babylon.objFileLoader.js 43 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. // f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ...
  235. this.facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
  236. }
  237. /**
  238. * Calls synchronously the MTL file attached to this obj.
  239. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  240. * Without this function materials are not displayed in the first frame (but displayed after).
  241. * In consequence it is impossible to get material information in your HTML file
  242. *
  243. * @param url The URL of the MTL file
  244. * @param rootUrl
  245. * @param onSuccess Callback function to be called when the MTL file is loaded
  246. * @private
  247. */
  248. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
  249. //The complete path to the mtl file
  250. var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
  251. // Loads through the babylon tools to allow fileInput search.
  252. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
  253. };
  254. OBJFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  255. //get the meshes from OBJ file
  256. return this._parseSolid(meshesNames, scene, data, rootUrl).then(function (meshes) {
  257. return {
  258. meshes: meshes,
  259. particleSystems: [],
  260. skeletons: [],
  261. animationGroups: []
  262. };
  263. });
  264. };
  265. OBJFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  266. //Get the 3D model
  267. return this.importMeshAsync(null, scene, data, rootUrl, onProgress).then(function () {
  268. // return void
  269. });
  270. };
  271. OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress) {
  272. return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
  273. var container = new BABYLON.AssetContainer(scene);
  274. result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
  275. container.removeAllFromScene();
  276. return container;
  277. });
  278. };
  279. /**
  280. * Read the OBJ file and create an Array of meshes.
  281. * Each mesh contains all information given by the OBJ and the MTL file.
  282. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  283. *
  284. * @param meshesNames
  285. * @param scene BABYLON.Scene The scene where are displayed the data
  286. * @param data String The content of the obj file
  287. * @param rootUrl String The path to the folder
  288. * @returns Array<AbstractMesh>
  289. * @private
  290. */
  291. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  292. var _this = this;
  293. var positions = []; //values for the positions of vertices
  294. var normals = []; //Values for the normals
  295. var uvs = []; //Values for the textures
  296. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  297. var handledMesh; //The current mesh of meshes array
  298. var indicesForBabylon = []; //The list of indices for VertexData
  299. var wrappedPositionForBabylon = []; //The list of position in vectors
  300. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  301. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  302. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  303. var curPositionInIndices = 0;
  304. var hasMeshes = false; //Meshes are defined in the file
  305. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  306. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  307. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  308. var triangles = []; //Indices from new triangles coming from polygons
  309. var materialNameFromObj = ""; //The name of the current material
  310. var fileToLoad = ""; //The name of the mtlFile to load
  311. var materialsFromMTLFile = new MTLFileLoader();
  312. var objMeshName = ""; //The name of the current obj mesh
  313. var increment = 1; //Id for meshes created by the multimaterial
  314. var isFirstMaterial = true;
  315. /**
  316. * Search for obj in the given array.
  317. * This function is called to check if a couple of data already exists in an array.
  318. *
  319. * If found, returns the index of the founded tuple index. Returns -1 if not found
  320. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  321. * @param obj Array<number>
  322. * @returns {boolean}
  323. */
  324. var isInArray = function (arr, obj) {
  325. if (!arr[obj[0]])
  326. arr[obj[0]] = { normals: [], idx: [] };
  327. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  328. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  329. };
  330. var isInArrayUV = function (arr, obj) {
  331. if (!arr[obj[0]])
  332. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  333. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  334. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  335. return arr[obj[0]].idx[idx];
  336. }
  337. return -1;
  338. };
  339. /**
  340. * This function set the data for each triangle.
  341. * Data are position, normals and uvs
  342. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  343. * If the tuple already exist, add only their indice
  344. *
  345. * @param indicePositionFromObj Integer The index in positions array
  346. * @param indiceUvsFromObj Integer The index in uvs array
  347. * @param indiceNormalFromObj Integer The index in normals array
  348. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  349. * @param textureVectorFromOBJ Vector3 The value of uvs
  350. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  351. */
  352. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
  353. //Check if this tuple already exists in the list of tuples
  354. var _index;
  355. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  356. _index = isInArrayUV(tuplePosNorm, [
  357. indicePositionFromObj,
  358. indiceNormalFromObj,
  359. indiceUvsFromObj
  360. ]);
  361. }
  362. else {
  363. _index = isInArray(tuplePosNorm, [
  364. indicePositionFromObj,
  365. indiceNormalFromObj
  366. ]);
  367. }
  368. //If it not exists
  369. if (_index == -1) {
  370. //Add an new indice.
  371. //The array of indices is only an array with his length equal to the number of triangles - 1.
  372. //We add vertices data in this order
  373. indicesForBabylon.push(wrappedPositionForBabylon.length);
  374. //Push the position of vertice for Babylon
  375. //Each element is a BABYLON.Vector3(x,y,z)
  376. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  377. //Push the uvs for Babylon
  378. //Each element is a BABYLON.Vector3(u,v)
  379. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  380. //Push the normals for Babylon
  381. //Each element is a BABYLON.Vector3(x,y,z)
  382. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  383. //Add the tuple in the comparison list
  384. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  385. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  386. if (OBJFileLoader.OPTIMIZE_WITH_UV)
  387. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  388. }
  389. else {
  390. //The tuple already exists
  391. //Add the index of the already existing tuple
  392. //At this index we can get the value of position, normal and uvs of vertex
  393. indicesForBabylon.push(_index);
  394. }
  395. };
  396. /**
  397. * Transform BABYLON.Vector() object onto 3 digits in an array
  398. */
  399. var unwrapData = function () {
  400. //Every array has the same length
  401. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  402. //Push the x, y, z values of each element in the unwrapped array
  403. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  404. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  405. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  406. }
  407. // Reset arrays for the next new meshes
  408. wrappedPositionForBabylon = [];
  409. wrappedNormalsForBabylon = [];
  410. wrappedUvsForBabylon = [];
  411. tuplePosNorm = [];
  412. curPositionInIndices = 0;
  413. };
  414. /**
  415. * Create triangles from polygons by recursion
  416. * The best to understand how it works is to draw it in the same time you get the recursion.
  417. * It is important to notice that a triangle is a polygon
  418. * We get 5 patterns of face defined in OBJ File :
  419. * facePattern1 = ["1","2","3","4","5","6"]
  420. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  421. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  422. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  423. * facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
  424. * Each pattern is divided by the same method
  425. * @param face Array[String] The indices of elements
  426. * @param v Integer The variable to increment
  427. */
  428. var getTriangles = function (face, v) {
  429. //Work for each element of the array
  430. if (v + 1 < face.length) {
  431. //Add on the triangle variable the indexes to obtain triangles
  432. triangles.push(face[0], face[v], face[v + 1]);
  433. //Incrementation for recursion
  434. v += 1;
  435. //Recursion
  436. getTriangles(face, v);
  437. }
  438. //Result obtained after 2 iterations:
  439. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  440. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  441. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  442. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  443. //Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
  444. };
  445. /**
  446. * Create triangles and push the data for each polygon for the pattern 1
  447. * In this pattern we get vertice positions
  448. * @param face
  449. * @param v
  450. */
  451. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  452. //Get the indices of triangles for each polygon
  453. getTriangles(face, v);
  454. //For each element in the triangles array.
  455. //This var could contains 1 to an infinity of triangles
  456. for (var k = 0; k < triangles.length; k++) {
  457. // Set position indice
  458. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  459. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  460. positions[indicePositionFromObj], //Get the vectors data
  461. BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
  462. );
  463. }
  464. //Reset variable for the next line
  465. triangles = [];
  466. };
  467. /**
  468. * Create triangles and push the data for each polygon for the pattern 2
  469. * In this pattern we get vertice positions and uvsu
  470. * @param face
  471. * @param v
  472. */
  473. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  474. //Get the indices of triangles for each polygon
  475. getTriangles(face, v);
  476. for (var k = 0; k < triangles.length; k++) {
  477. //triangle[k] = "1/1"
  478. //Split the data for getting position and uv
  479. var point = triangles[k].split("/"); // ["1", "1"]
  480. //Set position indice
  481. var indicePositionFromObj = parseInt(point[0]) - 1;
  482. //Set uv indice
  483. var indiceUvsFromObj = parseInt(point[1]) - 1;
  484. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  485. positions[indicePositionFromObj], //Get the values for each element
  486. uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
  487. );
  488. }
  489. //Reset variable for the next line
  490. triangles = [];
  491. };
  492. /**
  493. * Create triangles and push the data for each polygon for the pattern 3
  494. * In this pattern we get vertice positions, uvs and normals
  495. * @param face
  496. * @param v
  497. */
  498. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  499. //Get the indices of triangles for each polygon
  500. getTriangles(face, v);
  501. for (var k = 0; k < triangles.length; k++) {
  502. //triangle[k] = "1/1/1"
  503. //Split the data for getting position, uv, and normals
  504. var point = triangles[k].split("/"); // ["1", "1", "1"]
  505. // Set position indice
  506. var indicePositionFromObj = parseInt(point[0]) - 1;
  507. // Set uv indice
  508. var indiceUvsFromObj = parseInt(point[1]) - 1;
  509. // Set normal indice
  510. var indiceNormalFromObj = parseInt(point[2]) - 1;
  511. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  512. );
  513. }
  514. //Reset variable for the next line
  515. triangles = [];
  516. };
  517. /**
  518. * Create triangles and push the data for each polygon for the pattern 4
  519. * In this pattern we get vertice positions and normals
  520. * @param face
  521. * @param v
  522. */
  523. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  524. getTriangles(face, v);
  525. for (var k = 0; k < triangles.length; k++) {
  526. //triangle[k] = "1//1"
  527. //Split the data for getting position and normals
  528. var point = triangles[k].split("//"); // ["1", "1"]
  529. // We check indices, and normals
  530. var indicePositionFromObj = parseInt(point[0]) - 1;
  531. var indiceNormalFromObj = parseInt(point[1]) - 1;
  532. setData(indicePositionFromObj, 1, //Default value for uv
  533. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  534. BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
  535. }
  536. //Reset variable for the next line
  537. triangles = [];
  538. };
  539. /**
  540. * Create triangles and push the data for each polygon for the pattern 3
  541. * In this pattern we get vertice positions, uvs and normals
  542. * @param face
  543. * @param v
  544. */
  545. var setDataForCurrentFaceWithPattern5 = function (face, v) {
  546. //Get the indices of triangles for each polygon
  547. getTriangles(face, v);
  548. for (var k = 0; k < triangles.length; k++) {
  549. //triangle[k] = "-1/-1/-1"
  550. //Split the data for getting position, uv, and normals
  551. var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
  552. // Set position indice
  553. var indicePositionFromObj = positions.length + parseInt(point[0]);
  554. // Set uv indice
  555. var indiceUvsFromObj = uvs.length + parseInt(point[1]);
  556. // Set normal indice
  557. var indiceNormalFromObj = normals.length + parseInt(point[2]);
  558. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  559. );
  560. }
  561. //Reset variable for the next line
  562. triangles = [];
  563. };
  564. var addPreviousObjMesh = function () {
  565. //Check if it is not the first mesh. Otherwise we don't have data.
  566. if (meshesFromObj.length > 0) {
  567. //Get the previous mesh for applying the data about the faces
  568. //=> in obj file, faces definition append after the name of the mesh
  569. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  570. //Set the data into Array for the mesh
  571. unwrapData();
  572. // Reverse tab. Otherwise face are displayed in the wrong sens
  573. indicesForBabylon.reverse();
  574. //Set the information for the mesh
  575. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  576. handledMesh.indices = indicesForBabylon.slice();
  577. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  578. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  579. handledMesh.uvs = unwrappedUVForBabylon.slice();
  580. //Reset the array for the next mesh
  581. indicesForBabylon = [];
  582. unwrappedPositionsForBabylon = [];
  583. unwrappedNormalsForBabylon = [];
  584. unwrappedUVForBabylon = [];
  585. }
  586. };
  587. //Main function
  588. //Split the file into lines
  589. var lines = data.split('\n');
  590. //Look at each line
  591. for (var i = 0; i < lines.length; i++) {
  592. var line = lines[i].trim();
  593. var result;
  594. //Comment or newLine
  595. if (line.length === 0 || line.charAt(0) === '#') {
  596. continue;
  597. //Get information about one position possible for the vertices
  598. }
  599. else if ((result = this.vertexPattern.exec(line)) !== null) {
  600. //Create a Vector3 with the position x, y, z
  601. //Value of result:
  602. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  603. //Add the Vector in the list of positions
  604. positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  605. }
  606. else if ((result = this.normalPattern.exec(line)) !== null) {
  607. //Create a Vector3 with the normals x, y, z
  608. //Value of result
  609. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  610. //Add the Vector in the list of normals
  611. normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  612. }
  613. else if ((result = this.uvPattern.exec(line)) !== null) {
  614. //Create a Vector2 with the normals u, v
  615. //Value of result
  616. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  617. //Add the Vector in the list of uvs
  618. uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
  619. //Identify patterns of faces
  620. //Face could be defined in different type of pattern
  621. }
  622. else if ((result = this.facePattern3.exec(line)) !== null) {
  623. //Value of result:
  624. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  625. //Set the data for this face
  626. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  627. 1);
  628. }
  629. else if ((result = this.facePattern4.exec(line)) !== null) {
  630. //Value of result:
  631. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  632. //Set the data for this face
  633. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  634. 1);
  635. }
  636. else if ((result = this.facePattern5.exec(line)) !== null) {
  637. //Value of result:
  638. //["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
  639. //Set the data for this face
  640. setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
  641. 1);
  642. }
  643. else if ((result = this.facePattern2.exec(line)) !== null) {
  644. //Value of result:
  645. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  646. //Set the data for this face
  647. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  648. 1);
  649. }
  650. else if ((result = this.facePattern1.exec(line)) !== null) {
  651. //Value of result
  652. //["f 1 2 3", "1 2 3"...]
  653. //Set the data for this face
  654. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  655. 1);
  656. //Define a mesh or an object
  657. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  658. }
  659. else if (this.group.test(line) || this.obj.test(line)) {
  660. //Create a new mesh corresponding to the name of the group.
  661. //Definition of the mesh
  662. var objMesh =
  663. //Set the name of the current obj mesh
  664. {
  665. name: line.substring(2).trim(),
  666. indices: undefined,
  667. positions: undefined,
  668. normals: undefined,
  669. uvs: undefined,
  670. materialName: ""
  671. };
  672. addPreviousObjMesh();
  673. //Push the last mesh created with only the name
  674. meshesFromObj.push(objMesh);
  675. //Set this variable to indicate that now meshesFromObj has objects defined inside
  676. hasMeshes = true;
  677. isFirstMaterial = true;
  678. increment = 1;
  679. //Keyword for applying a material
  680. }
  681. else if (this.usemtl.test(line)) {
  682. //Get the name of the material
  683. materialNameFromObj = line.substring(7).trim();
  684. //If this new material is in the same mesh
  685. if (!isFirstMaterial) {
  686. //Set the data for the previous mesh
  687. addPreviousObjMesh();
  688. //Create a new mesh
  689. var objMesh =
  690. //Set the name of the current obj mesh
  691. {
  692. name: objMeshName + "_mm" + increment.toString(),
  693. indices: undefined,
  694. positions: undefined,
  695. normals: undefined,
  696. uvs: undefined,
  697. materialName: materialNameFromObj
  698. };
  699. increment++;
  700. //If meshes are already defined
  701. meshesFromObj.push(objMesh);
  702. }
  703. //Set the material name if the previous line define a mesh
  704. if (hasMeshes && isFirstMaterial) {
  705. //Set the material name to the previous mesh (1 material per mesh)
  706. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  707. isFirstMaterial = false;
  708. }
  709. //Keyword for loading the mtl file
  710. }
  711. else if (this.mtllib.test(line)) {
  712. //Get the name of mtl file
  713. fileToLoad = line.substring(7).trim();
  714. //Apply smoothing
  715. }
  716. else if (this.smooth.test(line)) {
  717. // smooth shading => apply smoothing
  718. //Toda y I don't know it work with babylon and with obj.
  719. //With the obj file an integer is set
  720. }
  721. else {
  722. //If there is another possibility
  723. console.log("Unhandled expression at line : " + line);
  724. }
  725. }
  726. //At the end of the file, add the last mesh into the meshesFromObj array
  727. if (hasMeshes) {
  728. //Set the data for the last mesh
  729. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  730. //Reverse indices for displaying faces in the good sens
  731. indicesForBabylon.reverse();
  732. //Get the good array
  733. unwrapData();
  734. //Set array
  735. handledMesh.indices = indicesForBabylon;
  736. handledMesh.positions = unwrappedPositionsForBabylon;
  737. handledMesh.normals = unwrappedNormalsForBabylon;
  738. handledMesh.uvs = unwrappedUVForBabylon;
  739. }
  740. //If any o or g keyword found, create a mesj with a random id
  741. if (!hasMeshes) {
  742. // reverse tab of indices
  743. indicesForBabylon.reverse();
  744. //Get positions normals uvs
  745. unwrapData();
  746. //Set data for one mesh
  747. meshesFromObj.push({
  748. name: BABYLON.Geometry.RandomId(),
  749. indices: indicesForBabylon,
  750. positions: unwrappedPositionsForBabylon,
  751. normals: unwrappedNormalsForBabylon,
  752. uvs: unwrappedUVForBabylon,
  753. materialName: materialNameFromObj
  754. });
  755. }
  756. //Create a BABYLON.Mesh list
  757. var babylonMeshesArray = []; //The mesh for babylon
  758. var materialToUse = new Array();
  759. //Set data for each mesh
  760. for (var j = 0; j < meshesFromObj.length; j++) {
  761. //check meshesNames (stlFileLoader)
  762. if (meshesNames && meshesFromObj[j].name) {
  763. if (meshesNames instanceof Array) {
  764. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  765. continue;
  766. }
  767. }
  768. else {
  769. if (meshesFromObj[j].name !== meshesNames) {
  770. continue;
  771. }
  772. }
  773. }
  774. //Get the current mesh
  775. //Set the data with VertexBuffer for each mesh
  776. handledMesh = meshesFromObj[j];
  777. //Create a BABYLON.Mesh with the name of the obj mesh
  778. var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
  779. //Push the name of the material to an array
  780. //This is indispensable for the importMesh function
  781. materialToUse.push(meshesFromObj[j].materialName);
  782. var vertexData = new BABYLON.VertexData(); //The container for the values
  783. //Set the data for the babylonMesh
  784. vertexData.positions = handledMesh.positions;
  785. vertexData.normals = handledMesh.normals;
  786. vertexData.uvs = handledMesh.uvs;
  787. vertexData.indices = handledMesh.indices;
  788. //Set the data from the VertexBuffer to the current BABYLON.Mesh
  789. vertexData.applyToMesh(babylonMesh);
  790. if (OBJFileLoader.INVERT_Y) {
  791. babylonMesh.scaling.y *= -1;
  792. }
  793. //Push the mesh into an array
  794. babylonMeshesArray.push(babylonMesh);
  795. }
  796. var mtlPromises = [];
  797. //load the materials
  798. //Check if we have a file to load
  799. if (fileToLoad !== "") {
  800. //Load the file synchronously
  801. mtlPromises.push(new Promise(function (resolve, reject) {
  802. _this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  803. try {
  804. //Create materials thanks MTLLoader function
  805. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  806. //Look at each material loaded in the mtl file
  807. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  808. //Three variables to get all meshes with the same material
  809. var startIndex = 0;
  810. var _indices = [];
  811. var _index;
  812. //The material from MTL file is used in the meshes loaded
  813. //Push the indice in an array
  814. //Check if the material is not used for another mesh
  815. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  816. _indices.push(_index);
  817. startIndex = _index + 1;
  818. }
  819. //If the material is not used dispose it
  820. if (_index == -1 && _indices.length == 0) {
  821. //If the material is not needed, remove it
  822. materialsFromMTLFile.materials[n].dispose();
  823. }
  824. else {
  825. for (var o = 0; o < _indices.length; o++) {
  826. //Apply the material to the BABYLON.Mesh for each mesh with the material
  827. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  828. }
  829. }
  830. }
  831. resolve();
  832. }
  833. catch (e) {
  834. reject(e);
  835. }
  836. });
  837. }));
  838. }
  839. //Return an array with all BABYLON.Mesh
  840. return Promise.all(mtlPromises).then(function () {
  841. return babylonMeshesArray;
  842. });
  843. };
  844. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  845. OBJFileLoader.INVERT_Y = false;
  846. return OBJFileLoader;
  847. }());
  848. BABYLON.OBJFileLoader = OBJFileLoader;
  849. if (BABYLON.SceneLoader) {
  850. //Add this loader into the register plugin
  851. BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
  852. }
  853. })(BABYLON || (BABYLON = {}));
  854. //# sourceMappingURL=babylon.objFileLoader.js.map