@babylonjs/loaders 5.0.0-alpha.6 → 5.0.0-alpha.63
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/OBJ/index.d.ts +2 -0
- package/OBJ/index.js +4 -2
- package/OBJ/index.js.map +1 -1
- package/OBJ/mtlFileLoader.d.ts +4 -2
- package/OBJ/mtlFileLoader.js +7 -6
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.d.ts +12 -84
- package/OBJ/objFileLoader.js +50 -667
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objLoadingOptions.d.ts +43 -0
- package/OBJ/objLoadingOptions.js +2 -0
- package/OBJ/objLoadingOptions.js.map +1 -0
- package/OBJ/solidParser.d.ts +153 -0
- package/OBJ/solidParser.js +700 -0
- package/OBJ/solidParser.js.map +1 -0
- package/STL/index.js +1 -1
- package/STL/stlFileLoader.d.ts +6 -0
- package/STL/stlFileLoader.js +38 -11
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.js +4 -4
- package/glTF/1.0/glTFLoader.d.ts +4 -4
- package/glTF/1.0/glTFLoader.js +60 -55
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +3 -1
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.js +6 -6
- package/glTF/1.0/glTFMaterialsCommonExtension.js +12 -12
- package/glTF/1.0/index.js +5 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +8 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -3
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +1 -5
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +5 -21
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js +2 -2
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +8 -4
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +9 -8
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +30 -0
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +46 -0
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -0
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +1 -2
- package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -4
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -4
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +0 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -4
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +1 -2
- package/glTF/2.0/Extensions/KHR_materials_specular.js +12 -6
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +6 -6
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +93 -84
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -3
- package/glTF/2.0/Extensions/KHR_materials_variants.js +86 -22
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +31 -0
- package/glTF/2.0/Extensions/KHR_materials_volume.js +79 -0
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -0
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +1 -2
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -4
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.js +2 -2
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +2 -2
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +6 -3
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +6 -7
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +2 -1
- package/glTF/2.0/Extensions/MSFT_lod.js +48 -8
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +2 -2
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +2 -2
- package/glTF/2.0/Extensions/index.d.ts +2 -0
- package/glTF/2.0/Extensions/index.js +26 -24
- package/glTF/2.0/Extensions/index.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +6 -11
- package/glTF/2.0/glTFLoader.js +130 -94
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +4 -2
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/2.0/index.d.ts +1 -1
- package/glTF/2.0/index.js +4 -4
- package/glTF/2.0/index.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +15 -9
- package/glTF/glTFFileLoader.js +62 -76
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.js +1 -1
- package/glTF/glTFValidation.js.map +1 -1
- package/glTF/index.d.ts +2 -2
- package/glTF/index.js +4 -4
- package/glTF/index.js.map +1 -1
- package/index.d.ts +3 -3
- package/index.js +3 -3
- package/index.js.map +1 -1
- package/legacy/legacy-glTF.js +4 -4
- package/legacy/legacy-glTF1.d.ts +1 -1
- package/legacy/legacy-glTF1.js +1 -1
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF1FileLoader.js +2 -2
- package/legacy/legacy-glTF2.d.ts +1 -1
- package/legacy/legacy-glTF2.js +3 -3
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-glTF2FileLoader.js +2 -2
- package/legacy/legacy-glTFFileLoader.js +3 -3
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +2 -2
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +2 -2
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/legacy/legacy.js +6 -6
- package/package.json +16 -4
package/OBJ/objFileLoader.js
CHANGED
@@ -1,13 +1,9 @@
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import {
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import {
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import {
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import {
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import {
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import {
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import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader";
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import { AssetContainer } from "@babylonjs/core/assetContainer";
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import { MTLFileLoader } from './mtlFileLoader';
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import { VertexBuffer } from "@babylonjs/core/Meshes/buffer";
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import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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import { Tools } from "@babylonjs/core/Misc/tools.js";
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import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { MTLFileLoader } from './mtlFileLoader.js';
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import { SolidParser } from "./solidParser.js";
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/**
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* OBJ file type loader.
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* This is a babylon scene loader plugin.
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/**
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* Creates loader for .OBJ files
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*
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* @param
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* @param loadingOptions options for loading and parsing OBJ/MTL files.
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*/
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function OBJFileLoader(
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function OBJFileLoader(loadingOptions) {
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/**
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* Defines the name of the plugin.
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*/
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* Defines the extension the plugin is able to load.
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*/
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this.extensions = ".obj";
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this.
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/** @hidden */
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this.group = /^g/;
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/** @hidden */
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this.mtllib = /^mtllib /;
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/** @hidden */
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this.usemtl = /^usemtl /;
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/** @hidden */
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this.smooth = /^s /;
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/** @hidden */
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this.vertexPattern = /v(\s+[\d|\.|\+|\-|e|E]+){3,7}/;
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// vn float float float
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/** @hidden */
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this.normalPattern = /vn(\s+[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
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// vt float float
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/** @hidden */
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this.uvPattern = /vt(\s+[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
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// f vertex vertex vertex ...
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/** @hidden */
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this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
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// f vertex/uvs vertex/uvs vertex/uvs ...
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/** @hidden */
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this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
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// f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
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/** @hidden */
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this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
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// f vertex//normal vertex//normal vertex//normal ...
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/** @hidden */
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this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
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// f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal ...
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/** @hidden */
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this.facePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
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this._forAssetContainer = false;
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this._meshLoadOptions = meshLoadOptions || OBJFileLoader.currentMeshLoadOptions;
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this._assetContainer = null;
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this._loadingOptions = loadingOptions || OBJFileLoader.DefaultLoadingOptions;
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}
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Object.defineProperty(OBJFileLoader, "INVERT_TEXTURE_Y", {
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/**
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enumerable: false,
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configurable: true
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});
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Object.defineProperty(OBJFileLoader, "
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Object.defineProperty(OBJFileLoader, "DefaultLoadingOptions", {
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get: function () {
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return {
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computeNormals: OBJFileLoader.COMPUTE_NORMALS,
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optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
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importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
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invertY: OBJFileLoader.INVERT_Y,
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invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,
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UVScaling: OBJFileLoader.UV_SCALING,
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materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,
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optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,
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skipMaterials: OBJFileLoader.SKIP_MATERIALS
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};
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},
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enumerable: false,
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* In consequence it is impossible to get material information in your HTML file
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* @param url The URL of the MTL file
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* @param rootUrl
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* @param rootUrl defines where to load data from
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* @param onSuccess Callback function to be called when the MTL file is loaded
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* @private
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*/
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OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess, onFailure) {
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//The complete path to the mtl file
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var pathOfFile =
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var pathOfFile = rootUrl + url;
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// Loads through the babylon tools to allow fileInput search.
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Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function (request, exception) {
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onFailure(pathOfFile, exception);
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* @returns the created plugin
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*/
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OBJFileLoader.prototype.createPlugin = function () {
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return new OBJFileLoader(OBJFileLoader.
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return new OBJFileLoader(OBJFileLoader.DefaultLoadingOptions);
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};
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/**
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* If the data string can be loaded directly.
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*/
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OBJFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress, fileName) {
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var _this = this;
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var container = new AssetContainer(scene);
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this._assetContainer = container;
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return this.importMeshAsync(null, scene, data, rootUrl).then(function (result) {
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var container = new AssetContainer(scene);
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result.meshes.forEach(function (mesh) { return container.meshes.push(mesh); });
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result.meshes.forEach(function (mesh) {
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var material = mesh.material;
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}
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}
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});
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_this.
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_this._assetContainer = null;
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return container;
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}).catch(function (ex) {
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_this.
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_this._assetContainer = null;
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throw ex;
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});
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};
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OBJFileLoader.prototype._optimizeNormals = function (mesh) {
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var positions = mesh.getVerticesData(VertexBuffer.PositionKind);
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var normals = mesh.getVerticesData(VertexBuffer.NormalKind);
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var mapVertices = {};
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if (!positions || !normals) {
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return;
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}
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for (var i = 0; i < positions.length / 3; i++) {
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var x = positions[i * 3 + 0];
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var y = positions[i * 3 + 1];
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var z = positions[i * 3 + 2];
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var key = x + "_" + y + "_" + z;
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var lst = mapVertices[key];
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if (!lst) {
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lst = [];
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mapVertices[key] = lst;
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}
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lst.push(i);
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}
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var normal = new Vector3();
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for (var key in mapVertices) {
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var lst = mapVertices[key];
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if (lst.length < 2) {
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continue;
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}
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var v0Idx = lst[0];
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for (var i = 1; i < lst.length; ++i) {
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var vIdx = lst[i];
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normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];
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normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];
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normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];
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}
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normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);
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normal.normalize();
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for (var i = 0; i < lst.length; ++i) {
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var vIdx = lst[i];
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normals[vIdx * 3 + 0] = normal.x;
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normals[vIdx * 3 + 1] = normal.y;
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normals[vIdx * 3 + 2] = normal.z;
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}
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}
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mesh.setVerticesData(VertexBuffer.NormalKind, normals);
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};
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/**
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* Read the OBJ file and create an Array of meshes.
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* Each mesh contains all information given by the OBJ and the MTL file.
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* i.e. vertices positions and indices, optional normals values, optional UV values, optional material
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*
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* @param
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* @param
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* @param
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* @
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* @returns Array<AbstractMesh>
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* @private
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* @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file
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* @param scene defines the scene where are displayed the data
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* @param data defines the content of the obj file
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* @param rootUrl defines the path to the folder
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* @returns the list of loaded meshes
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*/
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OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
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var _this = this;
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var positions = []; //values for the positions of vertices
|
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|
-
var normals = []; //Values for the normals
|
267
|
-
var uvs = []; //Values for the textures
|
268
|
-
var colors = [];
|
269
|
-
var meshesFromObj = []; //[mesh] Contains all the obj meshes
|
270
|
-
var handledMesh; //The current mesh of meshes array
|
271
|
-
var indicesForBabylon = []; //The list of indices for VertexData
|
272
|
-
var wrappedPositionForBabylon = []; //The list of position in vectors
|
273
|
-
var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
|
274
|
-
var wrappedColorsForBabylon = []; // Array with all color values to match with the indices
|
275
|
-
var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
|
276
|
-
var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
|
277
|
-
var curPositionInIndices = 0;
|
278
|
-
var hasMeshes = false; //Meshes are defined in the file
|
279
|
-
var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
|
280
|
-
var unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
|
281
|
-
var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
|
282
|
-
var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
|
283
|
-
var triangles = []; //Indices from new triangles coming from polygons
|
284
|
-
var materialNameFromObj = ""; //The name of the current material
|
285
182
|
var fileToLoad = ""; //The name of the mtlFile to load
|
286
183
|
var materialsFromMTLFile = new MTLFileLoader();
|
287
|
-
var objMeshName = ""; //The name of the current obj mesh
|
288
|
-
var increment = 1; //Id for meshes created by the multimaterial
|
289
|
-
var isFirstMaterial = true;
|
290
|
-
var grayColor = new Color4(0.5, 0.5, 0.5, 1);
|
291
|
-
/**
|
292
|
-
* Search for obj in the given array.
|
293
|
-
* This function is called to check if a couple of data already exists in an array.
|
294
|
-
*
|
295
|
-
* If found, returns the index of the founded tuple index. Returns -1 if not found
|
296
|
-
* @param arr Array<{ normals: Array<number>, idx: Array<number> }>
|
297
|
-
* @param obj Array<number>
|
298
|
-
* @returns {boolean}
|
299
|
-
*/
|
300
|
-
var isInArray = function (arr, obj) {
|
301
|
-
if (!arr[obj[0]]) {
|
302
|
-
arr[obj[0]] = { normals: [], idx: [] };
|
303
|
-
}
|
304
|
-
var idx = arr[obj[0]].normals.indexOf(obj[1]);
|
305
|
-
return idx === -1 ? -1 : arr[obj[0]].idx[idx];
|
306
|
-
};
|
307
|
-
var isInArrayUV = function (arr, obj) {
|
308
|
-
if (!arr[obj[0]]) {
|
309
|
-
arr[obj[0]] = { normals: [], idx: [], uv: [] };
|
310
|
-
}
|
311
|
-
var idx = arr[obj[0]].normals.indexOf(obj[1]);
|
312
|
-
if (idx != 1 && (obj[2] === arr[obj[0]].uv[idx])) {
|
313
|
-
return arr[obj[0]].idx[idx];
|
314
|
-
}
|
315
|
-
return -1;
|
316
|
-
};
|
317
|
-
/**
|
318
|
-
* This function set the data for each triangle.
|
319
|
-
* Data are position, normals and uvs
|
320
|
-
* If a tuple of (position, normal) is not set, add the data into the corresponding array
|
321
|
-
* If the tuple already exist, add only their indice
|
322
|
-
*
|
323
|
-
* @param indicePositionFromObj Integer The index in positions array
|
324
|
-
* @param indiceUvsFromObj Integer The index in uvs array
|
325
|
-
* @param indiceNormalFromObj Integer The index in normals array
|
326
|
-
* @param positionVectorFromOBJ Vector3 The value of position at index objIndice
|
327
|
-
* @param textureVectorFromOBJ Vector3 The value of uvs
|
328
|
-
* @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
|
329
|
-
*/
|
330
|
-
var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
|
331
|
-
//Check if this tuple already exists in the list of tuples
|
332
|
-
var _index;
|
333
|
-
if (_this._meshLoadOptions.OptimizeWithUV) {
|
334
|
-
_index = isInArrayUV(tuplePosNorm, [
|
335
|
-
indicePositionFromObj,
|
336
|
-
indiceNormalFromObj,
|
337
|
-
indiceUvsFromObj
|
338
|
-
]);
|
339
|
-
}
|
340
|
-
else {
|
341
|
-
_index = isInArray(tuplePosNorm, [
|
342
|
-
indicePositionFromObj,
|
343
|
-
indiceNormalFromObj
|
344
|
-
]);
|
345
|
-
}
|
346
|
-
//If it not exists
|
347
|
-
if (_index === -1) {
|
348
|
-
//Add an new indice.
|
349
|
-
//The array of indices is only an array with his length equal to the number of triangles - 1.
|
350
|
-
//We add vertices data in this order
|
351
|
-
indicesForBabylon.push(wrappedPositionForBabylon.length);
|
352
|
-
//Push the position of vertice for Babylon
|
353
|
-
//Each element is a Vector3(x,y,z)
|
354
|
-
wrappedPositionForBabylon.push(positionVectorFromOBJ);
|
355
|
-
//Push the uvs for Babylon
|
356
|
-
//Each element is a Vector3(u,v)
|
357
|
-
wrappedUvsForBabylon.push(textureVectorFromOBJ);
|
358
|
-
//Push the normals for Babylon
|
359
|
-
//Each element is a Vector3(x,y,z)
|
360
|
-
wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
|
361
|
-
if (positionColorsFromOBJ !== undefined) {
|
362
|
-
//Push the colors for Babylon
|
363
|
-
//Each element is a BABYLON.Color4(r,g,b,a)
|
364
|
-
wrappedColorsForBabylon.push(positionColorsFromOBJ);
|
365
|
-
}
|
366
|
-
//Add the tuple in the comparison list
|
367
|
-
tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
|
368
|
-
tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
|
369
|
-
if (_this._meshLoadOptions.OptimizeWithUV) {
|
370
|
-
tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
|
371
|
-
}
|
372
|
-
}
|
373
|
-
else {
|
374
|
-
//The tuple already exists
|
375
|
-
//Add the index of the already existing tuple
|
376
|
-
//At this index we can get the value of position, normal, color and uvs of vertex
|
377
|
-
indicesForBabylon.push(_index);
|
378
|
-
}
|
379
|
-
};
|
380
|
-
/**
|
381
|
-
* Transform Vector() and BABYLON.Color() objects into numbers in an array
|
382
|
-
*/
|
383
|
-
var unwrapData = function () {
|
384
|
-
//Every array has the same length
|
385
|
-
for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
|
386
|
-
//Push the x, y, z values of each element in the unwrapped array
|
387
|
-
unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
|
388
|
-
unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
|
389
|
-
unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
|
390
|
-
if (_this._meshLoadOptions.ImportVertexColors === true) {
|
391
|
-
//Push the r, g, b, a values of each element in the unwrapped array
|
392
|
-
unwrappedColorsForBabylon.push(wrappedColorsForBabylon[l].r, wrappedColorsForBabylon[l].g, wrappedColorsForBabylon[l].b, wrappedColorsForBabylon[l].a);
|
393
|
-
}
|
394
|
-
}
|
395
|
-
// Reset arrays for the next new meshes
|
396
|
-
wrappedPositionForBabylon = [];
|
397
|
-
wrappedNormalsForBabylon = [];
|
398
|
-
wrappedUvsForBabylon = [];
|
399
|
-
wrappedColorsForBabylon = [];
|
400
|
-
tuplePosNorm = [];
|
401
|
-
curPositionInIndices = 0;
|
402
|
-
};
|
403
|
-
/**
|
404
|
-
* Create triangles from polygons
|
405
|
-
* It is important to notice that a triangle is a polygon
|
406
|
-
* We get 5 patterns of face defined in OBJ File :
|
407
|
-
* facePattern1 = ["1","2","3","4","5","6"]
|
408
|
-
* facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
|
409
|
-
* facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
|
410
|
-
* facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
|
411
|
-
* facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
|
412
|
-
* Each pattern is divided by the same method
|
413
|
-
* @param face Array[String] The indices of elements
|
414
|
-
* @param v Integer The variable to increment
|
415
|
-
*/
|
416
|
-
var getTriangles = function (faces, v) {
|
417
|
-
//Work for each element of the array
|
418
|
-
for (var faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
|
419
|
-
//Add on the triangle variable the indexes to obtain triangles
|
420
|
-
triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
|
421
|
-
}
|
422
|
-
//Result obtained after 2 iterations:
|
423
|
-
//Pattern1 => triangle = ["1","2","3","1","3","4"];
|
424
|
-
//Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
|
425
|
-
//Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
|
426
|
-
//Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
|
427
|
-
//Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
|
428
|
-
};
|
429
|
-
/**
|
430
|
-
* Create triangles and push the data for each polygon for the pattern 1
|
431
|
-
* In this pattern we get vertice positions
|
432
|
-
* @param face
|
433
|
-
* @param v
|
434
|
-
*/
|
435
|
-
var setDataForCurrentFaceWithPattern1 = function (face, v) {
|
436
|
-
//Get the indices of triangles for each polygon
|
437
|
-
getTriangles(face, v);
|
438
|
-
//For each element in the triangles array.
|
439
|
-
//This var could contains 1 to an infinity of triangles
|
440
|
-
for (var k = 0; k < triangles.length; k++) {
|
441
|
-
// Set position indice
|
442
|
-
var indicePositionFromObj = parseInt(triangles[k]) - 1;
|
443
|
-
setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
|
444
|
-
positions[indicePositionFromObj], //Get the vectors data
|
445
|
-
Vector2.Zero(), Vector3.Up(), //Create default vectors
|
446
|
-
_this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
|
447
|
-
}
|
448
|
-
//Reset variable for the next line
|
449
|
-
triangles = [];
|
450
|
-
};
|
451
|
-
/**
|
452
|
-
* Create triangles and push the data for each polygon for the pattern 2
|
453
|
-
* In this pattern we get vertice positions and uvsu
|
454
|
-
* @param face
|
455
|
-
* @param v
|
456
|
-
*/
|
457
|
-
var setDataForCurrentFaceWithPattern2 = function (face, v) {
|
458
|
-
//Get the indices of triangles for each polygon
|
459
|
-
getTriangles(face, v);
|
460
|
-
for (var k = 0; k < triangles.length; k++) {
|
461
|
-
//triangle[k] = "1/1"
|
462
|
-
//Split the data for getting position and uv
|
463
|
-
var point = triangles[k].split("/"); // ["1", "1"]
|
464
|
-
//Set position indice
|
465
|
-
var indicePositionFromObj = parseInt(point[0]) - 1;
|
466
|
-
//Set uv indice
|
467
|
-
var indiceUvsFromObj = parseInt(point[1]) - 1;
|
468
|
-
setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
|
469
|
-
positions[indicePositionFromObj], //Get the values for each element
|
470
|
-
uvs[indiceUvsFromObj], Vector3.Up(), //Default value for normals
|
471
|
-
_this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
|
472
|
-
}
|
473
|
-
//Reset variable for the next line
|
474
|
-
triangles = [];
|
475
|
-
};
|
476
|
-
/**
|
477
|
-
* Create triangles and push the data for each polygon for the pattern 3
|
478
|
-
* In this pattern we get vertice positions, uvs and normals
|
479
|
-
* @param face
|
480
|
-
* @param v
|
481
|
-
*/
|
482
|
-
var setDataForCurrentFaceWithPattern3 = function (face, v) {
|
483
|
-
//Get the indices of triangles for each polygon
|
484
|
-
getTriangles(face, v);
|
485
|
-
for (var k = 0; k < triangles.length; k++) {
|
486
|
-
//triangle[k] = "1/1/1"
|
487
|
-
//Split the data for getting position, uv, and normals
|
488
|
-
var point = triangles[k].split("/"); // ["1", "1", "1"]
|
489
|
-
// Set position indice
|
490
|
-
var indicePositionFromObj = parseInt(point[0]) - 1;
|
491
|
-
// Set uv indice
|
492
|
-
var indiceUvsFromObj = parseInt(point[1]) - 1;
|
493
|
-
// Set normal indice
|
494
|
-
var indiceNormalFromObj = parseInt(point[2]) - 1;
|
495
|
-
setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
|
496
|
-
);
|
497
|
-
}
|
498
|
-
//Reset variable for the next line
|
499
|
-
triangles = [];
|
500
|
-
};
|
501
|
-
/**
|
502
|
-
* Create triangles and push the data for each polygon for the pattern 4
|
503
|
-
* In this pattern we get vertice positions and normals
|
504
|
-
* @param face
|
505
|
-
* @param v
|
506
|
-
*/
|
507
|
-
var setDataForCurrentFaceWithPattern4 = function (face, v) {
|
508
|
-
getTriangles(face, v);
|
509
|
-
for (var k = 0; k < triangles.length; k++) {
|
510
|
-
//triangle[k] = "1//1"
|
511
|
-
//Split the data for getting position and normals
|
512
|
-
var point = triangles[k].split("//"); // ["1", "1"]
|
513
|
-
// We check indices, and normals
|
514
|
-
var indicePositionFromObj = parseInt(point[0]) - 1;
|
515
|
-
var indiceNormalFromObj = parseInt(point[1]) - 1;
|
516
|
-
setData(indicePositionFromObj, 1, //Default value for uv
|
517
|
-
indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
|
518
|
-
Vector2.Zero(), normals[indiceNormalFromObj], _this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
|
519
|
-
}
|
520
|
-
//Reset variable for the next line
|
521
|
-
triangles = [];
|
522
|
-
};
|
523
|
-
/**
|
524
|
-
* Create triangles and push the data for each polygon for the pattern 3
|
525
|
-
* In this pattern we get vertice positions, uvs and normals
|
526
|
-
* @param face
|
527
|
-
* @param v
|
528
|
-
*/
|
529
|
-
var setDataForCurrentFaceWithPattern5 = function (face, v) {
|
530
|
-
//Get the indices of triangles for each polygon
|
531
|
-
getTriangles(face, v);
|
532
|
-
for (var k = 0; k < triangles.length; k++) {
|
533
|
-
//triangle[k] = "-1/-1/-1"
|
534
|
-
//Split the data for getting position, uv, and normals
|
535
|
-
var point = triangles[k].split("/"); // ["-1", "-1", "-1"]
|
536
|
-
// Set position indice
|
537
|
-
var indicePositionFromObj = positions.length + parseInt(point[0]);
|
538
|
-
// Set uv indice
|
539
|
-
var indiceUvsFromObj = uvs.length + parseInt(point[1]);
|
540
|
-
// Set normal indice
|
541
|
-
var indiceNormalFromObj = normals.length + parseInt(point[2]);
|
542
|
-
setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj], //Set the vector for each component
|
543
|
-
_this._meshLoadOptions.ImportVertexColors === true ? colors[indicePositionFromObj] : undefined);
|
544
|
-
}
|
545
|
-
//Reset variable for the next line
|
546
|
-
triangles = [];
|
547
|
-
};
|
548
|
-
var addPreviousObjMesh = function () {
|
549
|
-
//Check if it is not the first mesh. Otherwise we don't have data.
|
550
|
-
if (meshesFromObj.length > 0) {
|
551
|
-
//Get the previous mesh for applying the data about the faces
|
552
|
-
//=> in obj file, faces definition append after the name of the mesh
|
553
|
-
handledMesh = meshesFromObj[meshesFromObj.length - 1];
|
554
|
-
//Set the data into Array for the mesh
|
555
|
-
unwrapData();
|
556
|
-
// Reverse tab. Otherwise face are displayed in the wrong sens
|
557
|
-
indicesForBabylon.reverse();
|
558
|
-
//Set the information for the mesh
|
559
|
-
//Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
|
560
|
-
handledMesh.indices = indicesForBabylon.slice();
|
561
|
-
handledMesh.positions = unwrappedPositionsForBabylon.slice();
|
562
|
-
handledMesh.normals = unwrappedNormalsForBabylon.slice();
|
563
|
-
handledMesh.uvs = unwrappedUVForBabylon.slice();
|
564
|
-
if (_this._meshLoadOptions.ImportVertexColors === true) {
|
565
|
-
handledMesh.colors = unwrappedColorsForBabylon.slice();
|
566
|
-
}
|
567
|
-
//Reset the array for the next mesh
|
568
|
-
indicesForBabylon = [];
|
569
|
-
unwrappedPositionsForBabylon = [];
|
570
|
-
unwrappedColorsForBabylon = [];
|
571
|
-
unwrappedNormalsForBabylon = [];
|
572
|
-
unwrappedUVForBabylon = [];
|
573
|
-
}
|
574
|
-
};
|
575
|
-
//Main function
|
576
|
-
//Split the file into lines
|
577
|
-
var lines = data.split('\n');
|
578
|
-
//Look at each line
|
579
|
-
for (var i = 0; i < lines.length; i++) {
|
580
|
-
var line = lines[i].trim().replace(/\s\s/g, " ");
|
581
|
-
var result;
|
582
|
-
//Comment or newLine
|
583
|
-
if (line.length === 0 || line.charAt(0) === '#') {
|
584
|
-
continue;
|
585
|
-
//Get information about one position possible for the vertices
|
586
|
-
}
|
587
|
-
else if (this.vertexPattern.test(line)) {
|
588
|
-
result = line.match(/[^ ]+/g); // match will return non-null due to passing regex pattern
|
589
|
-
// Value of result with line: "v 1.0 2.0 3.0"
|
590
|
-
// ["v", "1.0", "2.0", "3.0"]
|
591
|
-
// Create a Vector3 with the position x, y, z
|
592
|
-
positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
|
593
|
-
if (this._meshLoadOptions.ImportVertexColors === true) {
|
594
|
-
if (result.length >= 7) {
|
595
|
-
// TODO: if these numbers are > 1 we can use Color4.FromInts(r,g,b,a)
|
596
|
-
colors.push(new Color4(parseFloat(result[4]), parseFloat(result[5]), parseFloat(result[6]), (result.length === 7 || result[7] === undefined) ? 1 : parseFloat(result[7])));
|
597
|
-
}
|
598
|
-
else {
|
599
|
-
// TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
|
600
|
-
colors.push(grayColor);
|
601
|
-
}
|
602
|
-
}
|
603
|
-
}
|
604
|
-
else if ((result = this.normalPattern.exec(line)) !== null) {
|
605
|
-
//Create a Vector3 with the normals x, y, z
|
606
|
-
//Value of result
|
607
|
-
// ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
|
608
|
-
//Add the Vector in the list of normals
|
609
|
-
normals.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
|
610
|
-
}
|
611
|
-
else if ((result = this.uvPattern.exec(line)) !== null) {
|
612
|
-
//Create a Vector2 with the normals u, v
|
613
|
-
//Value of result
|
614
|
-
// ["vt 0.1 0.2 0.3", "0.1", "0.2"]
|
615
|
-
//Add the Vector in the list of uvs
|
616
|
-
uvs.push(new Vector2(parseFloat(result[1]) * OBJFileLoader.UV_SCALING.x, parseFloat(result[2]) * OBJFileLoader.UV_SCALING.y));
|
617
|
-
//Identify patterns of faces
|
618
|
-
//Face could be defined in different type of pattern
|
619
|
-
}
|
620
|
-
else if ((result = this.facePattern3.exec(line)) !== null) {
|
621
|
-
//Value of result:
|
622
|
-
//["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
|
623
|
-
//Set the data for this face
|
624
|
-
setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
|
625
|
-
1);
|
626
|
-
}
|
627
|
-
else if ((result = this.facePattern4.exec(line)) !== null) {
|
628
|
-
//Value of result:
|
629
|
-
//["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
|
630
|
-
//Set the data for this face
|
631
|
-
setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
|
632
|
-
1);
|
633
|
-
}
|
634
|
-
else if ((result = this.facePattern5.exec(line)) !== null) {
|
635
|
-
//Value of result:
|
636
|
-
//["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
|
637
|
-
//Set the data for this face
|
638
|
-
setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
|
639
|
-
1);
|
640
|
-
}
|
641
|
-
else if ((result = this.facePattern2.exec(line)) !== null) {
|
642
|
-
//Value of result:
|
643
|
-
//["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
|
644
|
-
//Set the data for this face
|
645
|
-
setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
|
646
|
-
1);
|
647
|
-
}
|
648
|
-
else if ((result = this.facePattern1.exec(line)) !== null) {
|
649
|
-
//Value of result
|
650
|
-
//["f 1 2 3", "1 2 3"...]
|
651
|
-
//Set the data for this face
|
652
|
-
setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
|
653
|
-
1);
|
654
|
-
//Define a mesh or an object
|
655
|
-
//Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
|
656
|
-
}
|
657
|
-
else if (this.group.test(line) || this.obj.test(line)) {
|
658
|
-
//Create a new mesh corresponding to the name of the group.
|
659
|
-
//Definition of the mesh
|
660
|
-
var objMesh = {
|
661
|
-
name: line.substring(2).trim(),
|
662
|
-
indices: undefined,
|
663
|
-
positions: undefined,
|
664
|
-
normals: undefined,
|
665
|
-
uvs: undefined,
|
666
|
-
colors: undefined,
|
667
|
-
materialName: ""
|
668
|
-
};
|
669
|
-
addPreviousObjMesh();
|
670
|
-
//Push the last mesh created with only the name
|
671
|
-
meshesFromObj.push(objMesh);
|
672
|
-
//Set this variable to indicate that now meshesFromObj has objects defined inside
|
673
|
-
hasMeshes = true;
|
674
|
-
isFirstMaterial = true;
|
675
|
-
increment = 1;
|
676
|
-
//Keyword for applying a material
|
677
|
-
}
|
678
|
-
else if (this.usemtl.test(line)) {
|
679
|
-
//Get the name of the material
|
680
|
-
materialNameFromObj = line.substring(7).trim();
|
681
|
-
//If this new material is in the same mesh
|
682
|
-
if (!isFirstMaterial || !hasMeshes) {
|
683
|
-
//Set the data for the previous mesh
|
684
|
-
addPreviousObjMesh();
|
685
|
-
//Create a new mesh
|
686
|
-
var objMesh =
|
687
|
-
//Set the name of the current obj mesh
|
688
|
-
{
|
689
|
-
name: (objMeshName || "mesh") + "_mm" + increment.toString(),
|
690
|
-
indices: undefined,
|
691
|
-
positions: undefined,
|
692
|
-
normals: undefined,
|
693
|
-
uvs: undefined,
|
694
|
-
colors: undefined,
|
695
|
-
materialName: materialNameFromObj
|
696
|
-
};
|
697
|
-
increment++;
|
698
|
-
//If meshes are already defined
|
699
|
-
meshesFromObj.push(objMesh);
|
700
|
-
hasMeshes = true;
|
701
|
-
}
|
702
|
-
//Set the material name if the previous line define a mesh
|
703
|
-
if (hasMeshes && isFirstMaterial) {
|
704
|
-
//Set the material name to the previous mesh (1 material per mesh)
|
705
|
-
meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
|
706
|
-
isFirstMaterial = false;
|
707
|
-
}
|
708
|
-
//Keyword for loading the mtl file
|
709
|
-
}
|
710
|
-
else if (this.mtllib.test(line)) {
|
711
|
-
//Get the name of mtl file
|
712
|
-
fileToLoad = line.substring(7).trim();
|
713
|
-
//Apply smoothing
|
714
|
-
}
|
715
|
-
else if (this.smooth.test(line)) {
|
716
|
-
// smooth shading => apply smoothing
|
717
|
-
//Today I don't know it work with babylon and with obj.
|
718
|
-
//With the obj file an integer is set
|
719
|
-
}
|
720
|
-
else {
|
721
|
-
//If there is another possibility
|
722
|
-
console.log("Unhandled expression at line : " + line);
|
723
|
-
}
|
724
|
-
}
|
725
|
-
//At the end of the file, add the last mesh into the meshesFromObj array
|
726
|
-
if (hasMeshes) {
|
727
|
-
//Set the data for the last mesh
|
728
|
-
handledMesh = meshesFromObj[meshesFromObj.length - 1];
|
729
|
-
//Reverse indices for displaying faces in the good sense
|
730
|
-
indicesForBabylon.reverse();
|
731
|
-
//Get the good array
|
732
|
-
unwrapData();
|
733
|
-
//Set array
|
734
|
-
handledMesh.indices = indicesForBabylon;
|
735
|
-
handledMesh.positions = unwrappedPositionsForBabylon;
|
736
|
-
handledMesh.normals = unwrappedNormalsForBabylon;
|
737
|
-
handledMesh.uvs = unwrappedUVForBabylon;
|
738
|
-
if (this._meshLoadOptions.ImportVertexColors === true) {
|
739
|
-
handledMesh.colors = unwrappedColorsForBabylon;
|
740
|
-
}
|
741
|
-
}
|
742
|
-
//If any o or g keyword found, create a mesh with a random id
|
743
|
-
if (!hasMeshes) {
|
744
|
-
// reverse tab of indices
|
745
|
-
indicesForBabylon.reverse();
|
746
|
-
//Get positions normals uvs
|
747
|
-
unwrapData();
|
748
|
-
//Set data for one mesh
|
749
|
-
meshesFromObj.push({
|
750
|
-
name: Geometry.RandomId(),
|
751
|
-
indices: indicesForBabylon,
|
752
|
-
positions: unwrappedPositionsForBabylon,
|
753
|
-
colors: unwrappedColorsForBabylon,
|
754
|
-
normals: unwrappedNormalsForBabylon,
|
755
|
-
uvs: unwrappedUVForBabylon,
|
756
|
-
materialName: materialNameFromObj
|
757
|
-
});
|
758
|
-
}
|
759
|
-
//Create a Mesh list
|
760
|
-
var babylonMeshesArray = []; //The mesh for babylon
|
761
184
|
var materialToUse = new Array();
|
762
|
-
//
|
763
|
-
|
764
|
-
|
765
|
-
|
766
|
-
|
767
|
-
|
768
|
-
|
769
|
-
}
|
770
|
-
}
|
771
|
-
else {
|
772
|
-
if (meshesFromObj[j].name !== meshesNames) {
|
773
|
-
continue;
|
774
|
-
}
|
775
|
-
}
|
776
|
-
}
|
777
|
-
//Get the current mesh
|
778
|
-
//Set the data with VertexBuffer for each mesh
|
779
|
-
handledMesh = meshesFromObj[j];
|
780
|
-
//Create a Mesh with the name of the obj mesh
|
781
|
-
scene._blockEntityCollection = this._forAssetContainer;
|
782
|
-
var babylonMesh = new Mesh(meshesFromObj[j].name, scene);
|
783
|
-
scene._blockEntityCollection = false;
|
784
|
-
//Push the name of the material to an array
|
785
|
-
//This is indispensable for the importMesh function
|
786
|
-
materialToUse.push(meshesFromObj[j].materialName);
|
787
|
-
var vertexData = new VertexData(); //The container for the values
|
788
|
-
//Set the data for the babylonMesh
|
789
|
-
vertexData.uvs = handledMesh.uvs;
|
790
|
-
vertexData.indices = handledMesh.indices;
|
791
|
-
vertexData.positions = handledMesh.positions;
|
792
|
-
if (this._meshLoadOptions.ComputeNormals === true) {
|
793
|
-
var normals_1 = new Array();
|
794
|
-
VertexData.ComputeNormals(handledMesh.positions, handledMesh.indices, normals_1);
|
795
|
-
vertexData.normals = normals_1;
|
796
|
-
}
|
797
|
-
else {
|
798
|
-
vertexData.normals = handledMesh.normals;
|
799
|
-
}
|
800
|
-
if (this._meshLoadOptions.ImportVertexColors === true) {
|
801
|
-
vertexData.colors = handledMesh.colors;
|
802
|
-
}
|
803
|
-
//Set the data from the VertexBuffer to the current Mesh
|
804
|
-
vertexData.applyToMesh(babylonMesh);
|
805
|
-
if (this._meshLoadOptions.InvertY) {
|
806
|
-
babylonMesh.scaling.y *= -1;
|
807
|
-
}
|
808
|
-
if (this._meshLoadOptions.OptimizeNormals === true) {
|
809
|
-
this._optimizeNormals(babylonMesh);
|
810
|
-
}
|
811
|
-
//Push the mesh into an array
|
812
|
-
babylonMeshesArray.push(babylonMesh);
|
813
|
-
}
|
185
|
+
var babylonMeshesArray = []; //The mesh for babylon
|
186
|
+
// Main function
|
187
|
+
var solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);
|
188
|
+
solidParser.parse(meshesNames, data, scene, this._assetContainer, function (fileName) {
|
189
|
+
fileToLoad = fileName;
|
190
|
+
});
|
191
|
+
// load the materials
|
814
192
|
var mtlPromises = [];
|
815
|
-
//
|
816
|
-
|
817
|
-
if (fileToLoad !== "" && this._meshLoadOptions.SkipMaterials === false) {
|
193
|
+
// Check if we have a file to load
|
194
|
+
if (fileToLoad !== "" && !this._loadingOptions.skipMaterials) {
|
818
195
|
//Load the file synchronously
|
819
196
|
mtlPromises.push(new Promise(function (resolve, reject) {
|
820
197
|
_this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
|
821
198
|
try {
|
822
199
|
//Create materials thanks MTLLoader function
|
823
|
-
materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this.
|
200
|
+
materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, _this._assetContainer);
|
824
201
|
//Look at each material loaded in the mtl file
|
825
202
|
for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
|
826
203
|
//Three variables to get all meshes with the same material
|
@@ -842,7 +219,13 @@ var OBJFileLoader = /** @class */ (function () {
|
|
842
219
|
else {
|
843
220
|
for (var o = 0; o < _indices.length; o++) {
|
844
221
|
//Apply the material to the Mesh for each mesh with the material
|
845
|
-
babylonMeshesArray[_indices[o]]
|
222
|
+
var mesh = babylonMeshesArray[_indices[o]];
|
223
|
+
var material = materialsFromMTLFile.materials[n];
|
224
|
+
mesh.material = material;
|
225
|
+
if (!mesh.getTotalIndices()) {
|
226
|
+
// No indices, we need to turn on point cloud
|
227
|
+
material.pointsCloud = true;
|
228
|
+
}
|
846
229
|
}
|
847
230
|
}
|
848
231
|
}
|
@@ -850,7 +233,7 @@ var OBJFileLoader = /** @class */ (function () {
|
|
850
233
|
}
|
851
234
|
catch (e) {
|
852
235
|
Tools.Warn("Error processing MTL file: '" + fileToLoad + "'");
|
853
|
-
if (_this.
|
236
|
+
if (_this._loadingOptions.materialLoadingFailsSilently) {
|
854
237
|
resolve();
|
855
238
|
}
|
856
239
|
else {
|
@@ -859,7 +242,7 @@ var OBJFileLoader = /** @class */ (function () {
|
|
859
242
|
}
|
860
243
|
}, function (pathOfFile, exception) {
|
861
244
|
Tools.Warn("Error downloading MTL file: '" + fileToLoad + "'");
|
862
|
-
if (_this.
|
245
|
+
if (_this._loadingOptions.materialLoadingFailsSilently) {
|
863
246
|
resolve();
|
864
247
|
}
|
865
248
|
else {
|