. name: objMeshName + "_mm" + increment.toString(),
  657. indices: undefined,
  658. positions: undefined,
  659. normals: undefined,
  660. uvs: undefined,
  661. materialName: materialNameFromObj
  662. };
  663. increment++;
  664. //If meshes are already defined
  665. meshesFromObj.push(objMesh);
  666. }
  667. //Set the material name if the previous line define a mesh
  668. if (hasMeshes && isFirstMaterial) {
  669. //Set the material name to the previous mesh (1 material per mesh)
  670. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  671. isFirstMaterial = false;
  672. }
  673. //Keyword for loading the mtl file
  674. }
  675. else if (this.mtllib.test(line)) {
  676. //Get the name of mtl file
  677. fileToLoad = line.substring(7).trim();
  678. //Apply smoothing
  679. }
  680. else if (this.smooth.test(line)) {
  681. // smooth shading => apply smoothing
  682. //Toda y I don't know it work with babylon and with obj.
  683. //With the obj file an integer is set
  684. }
  685. else {
  686. //If there is another possibility
  687. console.log("Unhandled expression at line : " + line);
  688. }
  689. }
  690. //At the end of the file, add the last mesh into the meshesFromObj array
  691. if (hasMeshes) {
  692. //Set the data for the last mesh
  693. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  694. //Reverse indices for displaying faces in the good sens
  695. indicesForBabylon.reverse();
  696. //Get the good array
  697. unwrapData();
  698. //Set array
  699. handledMesh.indices = indicesForBabylon;
  700. handledMesh.positions = unwrappedPositionsForBabylon;
  701. handledMesh.normals = unwrappedNormalsForBabylon;
  702. handledMesh.uvs = unwrappedUVForBabylon;
  703. }
  704. //If any o or g keyword found, create a mesj with a random id
  705. if (!hasMeshes) {
  706. // reverse tab of indices
  707. indicesForBabylon.reverse();
  708. //Get positions normals uvs
  709. unwrapData();
  710. //Set data for one mesh
  711. meshesFromObj.push({
  712. name: BABYLON.Geometry.RandomId(),
  713. indices: indicesForBabylon,
  714. positions: unwrappedPositionsForBabylon,
  715. normals: unwrappedNormalsForBabylon,
  716. uvs: unwrappedUVForBabylon,
  717. materialName: materialNameFromObj
  718. });
  719. }
  720. //Create a BABYLON.Mesh list
  721. var babylonMeshesArray = []; //The mesh for babylon
  722. var materialToUse = new Array();
  723. //Set data for each mesh
  724. for (var j = 0; j < meshesFromObj.length; j++) {
  725. //check meshesNames (stlFileLoader)
  726. if (meshesNames && meshesFromObj[j].name) {
  727. if (meshesNames instanceof Array) {
  728. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  729. continue;
  730. }
  731. }
  732. else {
  733. if (meshesFromObj[j].name !== meshesNames) {
  734. continue;
  735. }
  736. }
  737. }
  738. //Get the current mesh
  739. //Set the data with VertexBuffer for each mesh
  740. handledMesh = meshesFromObj[j];
  741. //Create a BABYLON.Mesh with the name of the obj mesh
  742. var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
  743. //Push the name of the material to an array
  744. //This is indispensable for the importMesh function
  745. materialToUse.push(meshesFromObj[j].materialName);
  746. var vertexData = new BABYLON.VertexData(); //The container for the values
  747. //Set the data for the babylonMesh
  748. vertexData.positions = handledMesh.positions;
  749. vertexData.normals = handledMesh.normals;
  750. vertexData.uvs = handledMesh.uvs;
  751. vertexData.indices = handledMesh.indices;
  752. //Set the data from the VertexBuffer to the current BABYLON.Mesh
  753. vertexData.applyToMesh(babylonMesh);
  754. if (OBJFileLoader.INVERT_Y) {
  755. babylonMesh.scaling.y *= -1;
  756. }
  757. //Push the mesh into an array
  758. babylonMeshesArray.push(babylonMesh);
  759. }
  760. var mtlPromises = [];
  761. //load the materials
  762. //Check if we have a file to load
  763. if (fileToLoad !== "") {
  764. //Load the file synchronously
  765. mtlPromises.push(new Promise(function (resolve, reject) {
  766. _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  767. try {
  768. //Create materials thanks MTLLoader function
  769. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  770. //Look at each material loaded in the mtl file
  771. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  772. //Three variables to get all meshes with the same material
  773. var startIndex = 0;
  774. var _indices = [];
  775. var _index;
  776. //The material from MTL file is used in the meshes loaded
  777. //Push the indice in an array
  778. //Check if the material is not used for another mesh
  779. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  780. _indices.push(_index);
  781. startIndex = _index + 1;
  782. }
  783. //If the material is not used dispose it
  784. if (_index == -1 && _indices.length == 0) {
  785. //If the material is not needed, remove it
  786. materialsFromMTLFile.materials[n].dispose();
  787. }
  788. else {
  789. for (var o = 0; o < _indices.length; o++) {
  790. //Apply the material to the BABYLON.Mesh for each mesh with the material
  791. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  792. }
  793. }
  794. }
  795. resolve();
  796. }
  797. catch (e) {
  798. reject(e);
  799. }
  800. });
  801. }));
  802. }
  803. //Return an array with all BABYLON.Mesh
  804. return Promise.all(mtlPromises).then(function () {
  805. return babylonMeshesArray;
  806. });
  807. };
  808. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  809. OBJFileLoader.INVERT_Y = false;
  810. return OBJFileLoader;
  811. }());
  812. BABYLON.OBJFileLoader = OBJFileLoader;
  813. if (BABYLON.SceneLoader) {
  814. //Add this loader into the register plugin
  815. BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
  816. }
  817. })(BABYLON || (BABYLON = {}));
  818. //# sourceMappingURL=babylon.objFileLoader.js.map