babylon.objFileLoader.js 55 KB

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  1. (function webpackUniversalModuleDefinition(root, factory) {
  2. if(typeof exports === 'object' && typeof module === 'object')
  3. module.exports = factory(require("babylonjs"));
  4. else if(typeof define === 'function' && define.amd)
  5. define("babylonjs-loaders", ["babylonjs"], factory);
  6. else if(typeof exports === 'object')
  7. exports["babylonjs-loaders"] = factory(require("babylonjs"));
  8. else
  9. root["LOADERS"] = factory(root["BABYLON"]);
  10. })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_observable__) {
  11. return /******/ (function(modules) { // webpackBootstrap
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  38. /******/
  39. /******/
  40. /******/ // expose the modules object (__webpack_modules__)
  41. /******/ __webpack_require__.m = modules;
  42. /******/
  43. /******/ // expose the module cache
  44. /******/ __webpack_require__.c = installedModules;
  45. /******/
  46. /******/ // define getter function for harmony exports
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  52. /******/
  53. /******/ // define __esModule on exports
  54. /******/ __webpack_require__.r = function(exports) {
  55. /******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
  56. /******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
  57. /******/ }
  58. /******/ Object.defineProperty(exports, '__esModule', { value: true });
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  60. /******/
  61. /******/ // create a fake namespace object
  62. /******/ // mode & 1: value is a module id, require it
  63. /******/ // mode & 2: merge all properties of value into the ns
  64. /******/ // mode & 4: return value when already ns object
  65. /******/ // mode & 8|1: behave like require
  66. /******/ __webpack_require__.t = function(value, mode) {
  67. /******/ if(mode & 1) value = __webpack_require__(value);
  68. /******/ if(mode & 8) return value;
  69. /******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
  70. /******/ var ns = Object.create(null);
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  73. /******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
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  81. /******/ function getModuleExports() { return module; };
  82. /******/ __webpack_require__.d(getter, 'a', getter);
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  85. /******/
  86. /******/ // Object.prototype.hasOwnProperty.call
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  88. /******/
  89. /******/ // __webpack_public_path__
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  91. /******/
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  93. /******/ // Load entry module and return exports
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  96. /************************************************************************/
  97. /******/ ({
  98. /***/ "../../node_modules/webpack/buildin/global.js":
  99. /*!***********************************!*\
  100. !*** (webpack)/buildin/global.js ***!
  101. \***********************************/
  102. /*! no static exports found */
  103. /***/ (function(module, exports) {
  104. var g;
  105. // This works in non-strict mode
  106. g = (function() {
  107. return this;
  108. })();
  109. try {
  110. // This works if eval is allowed (see CSP)
  111. g = g || new Function("return this")();
  112. } catch (e) {
  113. // This works if the window reference is available
  114. if (typeof window === "object") g = window;
  115. }
  116. // g can still be undefined, but nothing to do about it...
  117. // We return undefined, instead of nothing here, so it's
  118. // easier to handle this case. if(!global) { ...}
  119. module.exports = g;
  120. /***/ }),
  121. /***/ "./OBJ/index.ts":
  122. /*!**********************!*\
  123. !*** ./OBJ/index.ts ***!
  124. \**********************/
  125. /*! exports provided: MTLFileLoader, OBJFileLoader */
  126. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  127. "use strict";
  128. __webpack_require__.r(__webpack_exports__);
  129. /* harmony import */ var _objFileLoader__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./objFileLoader */ "./OBJ/objFileLoader.ts");
  130. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return _objFileLoader__WEBPACK_IMPORTED_MODULE_0__["MTLFileLoader"]; });
  131. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return _objFileLoader__WEBPACK_IMPORTED_MODULE_0__["OBJFileLoader"]; });
  132. /***/ }),
  133. /***/ "./OBJ/objFileLoader.ts":
  134. /*!******************************!*\
  135. !*** ./OBJ/objFileLoader.ts ***!
  136. \******************************/
  137. /*! exports provided: MTLFileLoader, OBJFileLoader */
  138. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  139. "use strict";
  140. __webpack_require__.r(__webpack_exports__);
  141. /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return MTLFileLoader; });
  142. /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return OBJFileLoader; });
  143. /* harmony import */ var babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Maths/math */ "babylonjs/Misc/observable");
  144. /* harmony import */ var babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__);
  145. /**
  146. * Class reading and parsing the MTL file bundled with the obj file.
  147. */
  148. var MTLFileLoader = /** @class */ (function () {
  149. function MTLFileLoader() {
  150. /**
  151. * All material loaded from the mtl will be set here
  152. */
  153. this.materials = [];
  154. }
  155. /**
  156. * This function will read the mtl file and create each material described inside
  157. * This function could be improve by adding :
  158. * -some component missing (Ni, Tf...)
  159. * -including the specific options available
  160. *
  161. * @param scene defines the scene the material will be created in
  162. * @param data defines the mtl data to parse
  163. * @param rootUrl defines the rooturl to use in order to load relative dependencies
  164. */
  165. MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) {
  166. if (data instanceof ArrayBuffer) {
  167. return;
  168. }
  169. //Split the lines from the file
  170. var lines = data.split('\n');
  171. //Space char
  172. var delimiter_pattern = /\s+/;
  173. //Array with RGB colors
  174. var color;
  175. //New material
  176. var material = null;
  177. //Look at each line
  178. for (var i = 0; i < lines.length; i++) {
  179. var line = lines[i].trim();
  180. // Blank line or comment
  181. if (line.length === 0 || line.charAt(0) === '#') {
  182. continue;
  183. }
  184. //Get the first parameter (keyword)
  185. var pos = line.indexOf(' ');
  186. var key = (pos >= 0) ? line.substring(0, pos) : line;
  187. key = key.toLowerCase();
  188. //Get the data following the key
  189. var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
  190. //This mtl keyword will create the new material
  191. if (key === "newmtl") {
  192. //Check if it is the first material.
  193. // Materials specifications are described after this keyword.
  194. if (material) {
  195. //Add the previous material in the material array.
  196. this.materials.push(material);
  197. }
  198. //Create a new material.
  199. // value is the name of the material read in the mtl file
  200. material = new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["StandardMaterial"](value, scene);
  201. }
  202. else if (key === "kd" && material) {
  203. // Diffuse color (color under white light) using RGB values
  204. //value = "r g b"
  205. color = value.split(delimiter_pattern, 3).map(parseFloat);
  206. //color = [r,g,b]
  207. //Set tghe color into the material
  208. material.diffuseColor = babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  209. }
  210. else if (key === "ka" && material) {
  211. // Ambient color (color under shadow) using RGB values
  212. //value = "r g b"
  213. color = value.split(delimiter_pattern, 3).map(parseFloat);
  214. //color = [r,g,b]
  215. //Set tghe color into the material
  216. material.ambientColor = babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  217. }
  218. else if (key === "ks" && material) {
  219. // Specular color (color when light is reflected from shiny surface) using RGB values
  220. //value = "r g b"
  221. color = value.split(delimiter_pattern, 3).map(parseFloat);
  222. //color = [r,g,b]
  223. //Set the color into the material
  224. material.specularColor = babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  225. }
  226. else if (key === "ke" && material) {
  227. // Emissive color using RGB values
  228. color = value.split(delimiter_pattern, 3).map(parseFloat);
  229. material.emissiveColor = babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Color3"].FromArray(color);
  230. }
  231. else if (key === "ns" && material) {
  232. //value = "Integer"
  233. material.specularPower = parseFloat(value);
  234. }
  235. else if (key === "d" && material) {
  236. //d is dissolve for current material. It mean alpha for BABYLON
  237. material.alpha = parseFloat(value);
  238. //Texture
  239. //This part can be improved by adding the possible options of texture
  240. }
  241. else if (key === "map_ka" && material) {
  242. // ambient texture map with a loaded image
  243. //We must first get the folder of the image
  244. material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  245. }
  246. else if (key === "map_kd" && material) {
  247. // Diffuse texture map with a loaded image
  248. material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  249. }
  250. else if (key === "map_ks" && material) {
  251. // Specular texture map with a loaded image
  252. //We must first get the folder of the image
  253. material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  254. }
  255. else if (key === "map_ns") {
  256. //Specular
  257. //Specular highlight component
  258. //We must first get the folder of the image
  259. //
  260. //Not supported by BABYLON
  261. //
  262. // continue;
  263. }
  264. else if (key === "map_bump" && material) {
  265. //The bump texture
  266. material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  267. }
  268. else if (key === "map_d" && material) {
  269. // The dissolve of the material
  270. material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  271. //Options for illumination
  272. }
  273. else if (key === "illum") {
  274. //Illumination
  275. if (value === "0") {
  276. //That mean Kd == Kd
  277. }
  278. else if (value === "1") {
  279. //Color on and Ambient on
  280. }
  281. else if (value === "2") {
  282. //Highlight on
  283. }
  284. else if (value === "3") {
  285. //Reflection on and Ray trace on
  286. }
  287. else if (value === "4") {
  288. //Transparency: Glass on, Reflection: Ray trace on
  289. }
  290. else if (value === "5") {
  291. //Reflection: Fresnel on and Ray trace on
  292. }
  293. else if (value === "6") {
  294. //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
  295. }
  296. else if (value === "7") {
  297. //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
  298. }
  299. else if (value === "8") {
  300. //Reflection on and Ray trace off
  301. }
  302. else if (value === "9") {
  303. //Transparency: Glass on, Reflection: Ray trace off
  304. }
  305. else if (value === "10") {
  306. //Casts shadows onto invisible surfaces
  307. }
  308. }
  309. else {
  310. // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
  311. }
  312. }
  313. //At the end of the file, add the last material
  314. if (material) {
  315. this.materials.push(material);
  316. }
  317. };
  318. /**
  319. * Gets the texture for the material.
  320. *
  321. * If the material is imported from input file,
  322. * We sanitize the url to ensure it takes the textre from aside the material.
  323. *
  324. * @param rootUrl The root url to load from
  325. * @param value The value stored in the mtl
  326. * @return The Texture
  327. */
  328. MTLFileLoader._getTexture = function (rootUrl, value, scene) {
  329. if (!value) {
  330. return null;
  331. }
  332. var url = rootUrl;
  333. // Load from input file.
  334. if (rootUrl === "file:") {
  335. var lastDelimiter = value.lastIndexOf("\\");
  336. if (lastDelimiter === -1) {
  337. lastDelimiter = value.lastIndexOf("/");
  338. }
  339. if (lastDelimiter > -1) {
  340. url += value.substr(lastDelimiter + 1);
  341. }
  342. else {
  343. url += value;
  344. }
  345. }
  346. // Not from input file.
  347. else {
  348. url += value;
  349. }
  350. return new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Texture"](url, scene);
  351. };
  352. return MTLFileLoader;
  353. }());
  354. /**
  355. * OBJ file type loader.
  356. * This is a babylon scene loader plugin.
  357. */
  358. var OBJFileLoader = /** @class */ (function () {
  359. function OBJFileLoader() {
  360. /**
  361. * Defines the name of the plugin.
  362. */
  363. this.name = "obj";
  364. /**
  365. * Defines the extension the plugin is able to load.
  366. */
  367. this.extensions = ".obj";
  368. /** @hidden */
  369. this.obj = /^o/;
  370. /** @hidden */
  371. this.group = /^g/;
  372. /** @hidden */
  373. this.mtllib = /^mtllib /;
  374. /** @hidden */
  375. this.usemtl = /^usemtl /;
  376. /** @hidden */
  377. this.smooth = /^s /;
  378. /** @hidden */
  379. this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+){3,7}/;
  380. // vn float float float
  381. /** @hidden */
  382. this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  383. // vt float float
  384. /** @hidden */
  385. this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  386. // f vertex vertex vertex ...
  387. /** @hidden */
  388. this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
  389. // f vertex/uvs vertex/uvs vertex/uvs ...
  390. /** @hidden */
  391. this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  392. // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
  393. /** @hidden */
  394. this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  395. // f vertex//normal vertex//normal vertex//normal ...
  396. /** @hidden */
  397. this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
  398. // f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ...
  399. /** @hidden */
  400. this.facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
  401. }
  402. /**
  403. * Calls synchronously the MTL file attached to this obj.
  404. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  405. * Without this function materials are not displayed in the first frame (but displayed after).
  406. * In consequence it is impossible to get material information in your HTML file
  407. *
  408. * @param url The URL of the MTL file
  409. * @param rootUrl
  410. * @param onSuccess Callback function to be called when the MTL file is loaded
  411. * @private
  412. */
  413. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
  414. //The complete path to the mtl file
  415. var pathOfFile = babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Tools"].BaseUrl + rootUrl + url;
  416. // Loads through the babylon tools to allow fileInput search.
  417. babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Tools"].LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
  418. };
  419. /**
  420. * Imports one or more meshes from the loaded OBJ data and adds them to the scene
  421. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  422. * @param scene the scene the meshes should be added to
  423. * @param data the OBJ data to load
  424. * @param rootUrl root url to load from
  425. * @param onProgress event that fires when loading progress has occured
  426. * @param fileName Defines the name of the file to load
  427. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  428. */
  429. OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress, fileName) {
  430. //get the meshes from OBJ file
  431. return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
  432. return {
  433. meshes: meshes,
  434. particleSystems: [],
  435. skeletons: [],
  436. animationGroups: []
  437. };
  438. });
  439. };
  440. /**
  441. * Imports all objects from the loaded OBJ data and adds them to the scene
  442. * @param scene the scene the objects should be added to
  443. * @param data the OBJ data to load
  444. * @param rootUrl root url to load from
  445. * @param onProgress event that fires when loading progress has occured
  446. * @param fileName Defines the name of the file to load
  447. * @returns a promise which completes when objects have been loaded to the scene
  448. */
  449. OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress, fileName) {
  450. //Get the 3D model
  451. return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
  452. // return void
  453. });
  454. };
  455. /**
  456. * Load into an asset container.
  457. * @param scene The scene to load into
  458. * @param data The data to import
  459. * @param rootUrl The root url for scene and resources
  460. * @param onProgress The callback when the load progresses
  461. * @param fileName Defines the name of the file to load
  462. * @returns The loaded asset container
  463. */
  464. OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
  465. return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
  466. var container = new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["AssetContainer"](scene);
  467. result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
  468. container.removeAllFromScene();
  469. return container;
  470. });
  471. };
  472. /**
  473. * Read the OBJ file and create an Array of meshes.
  474. * Each mesh contains all information given by the OBJ and the MTL file.
  475. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  476. *
  477. * @param meshesNames
  478. * @param scene Scene The scene where are displayed the data
  479. * @param data String The content of the obj file
  480. * @param rootUrl String The path to the folder
  481. * @returns Array<AbstractMesh>
  482. * @private
  483. */
  484. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  485. var _this = this;
  486. var positions = []; //values for the positions of vertices
  487. var normals = []; //Values for the normals
  488. var uvs = []; //Values for the textures
  489. var colors = [];
  490. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  491. var handledMesh; //The current mesh of meshes array
  492. var indicesForBabylon = []; //The list of indices for VertexData
  493. var wrappedPositionForBabylon = []; //The list of position in vectors
  494. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  495. var wrappedColorsForBabylon = []; // Array with all color values to match with the indices
  496. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  497. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  498. var curPositionInIndices = 0;
  499. var hasMeshes = false; //Meshes are defined in the file
  500. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  501. var unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
  502. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  503. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  504. var triangles = []; //Indices from new triangles coming from polygons
  505. var materialNameFromObj = ""; //The name of the current material
  506. var fileToLoad = ""; //The name of the mtlFile to load
  507. var materialsFromMTLFile = new MTLFileLoader();
  508. var objMeshName = ""; //The name of the current obj mesh
  509. var increment = 1; //Id for meshes created by the multimaterial
  510. var isFirstMaterial = true;
  511. var grayColor = new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Color4"](0.5, 0.5, 0.5, 1);
  512. /**
  513. * Search for obj in the given array.
  514. * This function is called to check if a couple of data already exists in an array.
  515. *
  516. * If found, returns the index of the founded tuple index. Returns -1 if not found
  517. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  518. * @param obj Array<number>
  519. * @returns {boolean}
  520. */
  521. var isInArray = function (arr, obj) {
  522. if (!arr[obj[0]]) {
  523. arr[obj[0]] = { normals: [], idx: [] };
  524. }
  525. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  526. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  527. };
  528. var isInArrayUV = function (arr, obj) {
  529. if (!arr[obj[0]]) {
  530. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  531. }
  532. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  533. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  534. return arr[obj[0]].idx[idx];
  535. }
  536. return -1;
  537. };
  538. /**
  539. * This function set the data for each triangle.
  540. * Data are position, normals and uvs
  541. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  542. * If the tuple already exist, add only their indice
  543. *
  544. * @param indicePositionFromObj Integer The index in positions array
  545. * @param indiceUvsFromObj Integer The index in uvs array
  546. * @param indiceNormalFromObj Integer The index in normals array
  547. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  548. * @param textureVectorFromOBJ Vector3 The value of uvs
  549. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  550. */
  551. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
  552. //Check if this tuple already exists in the list of tuples
  553. var _index;
  554. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  555. _index = isInArrayUV(tuplePosNorm, [
  556. indicePositionFromObj,
  557. indiceNormalFromObj,
  558. indiceUvsFromObj
  559. ]);
  560. }
  561. else {
  562. _index = isInArray(tuplePosNorm, [
  563. indicePositionFromObj,
  564. indiceNormalFromObj
  565. ]);
  566. }
  567. //If it not exists
  568. if (_index == -1) {
  569. //Add an new indice.
  570. //The array of indices is only an array with his length equal to the number of triangles - 1.
  571. //We add vertices data in this order
  572. indicesForBabylon.push(wrappedPositionForBabylon.length);
  573. //Push the position of vertice for Babylon
  574. //Each element is a Vector3(x,y,z)
  575. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  576. //Push the uvs for Babylon
  577. //Each element is a Vector3(u,v)
  578. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  579. //Push the normals for Babylon
  580. //Each element is a Vector3(x,y,z)
  581. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  582. if (positionColorsFromOBJ !== undefined) {
  583. //Push the colors for Babylon
  584. //Each element is a BABYLON.Color4(r,g,b,a)
  585. wrappedColorsForBabylon.push(positionColorsFromOBJ);
  586. }
  587. //Add the tuple in the comparison list
  588. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  589. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  590. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  591. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  592. }
  593. }
  594. else {
  595. //The tuple already exists
  596. //Add the index of the already existing tuple
  597. //At this index we can get the value of position, normal, color and uvs of vertex
  598. indicesForBabylon.push(_index);
  599. }
  600. };
  601. /**
  602. * Transform Vector() and BABYLON.Color() objects into numbers in an array
  603. */
  604. var unwrapData = function () {
  605. //Every array has the same length
  606. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  607. //Push the x, y, z values of each element in the unwrapped array
  608. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  609. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  610. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  611. }
  612. if (OBJFileLoader.IMPORT_VERTEX_COLORS === true) {
  613. //Push the r, g, b, a values of each element in the unwrapped array
  614. unwrappedColorsForBabylon.push(wrappedColorsForBabylon[l].r, wrappedColorsForBabylon[l].g, wrappedColorsForBabylon[l].b, wrappedColorsForBabylon[l].a);
  615. }
  616. // Reset arrays for the next new meshes
  617. wrappedPositionForBabylon = [];
  618. wrappedNormalsForBabylon = [];
  619. wrappedUvsForBabylon = [];
  620. wrappedColorsForBabylon = [];
  621. tuplePosNorm = [];
  622. curPositionInIndices = 0;
  623. };
  624. /**
  625. * Create triangles from polygons by recursion
  626. * The best to understand how it works is to draw it in the same time you get the recursion.
  627. * It is important to notice that a triangle is a polygon
  628. * We get 5 patterns of face defined in OBJ File :
  629. * facePattern1 = ["1","2","3","4","5","6"]
  630. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  631. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  632. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  633. * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
  634. * Each pattern is divided by the same method
  635. * @param face Array[String] The indices of elements
  636. * @param v Integer The variable to increment
  637. */
  638. var getTriangles = function (face, v) {
  639. //Work for each element of the array
  640. if (v + 1 < face.length) {
  641. //Add on the triangle variable the indexes to obtain triangles
  642. triangles.push(face[0], face[v], face[v + 1]);
  643. //Incrementation for recursion
  644. v += 1;
  645. //Recursion
  646. getTriangles(face, v);
  647. }
  648. //Result obtained after 2 iterations:
  649. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  650. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  651. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  652. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  653. //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
  654. };
  655. /**
  656. * Create triangles and push the data for each polygon for the pattern 1
  657. * In this pattern we get vertice positions
  658. * @param face
  659. * @param v
  660. */
  661. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  662. //Get the indices of triangles for each polygon
  663. getTriangles(face, v);
  664. //For each element in the triangles array.
  665. //This var could contains 1 to an infinity of triangles
  666. for (var k = 0; k < triangles.length; k++) {
  667. // Set position indice
  668. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  669. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  670. positions[indicePositionFromObj], //Get the vectors data
  671. babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector2"].Zero(), babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector3"].Up(), //Create default vectors
  672. OBJFileLoader.IMPORT_VERTEX_COLORS === true ? colors[indicePositionFromObj] : undefined);
  673. }
  674. //Reset variable for the next line
  675. triangles = [];
  676. };
  677. /**
  678. * Create triangles and push the data for each polygon for the pattern 2
  679. * In this pattern we get vertice positions and uvsu
  680. * @param face
  681. * @param v
  682. */
  683. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  684. //Get the indices of triangles for each polygon
  685. getTriangles(face, v);
  686. for (var k = 0; k < triangles.length; k++) {
  687. //triangle[k] = "1/1"
  688. //Split the data for getting position and uv
  689. var point = triangles[k].split("/"); // ["1", "1"]
  690. //Set position indice
  691. var indicePositionFromObj = parseInt(point[0]) - 1;
  692. //Set uv indice
  693. var indiceUvsFromObj = parseInt(point[1]) - 1;
  694. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  695. positions[indicePositionFromObj], //Get the values for each element
  696. uvs[indiceUvsFromObj], babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector3"].Up(), //Default value for normals
  697. OBJFileLoader.IMPORT_VERTEX_COLORS === true ? colors[indicePositionFromObj] : undefined);
  698. }
  699. //Reset variable for the next line
  700. triangles = [];
  701. };
  702. /**
  703. * Create triangles and push the data for each polygon for the pattern 3
  704. * In this pattern we get vertice positions, uvs and normals
  705. * @param face
  706. * @param v
  707. */
  708. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  709. //Get the indices of triangles for each polygon
  710. getTriangles(face, v);
  711. for (var k = 0; k < triangles.length; k++) {
  712. //triangle[k] = "1/1/1"
  713. //Split the data for getting position, uv, and normals
  714. var point = triangles[k].split("/"); // ["1", "1", "1"]
  715. // Set position indice
  716. var indicePositionFromObj = parseInt(point[0]) - 1;
  717. // Set uv indice
  718. var indiceUvsFromObj = parseInt(point[1]) - 1;
  719. // Set normal indice
  720. var indiceNormalFromObj = parseInt(point[2]) - 1;
  721. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  722. );
  723. }
  724. //Reset variable for the next line
  725. triangles = [];
  726. };
  727. /**
  728. * Create triangles and push the data for each polygon for the pattern 4
  729. * In this pattern we get vertice positions and normals
  730. * @param face
  731. * @param v
  732. */
  733. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  734. getTriangles(face, v);
  735. for (var k = 0; k < triangles.length; k++) {
  736. //triangle[k] = "1//1"
  737. //Split the data for getting position and normals
  738. var point = triangles[k].split("//"); // ["1", "1"]
  739. // We check indices, and normals
  740. var indicePositionFromObj = parseInt(point[0]) - 1;
  741. var indiceNormalFromObj = parseInt(point[1]) - 1;
  742. setData(indicePositionFromObj, 1, //Default value for uv
  743. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  744. babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector2"].Zero(), normals[indiceNormalFromObj], OBJFileLoader.IMPORT_VERTEX_COLORS === true ? colors[indicePositionFromObj] : undefined);
  745. }
  746. //Reset variable for the next line
  747. triangles = [];
  748. };
  749. /**
  750. * Create triangles and push the data for each polygon for the pattern 3
  751. * In this pattern we get vertice positions, uvs and normals
  752. * @param face
  753. * @param v
  754. */
  755. var setDataForCurrentFaceWithPattern5 = function (face, v) {
  756. //Get the indices of triangles for each polygon
  757. getTriangles(face, v);
  758. for (var k = 0; k < triangles.length; k++) {
  759. //triangle[k] = "-1/-1/-1"
  760. //Split the data for getting position, uv, and normals
  761. var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
  762. // Set position indice
  763. var indicePositionFromObj = positions.length + parseInt(point[0]);
  764. // Set uv indice
  765. var indiceUvsFromObj = uvs.length + parseInt(point[1]);
  766. // Set normal indice
  767. var indiceNormalFromObj = normals.length + parseInt(point[2]);
  768. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj], //Set the vector for each component
  769. OBJFileLoader.IMPORT_VERTEX_COLORS === true ? colors[indicePositionFromObj] : undefined);
  770. }
  771. //Reset variable for the next line
  772. triangles = [];
  773. };
  774. var addPreviousObjMesh = function () {
  775. //Check if it is not the first mesh. Otherwise we don't have data.
  776. if (meshesFromObj.length > 0) {
  777. //Get the previous mesh for applying the data about the faces
  778. //=> in obj file, faces definition append after the name of the mesh
  779. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  780. //Set the data into Array for the mesh
  781. unwrapData();
  782. // Reverse tab. Otherwise face are displayed in the wrong sens
  783. indicesForBabylon.reverse();
  784. //Set the information for the mesh
  785. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  786. handledMesh.indices = indicesForBabylon.slice();
  787. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  788. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  789. handledMesh.uvs = unwrappedUVForBabylon.slice();
  790. if (OBJFileLoader.IMPORT_VERTEX_COLORS === true) {
  791. handledMesh.colors = unwrappedColorsForBabylon.slice();
  792. }
  793. //Reset the array for the next mesh
  794. indicesForBabylon = [];
  795. unwrappedPositionsForBabylon = [];
  796. unwrappedColorsForBabylon = [];
  797. unwrappedNormalsForBabylon = [];
  798. unwrappedUVForBabylon = [];
  799. }
  800. };
  801. //Main function
  802. //Split the file into lines
  803. var lines = data.split('\n');
  804. //Look at each line
  805. for (var i = 0; i < lines.length; i++) {
  806. var line = lines[i].trim();
  807. var result;
  808. //Comment or newLine
  809. if (line.length === 0 || line.charAt(0) === '#') {
  810. continue;
  811. //Get information about one position possible for the vertices
  812. }
  813. else if (this.vertexPattern.test(line)) {
  814. result = line.split(' ');
  815. //Value of result with line: "v 1.0 2.0 3.0"
  816. // ["v", "1.0", "2.0", "3.0"]
  817. //Create a Vector3 with the position x, y, z
  818. positions.push(new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector3"](parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  819. if (OBJFileLoader.IMPORT_VERTEX_COLORS === true) {
  820. if (result.length >= 7) {
  821. // TODO: if these numbers are > 1 we can use Color4.FromInts(r,g,b,a)
  822. colors.push(new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Color4"](parseFloat(result[4]), parseFloat(result[5]), parseFloat(result[6]), (result.length === 7 || result[7] === undefined) ? 1 : parseFloat(result[7])));
  823. }
  824. else {
  825. // TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
  826. colors.push(grayColor);
  827. }
  828. }
  829. }
  830. else if ((result = this.normalPattern.exec(line)) !== null) {
  831. //Create a Vector3 with the normals x, y, z
  832. //Value of result
  833. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  834. //Add the Vector in the list of normals
  835. normals.push(new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector3"](parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  836. }
  837. else if ((result = this.uvPattern.exec(line)) !== null) {
  838. //Create a Vector2 with the normals u, v
  839. //Value of result
  840. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  841. //Add the Vector in the list of uvs
  842. uvs.push(new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Vector2"](parseFloat(result[1]), parseFloat(result[2])));
  843. //Identify patterns of faces
  844. //Face could be defined in different type of pattern
  845. }
  846. else if ((result = this.facePattern3.exec(line)) !== null) {
  847. //Value of result:
  848. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  849. //Set the data for this face
  850. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  851. 1);
  852. }
  853. else if ((result = this.facePattern4.exec(line)) !== null) {
  854. //Value of result:
  855. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  856. //Set the data for this face
  857. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  858. 1);
  859. }
  860. else if ((result = this.facePattern5.exec(line)) !== null) {
  861. //Value of result:
  862. //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
  863. //Set the data for this face
  864. setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
  865. 1);
  866. }
  867. else if ((result = this.facePattern2.exec(line)) !== null) {
  868. //Value of result:
  869. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  870. //Set the data for this face
  871. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  872. 1);
  873. }
  874. else if ((result = this.facePattern1.exec(line)) !== null) {
  875. //Value of result
  876. //["f 1 2 3", "1 2 3"...]
  877. //Set the data for this face
  878. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  879. 1);
  880. //Define a mesh or an object
  881. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  882. }
  883. else if (this.group.test(line) || this.obj.test(line)) {
  884. //Create a new mesh corresponding to the name of the group.
  885. //Definition of the mesh
  886. var objMesh = {
  887. name: line.substring(2).trim(),
  888. indices: undefined,
  889. positions: undefined,
  890. normals: undefined,
  891. uvs: undefined,
  892. colors: undefined,
  893. materialName: ""
  894. };
  895. addPreviousObjMesh();
  896. //Push the last mesh created with only the name
  897. meshesFromObj.push(objMesh);
  898. //Set this variable to indicate that now meshesFromObj has objects defined inside
  899. hasMeshes = true;
  900. isFirstMaterial = true;
  901. increment = 1;
  902. //Keyword for applying a material
  903. }
  904. else if (this.usemtl.test(line)) {
  905. //Get the name of the material
  906. materialNameFromObj = line.substring(7).trim();
  907. //If this new material is in the same mesh
  908. if (!isFirstMaterial) {
  909. //Set the data for the previous mesh
  910. addPreviousObjMesh();
  911. //Create a new mesh
  912. var objMesh =
  913. //Set the name of the current obj mesh
  914. {
  915. name: objMeshName + "_mm" + increment.toString(),
  916. indices: undefined,
  917. positions: undefined,
  918. normals: undefined,
  919. uvs: undefined,
  920. colors: undefined,
  921. materialName: materialNameFromObj
  922. };
  923. increment++;
  924. //If meshes are already defined
  925. meshesFromObj.push(objMesh);
  926. }
  927. //Set the material name if the previous line define a mesh
  928. if (hasMeshes && isFirstMaterial) {
  929. //Set the material name to the previous mesh (1 material per mesh)
  930. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  931. isFirstMaterial = false;
  932. }
  933. //Keyword for loading the mtl file
  934. }
  935. else if (this.mtllib.test(line)) {
  936. //Get the name of mtl file
  937. fileToLoad = line.substring(7).trim();
  938. //Apply smoothing
  939. }
  940. else if (this.smooth.test(line)) {
  941. // smooth shading => apply smoothing
  942. //Toda y I don't know it work with babylon and with obj.
  943. //With the obj file an integer is set
  944. }
  945. else {
  946. //If there is another possibility
  947. console.log("Unhandled expression at line : " + line);
  948. }
  949. }
  950. //At the end of the file, add the last mesh into the meshesFromObj array
  951. if (hasMeshes) {
  952. //Set the data for the last mesh
  953. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  954. //Reverse indices for displaying faces in the good sense
  955. indicesForBabylon.reverse();
  956. //Get the good array
  957. unwrapData();
  958. //Set array
  959. handledMesh.indices = indicesForBabylon;
  960. handledMesh.positions = unwrappedPositionsForBabylon;
  961. handledMesh.normals = unwrappedNormalsForBabylon;
  962. handledMesh.uvs = unwrappedUVForBabylon;
  963. if (OBJFileLoader.IMPORT_VERTEX_COLORS === true) {
  964. handledMesh.colors = unwrappedColorsForBabylon;
  965. }
  966. }
  967. //If any o or g keyword found, create a mesh with a random id
  968. if (!hasMeshes) {
  969. // reverse tab of indices
  970. indicesForBabylon.reverse();
  971. //Get positions normals uvs
  972. unwrapData();
  973. //Set data for one mesh
  974. meshesFromObj.push({
  975. name: babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Geometry"].RandomId(),
  976. indices: indicesForBabylon,
  977. positions: unwrappedPositionsForBabylon,
  978. colors: unwrappedColorsForBabylon,
  979. normals: unwrappedNormalsForBabylon,
  980. uvs: unwrappedUVForBabylon,
  981. materialName: materialNameFromObj
  982. });
  983. }
  984. //Create a Mesh list
  985. var babylonMeshesArray = []; //The mesh for babylon
  986. var materialToUse = new Array();
  987. //Set data for each mesh
  988. for (var j = 0; j < meshesFromObj.length; j++) {
  989. //check meshesNames (stlFileLoader)
  990. if (meshesNames && meshesFromObj[j].name) {
  991. if (meshesNames instanceof Array) {
  992. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  993. continue;
  994. }
  995. }
  996. else {
  997. if (meshesFromObj[j].name !== meshesNames) {
  998. continue;
  999. }
  1000. }
  1001. }
  1002. //Get the current mesh
  1003. //Set the data with VertexBuffer for each mesh
  1004. handledMesh = meshesFromObj[j];
  1005. //Create a Mesh with the name of the obj mesh
  1006. var babylonMesh = new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["Mesh"](meshesFromObj[j].name, scene);
  1007. //Push the name of the material to an array
  1008. //This is indispensable for the importMesh function
  1009. materialToUse.push(meshesFromObj[j].materialName);
  1010. var vertexData = new babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["VertexData"](); //The container for the values
  1011. //Set the data for the babylonMesh
  1012. vertexData.uvs = handledMesh.uvs;
  1013. vertexData.indices = handledMesh.indices;
  1014. vertexData.positions = handledMesh.positions;
  1015. if (OBJFileLoader.COMPUTE_NORMALS === true) {
  1016. var normals_1 = new Array();
  1017. babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["VertexData"].ComputeNormals(handledMesh.positions, handledMesh.indices, normals_1);
  1018. vertexData.normals = normals_1;
  1019. }
  1020. else {
  1021. vertexData.normals = handledMesh.normals;
  1022. }
  1023. if (OBJFileLoader.IMPORT_VERTEX_COLORS === true) {
  1024. vertexData.colors = handledMesh.colors;
  1025. }
  1026. //Set the data from the VertexBuffer to the current Mesh
  1027. vertexData.applyToMesh(babylonMesh);
  1028. if (OBJFileLoader.INVERT_Y) {
  1029. babylonMesh.scaling.y *= -1;
  1030. }
  1031. //Push the mesh into an array
  1032. babylonMeshesArray.push(babylonMesh);
  1033. }
  1034. var mtlPromises = [];
  1035. //load the materials
  1036. //Check if we have a file to load
  1037. if (fileToLoad !== "") {
  1038. //Load the file synchronously
  1039. mtlPromises.push(new Promise(function (resolve, reject) {
  1040. _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  1041. try {
  1042. //Create materials thanks MTLLoader function
  1043. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  1044. //Look at each material loaded in the mtl file
  1045. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  1046. //Three variables to get all meshes with the same material
  1047. var startIndex = 0;
  1048. var _indices = [];
  1049. var _index;
  1050. //The material from MTL file is used in the meshes loaded
  1051. //Push the indice in an array
  1052. //Check if the material is not used for another mesh
  1053. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  1054. _indices.push(_index);
  1055. startIndex = _index + 1;
  1056. }
  1057. //If the material is not used dispose it
  1058. if (_index == -1 && _indices.length == 0) {
  1059. //If the material is not needed, remove it
  1060. materialsFromMTLFile.materials[n].dispose();
  1061. }
  1062. else {
  1063. for (var o = 0; o < _indices.length; o++) {
  1064. //Apply the material to the Mesh for each mesh with the material
  1065. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  1066. }
  1067. }
  1068. }
  1069. resolve();
  1070. }
  1071. catch (e) {
  1072. reject(e);
  1073. }
  1074. });
  1075. }));
  1076. }
  1077. //Return an array with all Mesh
  1078. return Promise.all(mtlPromises).then(function () {
  1079. return babylonMeshesArray;
  1080. });
  1081. };
  1082. /**
  1083. * Defines if UVs are optimized by default during load.
  1084. */
  1085. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  1086. /**
  1087. * Invert model on y-axis (does a model scaling inversion)
  1088. */
  1089. OBJFileLoader.INVERT_Y = false;
  1090. /**
  1091. * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.
  1092. */
  1093. OBJFileLoader.IMPORT_VERTEX_COLORS = false;
  1094. /**
  1095. * Compute the normals for the model, even if normals are present in the file
  1096. */
  1097. OBJFileLoader.COMPUTE_NORMALS = false;
  1098. return OBJFileLoader;
  1099. }());
  1100. if (babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"]) {
  1101. //Add this loader into the register plugin
  1102. babylonjs_Maths_math__WEBPACK_IMPORTED_MODULE_0__["SceneLoader"].RegisterPlugin(new OBJFileLoader());
  1103. }
  1104. /***/ }),
  1105. /***/ "./legacy/legacy-objFileLoader.ts":
  1106. /*!****************************************!*\
  1107. !*** ./legacy/legacy-objFileLoader.ts ***!
  1108. \****************************************/
  1109. /*! exports provided: MTLFileLoader, OBJFileLoader */
  1110. /***/ (function(module, __webpack_exports__, __webpack_require__) {
  1111. "use strict";
  1112. __webpack_require__.r(__webpack_exports__);
  1113. /* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _OBJ__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../OBJ */ "./OBJ/index.ts");
  1114. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "MTLFileLoader", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["MTLFileLoader"]; });
  1115. /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "OBJFileLoader", function() { return _OBJ__WEBPACK_IMPORTED_MODULE_0__["OBJFileLoader"]; });
  1116. /**
  1117. * This is the entry point for the UMD module.
  1118. * The entry point for a future ESM package should be index.ts
  1119. */
  1120. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
  1121. if (typeof globalObject !== "undefined") {
  1122. for (var key in _OBJ__WEBPACK_IMPORTED_MODULE_0__) {
  1123. globalObject.BABYLON[key] = _OBJ__WEBPACK_IMPORTED_MODULE_0__[key];
  1124. }
  1125. }
  1126. /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js")))
  1127. /***/ }),
  1128. /***/ "babylonjs/Misc/observable":
  1129. /*!****************************************************************************************************!*\
  1130. !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
  1131. \****************************************************************************************************/
  1132. /*! no static exports found */
  1133. /***/ (function(module, exports) {
  1134. module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_observable__;
  1135. /***/ })
  1136. /******/ });
  1137. });
  1138. //# sourceMappingURL=babylon.objFileLoader.js.map