@babylonjs/loaders 5.0.0-rc.6 → 5.0.0
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- package/OBJ/index.d.ts +4 -4
- package/OBJ/index.js +4 -4
- package/OBJ/mtlFileLoader.d.ts +41 -41
- package/OBJ/mtlFileLoader.js +232 -232
- package/OBJ/mtlFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.d.ts +126 -126
- package/OBJ/objFileLoader.js +296 -296
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objLoadingOptions.d.ts +43 -43
- package/OBJ/objLoadingOptions.js +1 -1
- package/OBJ/objLoadingOptions.js.map +1 -1
- package/OBJ/solidParser.d.ts +154 -154
- package/OBJ/solidParser.js +693 -693
- package/OBJ/solidParser.js.map +1 -1
- package/STL/index.d.ts +1 -1
- package/STL/index.js +1 -1
- package/STL/stlFileLoader.d.ts +64 -64
- package/STL/stlFileLoader.js +233 -233
- package/STL/stlFileLoader.js.map +1 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +13 -13
- package/glTF/1.0/glTFBinaryExtension.js +60 -60
- package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
- package/glTF/1.0/glTFLoader.d.ts +136 -136
- package/glTF/1.0/glTFLoader.js +1814 -1815
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -412
- package/glTF/1.0/glTFLoaderInterfaces.js +95 -95
- package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +63 -62
- package/glTF/1.0/glTFLoaderUtils.js +250 -250
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +10 -10
- package/glTF/1.0/glTFMaterialsCommonExtension.js +129 -129
- package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
- package/glTF/1.0/index.d.ts +5 -5
- package/glTF/1.0/index.js +5 -5
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +43 -43
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +117 -117
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +36 -36
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +88 -88
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +34 -34
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +49 -49
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +29 -29
- package/glTF/2.0/Extensions/EXT_texture_webp.js +40 -40
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +50 -50
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +73 -73
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +112 -112
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +36 -36
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +89 -89
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +94 -94
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +53 -53
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +42 -42
- package/glTF/2.0/Extensions/KHR_materials_ior.js +62 -62
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +80 -80
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +84 -84
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_specular.js +74 -74
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_translucency.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_translucency.js +83 -83
- package/glTF/2.0/Extensions/KHR_materials_translucency.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +288 -288
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +38 -38
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +73 -73
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +87 -87
- package/glTF/2.0/Extensions/KHR_materials_variants.js +254 -254
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +39 -39
- package/glTF/2.0/Extensions/KHR_materials_volume.js +85 -85
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +22 -22
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +23 -23
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +29 -29
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +40 -40
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +33 -33
- package/glTF/2.0/Extensions/KHR_texture_transform.js +61 -61
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +32 -32
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +49 -49
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +54 -54
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +240 -240
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +109 -109
- package/glTF/2.0/Extensions/MSFT_lod.js +369 -369
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +36 -36
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +14 -14
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +36 -36
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/Extensions/index.d.ts +26 -26
- package/glTF/2.0/Extensions/index.js +26 -26
- package/glTF/2.0/glTFLoader.d.ts +406 -405
- package/glTF/2.0/glTFLoader.js +2366 -2366
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderExtension.d.ts +152 -152
- package/glTF/2.0/glTFLoaderExtension.js +1 -1
- package/glTF/2.0/glTFLoaderExtension.js.map +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.d.ts +211 -211
- package/glTF/2.0/glTFLoaderInterfaces.js +1 -1
- package/glTF/2.0/glTFLoaderInterfaces.js.map +1 -1
- package/glTF/2.0/index.d.ts +4 -4
- package/glTF/2.0/index.js +5 -4
- package/glTF/2.0/index.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +433 -433
- package/glTF/glTFFileLoader.js +927 -927
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFValidation.d.ts +29 -29
- package/glTF/glTFValidation.js +123 -123
- package/glTF/glTFValidation.js.map +1 -1
- package/glTF/index.d.ts +5 -5
- package/glTF/index.js +6 -5
- package/glTF/index.js.map +1 -1
- package/index.d.ts +3 -3
- package/index.js +4 -3
- package/index.js.map +1 -1
- package/legacy/legacy-glTF.d.ts +2 -2
- package/legacy/legacy-glTF.js +18 -18
- package/legacy/legacy-glTF.js.map +1 -1
- package/legacy/legacy-glTF1.d.ts +2 -2
- package/legacy/legacy-glTF1.js +15 -14
- package/legacy/legacy-glTF1.js.map +1 -1
- package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF1FileLoader.js +3 -3
- package/legacy/legacy-glTF1FileLoader.js.map +1 -1
- package/legacy/legacy-glTF2.d.ts +2 -2
- package/legacy/legacy-glTF2.js +33 -32
- package/legacy/legacy-glTF2.js.map +1 -1
- package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF2FileLoader.js +3 -3
- package/legacy/legacy-glTF2FileLoader.js.map +1 -1
- package/legacy/legacy-glTFFileLoader.d.ts +3 -3
- package/legacy/legacy-glTFFileLoader.js +4 -4
- package/legacy/legacy-glTFFileLoader.js.map +1 -1
- package/legacy/legacy-objFileLoader.d.ts +1 -1
- package/legacy/legacy-objFileLoader.js +13 -12
- package/legacy/legacy-objFileLoader.js.map +1 -1
- package/legacy/legacy-stlFileLoader.d.ts +1 -1
- package/legacy/legacy-stlFileLoader.js +13 -12
- package/legacy/legacy-stlFileLoader.js.map +1 -1
- package/legacy/legacy.d.ts +6 -6
- package/legacy/legacy.js +8 -7
- package/legacy/legacy.js.map +1 -1
- package/license.md +71 -0
- package/package.json +25 -6
package/OBJ/solidParser.js
CHANGED
@@ -1,694 +1,694 @@
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
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import { Vector2, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { Geometry } from "@babylonjs/core/Meshes/geometry.js";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
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/**
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* Class used to load mesh data from OBJ content
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*/
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var SolidParser = /** @class */ (function () {
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/**
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* Creates a new SolidParser
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* @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
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* @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
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* @param loadingOptions defines the loading options to use
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*/
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function SolidParser(materialToUse, babylonMeshesArray, loadingOptions) {
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this._positions = []; //values for the positions of vertices
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this._normals = []; //Values for the normals
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this._uvs = []; //Values for the textures
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this._colors = [];
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this._meshesFromObj = []; //[mesh] Contains all the obj meshes
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this._indicesForBabylon = []; //The list of indices for VertexData
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this._wrappedPositionForBabylon = []; //The list of position in vectors
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this._wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
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this._wrappedColorsForBabylon = []; // Array with all color values to match with the indices
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this._wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
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this._tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
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this._curPositionInIndices = 0;
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this._hasMeshes = false; //Meshes are defined in the file
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this._unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
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this._unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
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this._unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
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this._unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
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this._triangles = []; //Indices from new triangles coming from polygons
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this._materialNameFromObj = ""; //The name of the current material
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this._objMeshName = ""; //The name of the current obj mesh
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this._increment = 1; //Id for meshes created by the multimaterial
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this._isFirstMaterial = true;
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this._grayColor = new Color4(0.5, 0.5, 0.5, 1);
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this._materialToUse = materialToUse;
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this._babylonMeshesArray = babylonMeshesArray;
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this._loadingOptions = loadingOptions;
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}
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/**
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* Search for obj in the given array.
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* This function is called to check if a couple of data already exists in an array.
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*
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* If found, returns the index of the founded tuple index. Returns -1 if not found
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* @param arr Array<{ normals: Array<number>, idx: Array<number> }>
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* @param obj Array<number>
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* @returns {boolean}
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*/
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SolidParser.prototype._isInArray = function (arr, obj) {
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if (!arr[obj[0]]) {
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arr[obj[0]] = { normals: [], idx: [] };
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}
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var idx = arr[obj[0]].normals.indexOf(obj[1]);
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return idx === -1 ? -1 : arr[obj[0]].idx[idx];
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};
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SolidParser.prototype._isInArrayUV = function (arr, obj) {
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if (!arr[obj[0]]) {
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arr[obj[0]] = { normals: [], idx: [], uv: [] };
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}
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var idx = arr[obj[0]].normals.indexOf(obj[1]);
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if (idx != 1 && obj[2] === arr[obj[0]].uv[idx]) {
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return arr[obj[0]].idx[idx];
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}
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return -1;
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};
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/**
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* This function set the data for each triangle.
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* Data are position, normals and uvs
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* If a tuple of (position, normal) is not set, add the data into the corresponding array
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* If the tuple already exist, add only their indice
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*
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* @param indicePositionFromObj Integer The index in positions array
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* @param indiceUvsFromObj Integer The index in uvs array
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* @param indiceNormalFromObj Integer The index in normals array
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* @param positionVectorFromOBJ Vector3 The value of position at index objIndice
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* @param textureVectorFromOBJ Vector3 The value of uvs
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* @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
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* @param positionColorsFromOBJ
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*/
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SolidParser.prototype._setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
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//Check if this tuple already exists in the list of tuples
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var _index;
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if (this._loadingOptions.optimizeWithUV) {
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_index = this._isInArrayUV(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj]);
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}
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else {
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_index = this._isInArray(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj]);
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}
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//If it not exists
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if (_index === -1) {
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//Add an new indice.
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//The array of indices is only an array with his length equal to the number of triangles - 1.
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//We add vertices data in this order
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this._indicesForBabylon.push(this._wrappedPositionForBabylon.length);
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//Push the position of vertice for Babylon
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//Each element is a Vector3(x,y,z)
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this._wrappedPositionForBabylon.push(positionVectorFromOBJ);
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//Push the uvs for Babylon
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//Each element is a Vector3(u,v)
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this._wrappedUvsForBabylon.push(textureVectorFromOBJ);
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//Push the normals for Babylon
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//Each element is a Vector3(x,y,z)
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this._wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
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if (positionColorsFromOBJ !== undefined) {
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//Push the colors for Babylon
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//Each element is a BABYLON.Color4(r,g,b,a)
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this._wrappedColorsForBabylon.push(positionColorsFromOBJ);
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}
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//Add the tuple in the comparison list
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this._tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
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this._tuplePosNorm[indicePositionFromObj].idx.push(this._curPositionInIndices++);
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if (this._loadingOptions.optimizeWithUV) {
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this._tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
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}
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}
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else {
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//The tuple already exists
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//Add the index of the already existing tuple
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//At this index we can get the value of position, normal, color and uvs of vertex
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this._indicesForBabylon.push(_index);
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}
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};
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/**
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* Transform Vector() and BABYLON.Color() objects into numbers in an array
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*/
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SolidParser.prototype._unwrapData = function () {
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//Every array has the same length
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for (var l = 0; l < this._wrappedPositionForBabylon.length; l++) {
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//Push the x, y, z values of each element in the unwrapped array
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this._unwrappedPositionsForBabylon.push(this._wrappedPositionForBabylon[l].x, this._wrappedPositionForBabylon[l].y, this._wrappedPositionForBabylon[l].z);
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this._unwrappedNormalsForBabylon.push(this._wrappedNormalsForBabylon[l].x, this._wrappedNormalsForBabylon[l].y, this._wrappedNormalsForBabylon[l].z);
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this._unwrappedUVForBabylon.push(this._wrappedUvsForBabylon[l].x, this._wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
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if (this._loadingOptions.importVertexColors) {
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//Push the r, g, b, a values of each element in the unwrapped array
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this._unwrappedColorsForBabylon.push(this._wrappedColorsForBabylon[l].r, this._wrappedColorsForBabylon[l].g, this._wrappedColorsForBabylon[l].b, this._wrappedColorsForBabylon[l].a);
|
142
|
-
}
|
143
|
-
}
|
144
|
-
// Reset arrays for the next new meshes
|
145
|
-
this._wrappedPositionForBabylon = [];
|
146
|
-
this._wrappedNormalsForBabylon = [];
|
147
|
-
this._wrappedUvsForBabylon = [];
|
148
|
-
this._wrappedColorsForBabylon = [];
|
149
|
-
this._tuplePosNorm = [];
|
150
|
-
this._curPositionInIndices = 0;
|
151
|
-
};
|
152
|
-
/**
|
153
|
-
* Create triangles from polygons
|
154
|
-
* It is important to notice that a triangle is a polygon
|
155
|
-
* We get 5 patterns of face defined in OBJ File :
|
156
|
-
* facePattern1 = ["1","2","3","4","5","6"]
|
157
|
-
* facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
|
158
|
-
* facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
|
159
|
-
* facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
|
160
|
-
* facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
|
161
|
-
* Each pattern is divided by the same method
|
162
|
-
* @param faces Array[String] The indices of elements
|
163
|
-
* @param v Integer The variable to increment
|
164
|
-
*/
|
165
|
-
SolidParser.prototype._getTriangles = function (faces, v) {
|
166
|
-
//Work for each element of the array
|
167
|
-
for (var faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
|
168
|
-
//Add on the triangle variable the indexes to obtain triangles
|
169
|
-
this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
|
170
|
-
}
|
171
|
-
//Result obtained after 2 iterations:
|
172
|
-
//Pattern1 => triangle = ["1","2","3","1","3","4"];
|
173
|
-
//Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
|
174
|
-
//Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
|
175
|
-
//Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
|
176
|
-
//Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
|
177
|
-
};
|
178
|
-
/**
|
179
|
-
* Create triangles and push the data for each polygon for the pattern 1
|
180
|
-
* In this pattern we get vertice positions
|
181
|
-
* @param face
|
182
|
-
* @param v
|
183
|
-
*/
|
184
|
-
SolidParser.prototype._setDataForCurrentFaceWithPattern1 = function (face, v) {
|
185
|
-
//Get the indices of triangles for each polygon
|
186
|
-
this._getTriangles(face, v);
|
187
|
-
//For each element in the triangles array.
|
188
|
-
//This var could contains 1 to an infinity of triangles
|
189
|
-
for (var k = 0; k < this._triangles.length; k++) {
|
190
|
-
// Set position indice
|
191
|
-
var indicePositionFromObj = parseInt(this._triangles[k]) - 1;
|
192
|
-
this._setData(indicePositionFromObj, 0, 0, // In the pattern 1, normals and uvs are not defined
|
193
|
-
this._positions[indicePositionFromObj], // Get the vectors data
|
194
|
-
Vector2.Zero(), Vector3.Up(), // Create default vectors
|
195
|
-
this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
196
|
-
}
|
197
|
-
//Reset variable for the next line
|
198
|
-
this._triangles = [];
|
199
|
-
};
|
200
|
-
/**
|
201
|
-
* Create triangles and push the data for each polygon for the pattern 2
|
202
|
-
* In this pattern we get vertice positions and uvsu
|
203
|
-
* @param face
|
204
|
-
* @param v
|
205
|
-
*/
|
206
|
-
SolidParser.prototype._setDataForCurrentFaceWithPattern2 = function (face, v) {
|
207
|
-
//Get the indices of triangles for each polygon
|
208
|
-
this._getTriangles(face, v);
|
209
|
-
for (var k = 0; k < this._triangles.length; k++) {
|
210
|
-
//triangle[k] = "1/1"
|
211
|
-
//Split the data for getting position and uv
|
212
|
-
var point = this._triangles[k].split("/"); // ["1", "1"]
|
213
|
-
//Set position indice
|
214
|
-
var indicePositionFromObj = parseInt(point[0]) - 1;
|
215
|
-
//Set uv indice
|
216
|
-
var indiceUvsFromObj = parseInt(point[1]) - 1;
|
217
|
-
this._setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
|
218
|
-
this._positions[indicePositionFromObj], //Get the values for each element
|
219
|
-
this._uvs[indiceUvsFromObj], Vector3.Up(), //Default value for normals
|
220
|
-
this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
221
|
-
}
|
222
|
-
//Reset variable for the next line
|
223
|
-
this._triangles = [];
|
224
|
-
};
|
225
|
-
/**
|
226
|
-
* Create triangles and push the data for each polygon for the pattern 3
|
227
|
-
* In this pattern we get vertice positions, uvs and normals
|
228
|
-
* @param face
|
229
|
-
* @param v
|
230
|
-
*/
|
231
|
-
SolidParser.prototype._setDataForCurrentFaceWithPattern3 = function (face, v) {
|
232
|
-
//Get the indices of triangles for each polygon
|
233
|
-
this._getTriangles(face, v);
|
234
|
-
for (var k = 0; k < this._triangles.length; k++) {
|
235
|
-
//triangle[k] = "1/1/1"
|
236
|
-
//Split the data for getting position, uv, and normals
|
237
|
-
var point = this._triangles[k].split("/"); // ["1", "1", "1"]
|
238
|
-
// Set position indice
|
239
|
-
var indicePositionFromObj = parseInt(point[0]) - 1;
|
240
|
-
// Set uv indice
|
241
|
-
var indiceUvsFromObj = parseInt(point[1]) - 1;
|
242
|
-
// Set normal indice
|
243
|
-
var indiceNormalFromObj = parseInt(point[2]) - 1;
|
244
|
-
this._setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, this._positions[indicePositionFromObj], this._uvs[indiceUvsFromObj], this._normals[indiceNormalFromObj] //Set the vector for each component
|
245
|
-
);
|
246
|
-
}
|
247
|
-
//Reset variable for the next line
|
248
|
-
this._triangles = [];
|
249
|
-
};
|
250
|
-
/**
|
251
|
-
* Create triangles and push the data for each polygon for the pattern 4
|
252
|
-
* In this pattern we get vertice positions and normals
|
253
|
-
* @param face
|
254
|
-
* @param v
|
255
|
-
*/
|
256
|
-
SolidParser.prototype._setDataForCurrentFaceWithPattern4 = function (face, v) {
|
257
|
-
this._getTriangles(face, v);
|
258
|
-
for (var k = 0; k < this._triangles.length; k++) {
|
259
|
-
//triangle[k] = "1//1"
|
260
|
-
//Split the data for getting position and normals
|
261
|
-
var point = this._triangles[k].split("//"); // ["1", "1"]
|
262
|
-
// We check indices, and normals
|
263
|
-
var indicePositionFromObj = parseInt(point[0]) - 1;
|
264
|
-
var indiceNormalFromObj = parseInt(point[1]) - 1;
|
265
|
-
this._setData(indicePositionFromObj, 1, //Default value for uv
|
266
|
-
indiceNormalFromObj, this._positions[indicePositionFromObj], //Get each vector of data
|
267
|
-
Vector2.Zero(), this._normals[indiceNormalFromObj], this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
268
|
-
}
|
269
|
-
//Reset variable for the next line
|
270
|
-
this._triangles = [];
|
271
|
-
};
|
272
|
-
/*
|
273
|
-
* Create triangles and push the data for each polygon for the pattern 3
|
274
|
-
* In this pattern we get vertice positions, uvs and normals
|
275
|
-
* @param face
|
276
|
-
* @param v
|
277
|
-
*/
|
278
|
-
SolidParser.prototype._setDataForCurrentFaceWithPattern5 = function (face, v) {
|
279
|
-
//Get the indices of triangles for each polygon
|
280
|
-
this._getTriangles(face, v);
|
281
|
-
for (var k = 0; k < this._triangles.length; k++) {
|
282
|
-
//triangle[k] = "-1/-1/-1"
|
283
|
-
//Split the data for getting position, uv, and normals
|
284
|
-
var point = this._triangles[k].split("/"); // ["-1", "-1", "-1"]
|
285
|
-
// Set position indice
|
286
|
-
var indicePositionFromObj = this._positions.length + parseInt(point[0]);
|
287
|
-
// Set uv indice
|
288
|
-
var indiceUvsFromObj = this._uvs.length + parseInt(point[1]);
|
289
|
-
// Set normal indice
|
290
|
-
var indiceNormalFromObj = this._normals.length + parseInt(point[2]);
|
291
|
-
this._setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, this._positions[indicePositionFromObj], this._uvs[indiceUvsFromObj], this._normals[indiceNormalFromObj], //Set the vector for each component
|
292
|
-
this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
293
|
-
}
|
294
|
-
//Reset variable for the next line
|
295
|
-
this._triangles = [];
|
296
|
-
};
|
297
|
-
SolidParser.prototype._addPreviousObjMesh = function () {
|
298
|
-
//Check if it is not the first mesh. Otherwise we don't have data.
|
299
|
-
if (this._meshesFromObj.length > 0) {
|
300
|
-
//Get the previous mesh for applying the data about the faces
|
301
|
-
//=> in obj file, faces definition append after the name of the mesh
|
302
|
-
this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];
|
303
|
-
//Set the data into Array for the mesh
|
304
|
-
this._unwrapData();
|
305
|
-
// Reverse tab. Otherwise face are displayed in the wrong sens
|
306
|
-
this._indicesForBabylon.reverse();
|
307
|
-
//Set the information for the mesh
|
308
|
-
//Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
|
309
|
-
this._handledMesh.indices = this._indicesForBabylon.slice();
|
310
|
-
this._handledMesh.positions = this._unwrappedPositionsForBabylon.slice();
|
311
|
-
this._handledMesh.normals = this._unwrappedNormalsForBabylon.slice();
|
312
|
-
this._handledMesh.uvs = this._unwrappedUVForBabylon.slice();
|
313
|
-
if (this._loadingOptions.importVertexColors) {
|
314
|
-
this._handledMesh.colors = this._unwrappedColorsForBabylon.slice();
|
315
|
-
}
|
316
|
-
//Reset the array for the next mesh
|
317
|
-
this._indicesForBabylon = [];
|
318
|
-
this._unwrappedPositionsForBabylon = [];
|
319
|
-
this._unwrappedColorsForBabylon = [];
|
320
|
-
this._unwrappedNormalsForBabylon = [];
|
321
|
-
this._unwrappedUVForBabylon = [];
|
322
|
-
}
|
323
|
-
};
|
324
|
-
SolidParser.prototype._optimizeNormals = function (mesh) {
|
325
|
-
var positions = mesh.getVerticesData(VertexBuffer.PositionKind);
|
326
|
-
var normals = mesh.getVerticesData(VertexBuffer.NormalKind);
|
327
|
-
var mapVertices = {};
|
328
|
-
if (!positions || !normals) {
|
329
|
-
return;
|
330
|
-
}
|
331
|
-
for (var i = 0; i < positions.length / 3; i++) {
|
332
|
-
var x = positions[i * 3 + 0];
|
333
|
-
var y = positions[i * 3 + 1];
|
334
|
-
var z = positions[i * 3 + 2];
|
335
|
-
var key = x + "_" + y + "_" + z;
|
336
|
-
var lst = mapVertices[key];
|
337
|
-
if (!lst) {
|
338
|
-
lst = [];
|
339
|
-
mapVertices[key] = lst;
|
340
|
-
}
|
341
|
-
lst.push(i);
|
342
|
-
}
|
343
|
-
var normal = new Vector3();
|
344
|
-
for (var key in mapVertices) {
|
345
|
-
var lst = mapVertices[key];
|
346
|
-
if (lst.length < 2) {
|
347
|
-
continue;
|
348
|
-
}
|
349
|
-
var v0Idx = lst[0];
|
350
|
-
for (var i = 1; i < lst.length; ++i) {
|
351
|
-
var vIdx = lst[i];
|
352
|
-
normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];
|
353
|
-
normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];
|
354
|
-
normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];
|
355
|
-
}
|
356
|
-
normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);
|
357
|
-
normal.normalize();
|
358
|
-
for (var i = 0; i < lst.length; ++i) {
|
359
|
-
var vIdx = lst[i];
|
360
|
-
normals[vIdx * 3 + 0] = normal.x;
|
361
|
-
normals[vIdx * 3 + 1] = normal.y;
|
362
|
-
normals[vIdx * 3 + 2] = normal.z;
|
363
|
-
}
|
364
|
-
}
|
365
|
-
mesh.setVerticesData(VertexBuffer.NormalKind, normals);
|
366
|
-
};
|
367
|
-
/**
|
368
|
-
* Function used to parse an OBJ string
|
369
|
-
* @param meshesNames defines the list of meshes to load (all if not defined)
|
370
|
-
* @param data defines the OBJ string
|
371
|
-
* @param scene defines the hosting scene
|
372
|
-
* @param assetContainer defines the asset container to load data in
|
373
|
-
* @param onFileToLoadFound defines a callback that will be called if a MTL file is found
|
374
|
-
*/
|
375
|
-
SolidParser.prototype.parse = function (meshesNames, data, scene, assetContainer, onFileToLoadFound) {
|
376
|
-
var _a;
|
377
|
-
// Split the file into lines
|
378
|
-
var lines = data.split("\n");
|
379
|
-
// Look at each line
|
380
|
-
for (var i = 0; i < lines.length; i++) {
|
381
|
-
var line = lines[i].trim().replace(/\s\s/g, " ");
|
382
|
-
var result = void 0;
|
383
|
-
// Comment or newLine
|
384
|
-
if (line.length === 0 || line.charAt(0) === "#") {
|
385
|
-
continue;
|
386
|
-
//Get information about one position possible for the vertices
|
387
|
-
}
|
388
|
-
else if (SolidParser.VertexPattern.test(line)) {
|
389
|
-
result = line.match(/[^ ]+/g); // match will return non-null due to passing regex pattern
|
390
|
-
// Value of result with line: "v 1.0 2.0 3.0"
|
391
|
-
// ["v", "1.0", "2.0", "3.0"]
|
392
|
-
// Create a Vector3 with the position x, y, z
|
393
|
-
this._positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
|
394
|
-
if (this._loadingOptions.importVertexColors) {
|
395
|
-
if (result.length >= 7) {
|
396
|
-
var r = parseFloat(result[4]);
|
397
|
-
var g = parseFloat(result[5]);
|
398
|
-
var b = parseFloat(result[6]);
|
399
|
-
this._colors.push(new Color4(r > 1 ? r / 255 : r, g > 1 ? g / 255 : g, b > 1 ? b / 255 : b, result.length === 7 || result[7] === undefined ? 1 : parseFloat(result[7])));
|
400
|
-
}
|
401
|
-
else {
|
402
|
-
// TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
|
403
|
-
this._colors.push(this._grayColor);
|
404
|
-
}
|
405
|
-
}
|
406
|
-
}
|
407
|
-
else if ((result = SolidParser.NormalPattern.exec(line)) !== null) {
|
408
|
-
//Create a Vector3 with the normals x, y, z
|
409
|
-
//Value of result
|
410
|
-
// ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
|
411
|
-
//Add the Vector in the list of normals
|
412
|
-
this._normals.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
|
413
|
-
}
|
414
|
-
else if ((result = SolidParser.UVPattern.exec(line)) !== null) {
|
415
|
-
//Create a Vector2 with the normals u, v
|
416
|
-
//Value of result
|
417
|
-
// ["vt 0.1 0.2 0.3", "0.1", "0.2"]
|
418
|
-
//Add the Vector in the list of uvs
|
419
|
-
this._uvs.push(new Vector2(parseFloat(result[1]) * this._loadingOptions.UVScaling.x, parseFloat(result[2]) * this._loadingOptions.UVScaling.y));
|
420
|
-
//Identify patterns of faces
|
421
|
-
//Face could be defined in different type of pattern
|
422
|
-
}
|
423
|
-
else if ((result = SolidParser.FacePattern3.exec(line)) !== null) {
|
424
|
-
//Value of result:
|
425
|
-
//["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
|
426
|
-
//Set the data for this face
|
427
|
-
this._setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
|
428
|
-
1);
|
429
|
-
}
|
430
|
-
else if ((result = SolidParser.FacePattern4.exec(line)) !== null) {
|
431
|
-
//Value of result:
|
432
|
-
//["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
|
433
|
-
//Set the data for this face
|
434
|
-
this._setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
|
435
|
-
1);
|
436
|
-
}
|
437
|
-
else if ((result = SolidParser.FacePattern5.exec(line)) !== null) {
|
438
|
-
//Value of result:
|
439
|
-
//["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
|
440
|
-
//Set the data for this face
|
441
|
-
this._setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
|
442
|
-
1);
|
443
|
-
}
|
444
|
-
else if ((result = SolidParser.FacePattern2.exec(line)) !== null) {
|
445
|
-
//Value of result:
|
446
|
-
//["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
|
447
|
-
//Set the data for this face
|
448
|
-
this._setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
|
449
|
-
1);
|
450
|
-
}
|
451
|
-
else if ((result = SolidParser.FacePattern1.exec(line)) !== null) {
|
452
|
-
//Value of result
|
453
|
-
//["f 1 2 3", "1 2 3"...]
|
454
|
-
//Set the data for this face
|
455
|
-
this._setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
|
456
|
-
1);
|
457
|
-
// Define a mesh or an object
|
458
|
-
// Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
|
459
|
-
}
|
460
|
-
else if (SolidParser.GroupDescriptor.test(line) || SolidParser.ObjectDescriptor.test(line)) {
|
461
|
-
// Create a new mesh corresponding to the name of the group.
|
462
|
-
// Definition of the mesh
|
463
|
-
var objMesh = {
|
464
|
-
name: line.substring(2).trim(),
|
465
|
-
indices: undefined,
|
466
|
-
positions: undefined,
|
467
|
-
normals: undefined,
|
468
|
-
uvs: undefined,
|
469
|
-
colors: undefined,
|
470
|
-
materialName: "",
|
471
|
-
};
|
472
|
-
this._addPreviousObjMesh();
|
473
|
-
//Push the last mesh created with only the name
|
474
|
-
this._meshesFromObj.push(objMesh);
|
475
|
-
//Set this variable to indicate that now meshesFromObj has objects defined inside
|
476
|
-
this._hasMeshes = true;
|
477
|
-
this._isFirstMaterial = true;
|
478
|
-
this._increment = 1;
|
479
|
-
//Keyword for applying a material
|
480
|
-
}
|
481
|
-
else if (SolidParser.UseMtlDescriptor.test(line)) {
|
482
|
-
//Get the name of the material
|
483
|
-
this._materialNameFromObj = line.substring(7).trim();
|
484
|
-
//If this new material is in the same mesh
|
485
|
-
if (!this._isFirstMaterial || !this._hasMeshes) {
|
486
|
-
//Set the data for the previous mesh
|
487
|
-
this._addPreviousObjMesh();
|
488
|
-
//Create a new mesh
|
489
|
-
var objMesh =
|
490
|
-
//Set the name of the current obj mesh
|
491
|
-
{
|
492
|
-
name: (this._objMeshName || "mesh") + "_mm" + this._increment.toString(),
|
493
|
-
indices: undefined,
|
494
|
-
positions: undefined,
|
495
|
-
normals: undefined,
|
496
|
-
uvs: undefined,
|
497
|
-
colors: undefined,
|
498
|
-
materialName: this._materialNameFromObj,
|
499
|
-
};
|
500
|
-
this._increment++;
|
501
|
-
//If meshes are already defined
|
502
|
-
this._meshesFromObj.push(objMesh);
|
503
|
-
this._hasMeshes = true;
|
504
|
-
}
|
505
|
-
//Set the material name if the previous line define a mesh
|
506
|
-
if (this._hasMeshes && this._isFirstMaterial) {
|
507
|
-
//Set the material name to the previous mesh (1 material per mesh)
|
508
|
-
this._meshesFromObj[this._meshesFromObj.length - 1].materialName = this._materialNameFromObj;
|
509
|
-
this._isFirstMaterial = false;
|
510
|
-
}
|
511
|
-
// Keyword for loading the mtl file
|
512
|
-
}
|
513
|
-
else if (SolidParser.MtlLibGroupDescriptor.test(line)) {
|
514
|
-
// Get the name of mtl file
|
515
|
-
onFileToLoadFound(line.substring(7).trim());
|
516
|
-
// Apply smoothing
|
517
|
-
}
|
518
|
-
else if (SolidParser.SmoothDescriptor.test(line)) {
|
519
|
-
// smooth shading => apply smoothing
|
520
|
-
// Today I don't know it work with babylon and with obj.
|
521
|
-
// With the obj file an integer is set
|
522
|
-
}
|
523
|
-
else {
|
524
|
-
//If there is another possibility
|
525
|
-
console.log("Unhandled expression at line : " + line);
|
526
|
-
}
|
527
|
-
}
|
528
|
-
// At the end of the file, add the last mesh into the meshesFromObj array
|
529
|
-
if (this._hasMeshes) {
|
530
|
-
// Set the data for the last mesh
|
531
|
-
this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];
|
532
|
-
//Reverse indices for displaying faces in the good sense
|
533
|
-
this._indicesForBabylon.reverse();
|
534
|
-
//Get the good array
|
535
|
-
this._unwrapData();
|
536
|
-
//Set array
|
537
|
-
this._handledMesh.indices = this._indicesForBabylon;
|
538
|
-
this._handledMesh.positions = this._unwrappedPositionsForBabylon;
|
539
|
-
this._handledMesh.normals = this._unwrappedNormalsForBabylon;
|
540
|
-
this._handledMesh.uvs = this._unwrappedUVForBabylon;
|
541
|
-
if (this._loadingOptions.importVertexColors) {
|
542
|
-
this._handledMesh.colors = this._unwrappedColorsForBabylon;
|
543
|
-
}
|
544
|
-
}
|
545
|
-
// If any o or g keyword not found, create a mesh with a random id
|
546
|
-
if (!this._hasMeshes) {
|
547
|
-
var newMaterial = null;
|
548
|
-
if (this._indicesForBabylon.length) {
|
549
|
-
// reverse tab of indices
|
550
|
-
this._indicesForBabylon.reverse();
|
551
|
-
//Get positions normals uvs
|
552
|
-
this._unwrapData();
|
553
|
-
}
|
554
|
-
else {
|
555
|
-
// There is no indices in the file. We will have to switch to point cloud rendering
|
556
|
-
for (var _i = 0, _b = this._positions; _i < _b.length; _i++) {
|
557
|
-
var pos = _b[_i];
|
558
|
-
this._unwrappedPositionsForBabylon.push(pos.x, pos.y, pos.z);
|
559
|
-
}
|
560
|
-
if (this._normals.length) {
|
561
|
-
for (var _c = 0, _d = this._normals; _c < _d.length; _c++) {
|
562
|
-
var normal = _d[_c];
|
563
|
-
this._unwrappedNormalsForBabylon.push(normal.x, normal.y, normal.z);
|
564
|
-
}
|
565
|
-
}
|
566
|
-
if (this._uvs.length) {
|
567
|
-
for (var _e = 0, _f = this._uvs; _e < _f.length; _e++) {
|
568
|
-
var uv = _f[_e];
|
569
|
-
this._unwrappedUVForBabylon.push(uv.x, uv.y);
|
570
|
-
}
|
571
|
-
}
|
572
|
-
if (this._colors.length) {
|
573
|
-
for (var _g = 0, _h = this._colors; _g < _h.length; _g++) {
|
574
|
-
var color = _h[_g];
|
575
|
-
this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);
|
576
|
-
}
|
577
|
-
}
|
578
|
-
if (!this._materialNameFromObj) {
|
579
|
-
// Create a material with point cloud on
|
580
|
-
newMaterial = new StandardMaterial(Geometry.RandomId(), scene);
|
581
|
-
newMaterial.pointsCloud = true;
|
582
|
-
this._materialNameFromObj = newMaterial.name;
|
583
|
-
if (!this._normals.length) {
|
584
|
-
newMaterial.disableLighting = true;
|
585
|
-
newMaterial.emissiveColor = Color3.White();
|
586
|
-
}
|
587
|
-
}
|
588
|
-
}
|
589
|
-
//Set data for one mesh
|
590
|
-
this._meshesFromObj.push({
|
591
|
-
name: Geometry.RandomId(),
|
592
|
-
indices: this._indicesForBabylon,
|
593
|
-
positions: this._unwrappedPositionsForBabylon,
|
594
|
-
colors: this._unwrappedColorsForBabylon,
|
595
|
-
normals: this._unwrappedNormalsForBabylon,
|
596
|
-
uvs: this._unwrappedUVForBabylon,
|
597
|
-
materialName: this._materialNameFromObj,
|
598
|
-
directMaterial: newMaterial,
|
599
|
-
});
|
600
|
-
}
|
601
|
-
//Set data for each mesh
|
602
|
-
for (var j = 0; j < this._meshesFromObj.length; j++) {
|
603
|
-
//check meshesNames (stlFileLoader)
|
604
|
-
if (meshesNames && this._meshesFromObj[j].name) {
|
605
|
-
if (meshesNames instanceof Array) {
|
606
|
-
if (meshesNames.indexOf(this._meshesFromObj[j].name) === -1) {
|
607
|
-
continue;
|
608
|
-
}
|
609
|
-
}
|
610
|
-
else {
|
611
|
-
if (this._meshesFromObj[j].name !== meshesNames) {
|
612
|
-
continue;
|
613
|
-
}
|
614
|
-
}
|
615
|
-
}
|
616
|
-
//Get the current mesh
|
617
|
-
//Set the data with VertexBuffer for each mesh
|
618
|
-
this._handledMesh = this._meshesFromObj[j];
|
619
|
-
//Create a Mesh with the name of the obj mesh
|
620
|
-
scene._blockEntityCollection = !!assetContainer;
|
621
|
-
var babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);
|
622
|
-
babylonMesh._parentContainer = assetContainer;
|
623
|
-
scene._blockEntityCollection = false;
|
624
|
-
//Push the name of the material to an array
|
625
|
-
//This is indispensable for the importMesh function
|
626
|
-
this._materialToUse.push(this._meshesFromObj[j].materialName);
|
627
|
-
if (((_a = this._handledMesh.positions) === null || _a === void 0 ? void 0 : _a.length) === 0) {
|
628
|
-
//Push the mesh into an array
|
629
|
-
this._babylonMeshesArray.push(babylonMesh);
|
630
|
-
continue;
|
631
|
-
}
|
632
|
-
var vertexData = new VertexData(); //The container for the values
|
633
|
-
//Set the data for the babylonMesh
|
634
|
-
vertexData.uvs = this._handledMesh.uvs;
|
635
|
-
vertexData.indices = this._handledMesh.indices;
|
636
|
-
vertexData.positions = this._handledMesh.positions;
|
637
|
-
if (this._loadingOptions.computeNormals) {
|
638
|
-
var normals = new Array();
|
639
|
-
VertexData.ComputeNormals(this._handledMesh.positions, this._handledMesh.indices, normals);
|
640
|
-
vertexData.normals = normals;
|
641
|
-
}
|
642
|
-
else {
|
643
|
-
vertexData.normals = this._handledMesh.normals;
|
644
|
-
}
|
645
|
-
if (this._loadingOptions.importVertexColors) {
|
646
|
-
vertexData.colors = this._handledMesh.colors;
|
647
|
-
}
|
648
|
-
//Set the data from the VertexBuffer to the current Mesh
|
649
|
-
vertexData.applyToMesh(babylonMesh);
|
650
|
-
if (this._loadingOptions.invertY) {
|
651
|
-
babylonMesh.scaling.y *= -1;
|
652
|
-
}
|
653
|
-
if (this._loadingOptions.optimizeNormals) {
|
654
|
-
this._optimizeNormals(babylonMesh);
|
655
|
-
}
|
656
|
-
//Push the mesh into an array
|
657
|
-
this._babylonMeshesArray.push(babylonMesh);
|
658
|
-
if (this._handledMesh.directMaterial) {
|
659
|
-
babylonMesh.material = this._handledMesh.directMaterial;
|
660
|
-
}
|
661
|
-
}
|
662
|
-
};
|
663
|
-
// Descriptor
|
664
|
-
/** Object descriptor */
|
665
|
-
SolidParser.ObjectDescriptor = /^o/;
|
666
|
-
/** Group descriptor */
|
667
|
-
SolidParser.GroupDescriptor = /^g/;
|
668
|
-
/** Material lib descriptor */
|
669
|
-
SolidParser.MtlLibGroupDescriptor = /^mtllib /;
|
670
|
-
/** Use a material descriptor */
|
671
|
-
SolidParser.UseMtlDescriptor = /^usemtl /;
|
672
|
-
/** Smooth descriptor */
|
673
|
-
SolidParser.SmoothDescriptor = /^s /;
|
674
|
-
// Patterns
|
675
|
-
/** Pattern used to detect a vertex */
|
676
|
-
SolidParser.VertexPattern = /v(\s+[\d|.|+|\-|e|E]+){3,7}/;
|
677
|
-
/** Pattern used to detect a normal */
|
678
|
-
SolidParser.NormalPattern = /vn(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
|
679
|
-
/** Pattern used to detect a UV set */
|
680
|
-
SolidParser.UVPattern = /vt(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
|
681
|
-
/** Pattern used to detect a first kind of face (f vertex vertex vertex) */
|
682
|
-
SolidParser.FacePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
|
683
|
-
/** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
|
684
|
-
SolidParser.FacePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
|
685
|
-
/** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
|
686
|
-
SolidParser.FacePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
|
687
|
-
/** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
|
688
|
-
SolidParser.FacePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
|
689
|
-
/** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
|
690
|
-
SolidParser.FacePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
|
691
|
-
return SolidParser;
|
692
|
-
}());
|
693
|
-
export { SolidParser };
|
1
|
+
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
2
|
+
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
3
|
+
import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
|
4
|
+
import { Vector2, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
5
|
+
import { Geometry } from "@babylonjs/core/Meshes/geometry.js";
|
6
|
+
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
7
|
+
import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
|
8
|
+
/**
|
9
|
+
* Class used to load mesh data from OBJ content
|
10
|
+
*/
|
11
|
+
var SolidParser = /** @class */ (function () {
|
12
|
+
/**
|
13
|
+
* Creates a new SolidParser
|
14
|
+
* @param materialToUse defines the array to fill with the list of materials to use (it will be filled by the parse function)
|
15
|
+
* @param babylonMeshesArray defines the array to fill with the list of loaded meshes (it will be filled by the parse function)
|
16
|
+
* @param loadingOptions defines the loading options to use
|
17
|
+
*/
|
18
|
+
function SolidParser(materialToUse, babylonMeshesArray, loadingOptions) {
|
19
|
+
this._positions = []; //values for the positions of vertices
|
20
|
+
this._normals = []; //Values for the normals
|
21
|
+
this._uvs = []; //Values for the textures
|
22
|
+
this._colors = [];
|
23
|
+
this._meshesFromObj = []; //[mesh] Contains all the obj meshes
|
24
|
+
this._indicesForBabylon = []; //The list of indices for VertexData
|
25
|
+
this._wrappedPositionForBabylon = []; //The list of position in vectors
|
26
|
+
this._wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
|
27
|
+
this._wrappedColorsForBabylon = []; // Array with all color values to match with the indices
|
28
|
+
this._wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
|
29
|
+
this._tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
|
30
|
+
this._curPositionInIndices = 0;
|
31
|
+
this._hasMeshes = false; //Meshes are defined in the file
|
32
|
+
this._unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
|
33
|
+
this._unwrappedColorsForBabylon = []; // Value of colorForBabylon w/o Color4() [r,g,b,a]
|
34
|
+
this._unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
|
35
|
+
this._unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
|
36
|
+
this._triangles = []; //Indices from new triangles coming from polygons
|
37
|
+
this._materialNameFromObj = ""; //The name of the current material
|
38
|
+
this._objMeshName = ""; //The name of the current obj mesh
|
39
|
+
this._increment = 1; //Id for meshes created by the multimaterial
|
40
|
+
this._isFirstMaterial = true;
|
41
|
+
this._grayColor = new Color4(0.5, 0.5, 0.5, 1);
|
42
|
+
this._materialToUse = materialToUse;
|
43
|
+
this._babylonMeshesArray = babylonMeshesArray;
|
44
|
+
this._loadingOptions = loadingOptions;
|
45
|
+
}
|
46
|
+
/**
|
47
|
+
* Search for obj in the given array.
|
48
|
+
* This function is called to check if a couple of data already exists in an array.
|
49
|
+
*
|
50
|
+
* If found, returns the index of the founded tuple index. Returns -1 if not found
|
51
|
+
* @param arr Array<{ normals: Array<number>, idx: Array<number> }>
|
52
|
+
* @param obj Array<number>
|
53
|
+
* @returns {boolean}
|
54
|
+
*/
|
55
|
+
SolidParser.prototype._isInArray = function (arr, obj) {
|
56
|
+
if (!arr[obj[0]]) {
|
57
|
+
arr[obj[0]] = { normals: [], idx: [] };
|
58
|
+
}
|
59
|
+
var idx = arr[obj[0]].normals.indexOf(obj[1]);
|
60
|
+
return idx === -1 ? -1 : arr[obj[0]].idx[idx];
|
61
|
+
};
|
62
|
+
SolidParser.prototype._isInArrayUV = function (arr, obj) {
|
63
|
+
if (!arr[obj[0]]) {
|
64
|
+
arr[obj[0]] = { normals: [], idx: [], uv: [] };
|
65
|
+
}
|
66
|
+
var idx = arr[obj[0]].normals.indexOf(obj[1]);
|
67
|
+
if (idx != 1 && obj[2] === arr[obj[0]].uv[idx]) {
|
68
|
+
return arr[obj[0]].idx[idx];
|
69
|
+
}
|
70
|
+
return -1;
|
71
|
+
};
|
72
|
+
/**
|
73
|
+
* This function set the data for each triangle.
|
74
|
+
* Data are position, normals and uvs
|
75
|
+
* If a tuple of (position, normal) is not set, add the data into the corresponding array
|
76
|
+
* If the tuple already exist, add only their indice
|
77
|
+
*
|
78
|
+
* @param indicePositionFromObj Integer The index in positions array
|
79
|
+
* @param indiceUvsFromObj Integer The index in uvs array
|
80
|
+
* @param indiceNormalFromObj Integer The index in normals array
|
81
|
+
* @param positionVectorFromOBJ Vector3 The value of position at index objIndice
|
82
|
+
* @param textureVectorFromOBJ Vector3 The value of uvs
|
83
|
+
* @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
|
84
|
+
* @param positionColorsFromOBJ
|
85
|
+
*/
|
86
|
+
SolidParser.prototype._setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ, positionColorsFromOBJ) {
|
87
|
+
//Check if this tuple already exists in the list of tuples
|
88
|
+
var _index;
|
89
|
+
if (this._loadingOptions.optimizeWithUV) {
|
90
|
+
_index = this._isInArrayUV(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj, indiceUvsFromObj]);
|
91
|
+
}
|
92
|
+
else {
|
93
|
+
_index = this._isInArray(this._tuplePosNorm, [indicePositionFromObj, indiceNormalFromObj]);
|
94
|
+
}
|
95
|
+
//If it not exists
|
96
|
+
if (_index === -1) {
|
97
|
+
//Add an new indice.
|
98
|
+
//The array of indices is only an array with his length equal to the number of triangles - 1.
|
99
|
+
//We add vertices data in this order
|
100
|
+
this._indicesForBabylon.push(this._wrappedPositionForBabylon.length);
|
101
|
+
//Push the position of vertice for Babylon
|
102
|
+
//Each element is a Vector3(x,y,z)
|
103
|
+
this._wrappedPositionForBabylon.push(positionVectorFromOBJ);
|
104
|
+
//Push the uvs for Babylon
|
105
|
+
//Each element is a Vector3(u,v)
|
106
|
+
this._wrappedUvsForBabylon.push(textureVectorFromOBJ);
|
107
|
+
//Push the normals for Babylon
|
108
|
+
//Each element is a Vector3(x,y,z)
|
109
|
+
this._wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
|
110
|
+
if (positionColorsFromOBJ !== undefined) {
|
111
|
+
//Push the colors for Babylon
|
112
|
+
//Each element is a BABYLON.Color4(r,g,b,a)
|
113
|
+
this._wrappedColorsForBabylon.push(positionColorsFromOBJ);
|
114
|
+
}
|
115
|
+
//Add the tuple in the comparison list
|
116
|
+
this._tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
|
117
|
+
this._tuplePosNorm[indicePositionFromObj].idx.push(this._curPositionInIndices++);
|
118
|
+
if (this._loadingOptions.optimizeWithUV) {
|
119
|
+
this._tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
|
120
|
+
}
|
121
|
+
}
|
122
|
+
else {
|
123
|
+
//The tuple already exists
|
124
|
+
//Add the index of the already existing tuple
|
125
|
+
//At this index we can get the value of position, normal, color and uvs of vertex
|
126
|
+
this._indicesForBabylon.push(_index);
|
127
|
+
}
|
128
|
+
};
|
129
|
+
/**
|
130
|
+
* Transform Vector() and BABYLON.Color() objects into numbers in an array
|
131
|
+
*/
|
132
|
+
SolidParser.prototype._unwrapData = function () {
|
133
|
+
//Every array has the same length
|
134
|
+
for (var l = 0; l < this._wrappedPositionForBabylon.length; l++) {
|
135
|
+
//Push the x, y, z values of each element in the unwrapped array
|
136
|
+
this._unwrappedPositionsForBabylon.push(this._wrappedPositionForBabylon[l].x, this._wrappedPositionForBabylon[l].y, this._wrappedPositionForBabylon[l].z);
|
137
|
+
this._unwrappedNormalsForBabylon.push(this._wrappedNormalsForBabylon[l].x, this._wrappedNormalsForBabylon[l].y, this._wrappedNormalsForBabylon[l].z);
|
138
|
+
this._unwrappedUVForBabylon.push(this._wrappedUvsForBabylon[l].x, this._wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
|
139
|
+
if (this._loadingOptions.importVertexColors) {
|
140
|
+
//Push the r, g, b, a values of each element in the unwrapped array
|
141
|
+
this._unwrappedColorsForBabylon.push(this._wrappedColorsForBabylon[l].r, this._wrappedColorsForBabylon[l].g, this._wrappedColorsForBabylon[l].b, this._wrappedColorsForBabylon[l].a);
|
142
|
+
}
|
143
|
+
}
|
144
|
+
// Reset arrays for the next new meshes
|
145
|
+
this._wrappedPositionForBabylon = [];
|
146
|
+
this._wrappedNormalsForBabylon = [];
|
147
|
+
this._wrappedUvsForBabylon = [];
|
148
|
+
this._wrappedColorsForBabylon = [];
|
149
|
+
this._tuplePosNorm = [];
|
150
|
+
this._curPositionInIndices = 0;
|
151
|
+
};
|
152
|
+
/**
|
153
|
+
* Create triangles from polygons
|
154
|
+
* It is important to notice that a triangle is a polygon
|
155
|
+
* We get 5 patterns of face defined in OBJ File :
|
156
|
+
* facePattern1 = ["1","2","3","4","5","6"]
|
157
|
+
* facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
|
158
|
+
* facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
|
159
|
+
* facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
|
160
|
+
* facePattern5 = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-4/-4/-4","-5/-5/-5","-6/-6/-6"]
|
161
|
+
* Each pattern is divided by the same method
|
162
|
+
* @param faces Array[String] The indices of elements
|
163
|
+
* @param v Integer The variable to increment
|
164
|
+
*/
|
165
|
+
SolidParser.prototype._getTriangles = function (faces, v) {
|
166
|
+
//Work for each element of the array
|
167
|
+
for (var faceIndex = v; faceIndex < faces.length - 1; faceIndex++) {
|
168
|
+
//Add on the triangle variable the indexes to obtain triangles
|
169
|
+
this._triangles.push(faces[0], faces[faceIndex], faces[faceIndex + 1]);
|
170
|
+
}
|
171
|
+
//Result obtained after 2 iterations:
|
172
|
+
//Pattern1 => triangle = ["1","2","3","1","3","4"];
|
173
|
+
//Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
|
174
|
+
//Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
|
175
|
+
//Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
|
176
|
+
//Pattern5 => triangle = ["-1/-1/-1","-2/-2/-2","-3/-3/-3","-1/-1/-1","-3/-3/-3","-4/-4/-4"];
|
177
|
+
};
|
178
|
+
/**
|
179
|
+
* Create triangles and push the data for each polygon for the pattern 1
|
180
|
+
* In this pattern we get vertice positions
|
181
|
+
* @param face
|
182
|
+
* @param v
|
183
|
+
*/
|
184
|
+
SolidParser.prototype._setDataForCurrentFaceWithPattern1 = function (face, v) {
|
185
|
+
//Get the indices of triangles for each polygon
|
186
|
+
this._getTriangles(face, v);
|
187
|
+
//For each element in the triangles array.
|
188
|
+
//This var could contains 1 to an infinity of triangles
|
189
|
+
for (var k = 0; k < this._triangles.length; k++) {
|
190
|
+
// Set position indice
|
191
|
+
var indicePositionFromObj = parseInt(this._triangles[k]) - 1;
|
192
|
+
this._setData(indicePositionFromObj, 0, 0, // In the pattern 1, normals and uvs are not defined
|
193
|
+
this._positions[indicePositionFromObj], // Get the vectors data
|
194
|
+
Vector2.Zero(), Vector3.Up(), // Create default vectors
|
195
|
+
this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
196
|
+
}
|
197
|
+
//Reset variable for the next line
|
198
|
+
this._triangles = [];
|
199
|
+
};
|
200
|
+
/**
|
201
|
+
* Create triangles and push the data for each polygon for the pattern 2
|
202
|
+
* In this pattern we get vertice positions and uvsu
|
203
|
+
* @param face
|
204
|
+
* @param v
|
205
|
+
*/
|
206
|
+
SolidParser.prototype._setDataForCurrentFaceWithPattern2 = function (face, v) {
|
207
|
+
//Get the indices of triangles for each polygon
|
208
|
+
this._getTriangles(face, v);
|
209
|
+
for (var k = 0; k < this._triangles.length; k++) {
|
210
|
+
//triangle[k] = "1/1"
|
211
|
+
//Split the data for getting position and uv
|
212
|
+
var point = this._triangles[k].split("/"); // ["1", "1"]
|
213
|
+
//Set position indice
|
214
|
+
var indicePositionFromObj = parseInt(point[0]) - 1;
|
215
|
+
//Set uv indice
|
216
|
+
var indiceUvsFromObj = parseInt(point[1]) - 1;
|
217
|
+
this._setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
|
218
|
+
this._positions[indicePositionFromObj], //Get the values for each element
|
219
|
+
this._uvs[indiceUvsFromObj], Vector3.Up(), //Default value for normals
|
220
|
+
this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
221
|
+
}
|
222
|
+
//Reset variable for the next line
|
223
|
+
this._triangles = [];
|
224
|
+
};
|
225
|
+
/**
|
226
|
+
* Create triangles and push the data for each polygon for the pattern 3
|
227
|
+
* In this pattern we get vertice positions, uvs and normals
|
228
|
+
* @param face
|
229
|
+
* @param v
|
230
|
+
*/
|
231
|
+
SolidParser.prototype._setDataForCurrentFaceWithPattern3 = function (face, v) {
|
232
|
+
//Get the indices of triangles for each polygon
|
233
|
+
this._getTriangles(face, v);
|
234
|
+
for (var k = 0; k < this._triangles.length; k++) {
|
235
|
+
//triangle[k] = "1/1/1"
|
236
|
+
//Split the data for getting position, uv, and normals
|
237
|
+
var point = this._triangles[k].split("/"); // ["1", "1", "1"]
|
238
|
+
// Set position indice
|
239
|
+
var indicePositionFromObj = parseInt(point[0]) - 1;
|
240
|
+
// Set uv indice
|
241
|
+
var indiceUvsFromObj = parseInt(point[1]) - 1;
|
242
|
+
// Set normal indice
|
243
|
+
var indiceNormalFromObj = parseInt(point[2]) - 1;
|
244
|
+
this._setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, this._positions[indicePositionFromObj], this._uvs[indiceUvsFromObj], this._normals[indiceNormalFromObj] //Set the vector for each component
|
245
|
+
);
|
246
|
+
}
|
247
|
+
//Reset variable for the next line
|
248
|
+
this._triangles = [];
|
249
|
+
};
|
250
|
+
/**
|
251
|
+
* Create triangles and push the data for each polygon for the pattern 4
|
252
|
+
* In this pattern we get vertice positions and normals
|
253
|
+
* @param face
|
254
|
+
* @param v
|
255
|
+
*/
|
256
|
+
SolidParser.prototype._setDataForCurrentFaceWithPattern4 = function (face, v) {
|
257
|
+
this._getTriangles(face, v);
|
258
|
+
for (var k = 0; k < this._triangles.length; k++) {
|
259
|
+
//triangle[k] = "1//1"
|
260
|
+
//Split the data for getting position and normals
|
261
|
+
var point = this._triangles[k].split("//"); // ["1", "1"]
|
262
|
+
// We check indices, and normals
|
263
|
+
var indicePositionFromObj = parseInt(point[0]) - 1;
|
264
|
+
var indiceNormalFromObj = parseInt(point[1]) - 1;
|
265
|
+
this._setData(indicePositionFromObj, 1, //Default value for uv
|
266
|
+
indiceNormalFromObj, this._positions[indicePositionFromObj], //Get each vector of data
|
267
|
+
Vector2.Zero(), this._normals[indiceNormalFromObj], this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
268
|
+
}
|
269
|
+
//Reset variable for the next line
|
270
|
+
this._triangles = [];
|
271
|
+
};
|
272
|
+
/*
|
273
|
+
* Create triangles and push the data for each polygon for the pattern 3
|
274
|
+
* In this pattern we get vertice positions, uvs and normals
|
275
|
+
* @param face
|
276
|
+
* @param v
|
277
|
+
*/
|
278
|
+
SolidParser.prototype._setDataForCurrentFaceWithPattern5 = function (face, v) {
|
279
|
+
//Get the indices of triangles for each polygon
|
280
|
+
this._getTriangles(face, v);
|
281
|
+
for (var k = 0; k < this._triangles.length; k++) {
|
282
|
+
//triangle[k] = "-1/-1/-1"
|
283
|
+
//Split the data for getting position, uv, and normals
|
284
|
+
var point = this._triangles[k].split("/"); // ["-1", "-1", "-1"]
|
285
|
+
// Set position indice
|
286
|
+
var indicePositionFromObj = this._positions.length + parseInt(point[0]);
|
287
|
+
// Set uv indice
|
288
|
+
var indiceUvsFromObj = this._uvs.length + parseInt(point[1]);
|
289
|
+
// Set normal indice
|
290
|
+
var indiceNormalFromObj = this._normals.length + parseInt(point[2]);
|
291
|
+
this._setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, this._positions[indicePositionFromObj], this._uvs[indiceUvsFromObj], this._normals[indiceNormalFromObj], //Set the vector for each component
|
292
|
+
this._loadingOptions.importVertexColors ? this._colors[indicePositionFromObj] : undefined);
|
293
|
+
}
|
294
|
+
//Reset variable for the next line
|
295
|
+
this._triangles = [];
|
296
|
+
};
|
297
|
+
SolidParser.prototype._addPreviousObjMesh = function () {
|
298
|
+
//Check if it is not the first mesh. Otherwise we don't have data.
|
299
|
+
if (this._meshesFromObj.length > 0) {
|
300
|
+
//Get the previous mesh for applying the data about the faces
|
301
|
+
//=> in obj file, faces definition append after the name of the mesh
|
302
|
+
this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];
|
303
|
+
//Set the data into Array for the mesh
|
304
|
+
this._unwrapData();
|
305
|
+
// Reverse tab. Otherwise face are displayed in the wrong sens
|
306
|
+
this._indicesForBabylon.reverse();
|
307
|
+
//Set the information for the mesh
|
308
|
+
//Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
|
309
|
+
this._handledMesh.indices = this._indicesForBabylon.slice();
|
310
|
+
this._handledMesh.positions = this._unwrappedPositionsForBabylon.slice();
|
311
|
+
this._handledMesh.normals = this._unwrappedNormalsForBabylon.slice();
|
312
|
+
this._handledMesh.uvs = this._unwrappedUVForBabylon.slice();
|
313
|
+
if (this._loadingOptions.importVertexColors) {
|
314
|
+
this._handledMesh.colors = this._unwrappedColorsForBabylon.slice();
|
315
|
+
}
|
316
|
+
//Reset the array for the next mesh
|
317
|
+
this._indicesForBabylon = [];
|
318
|
+
this._unwrappedPositionsForBabylon = [];
|
319
|
+
this._unwrappedColorsForBabylon = [];
|
320
|
+
this._unwrappedNormalsForBabylon = [];
|
321
|
+
this._unwrappedUVForBabylon = [];
|
322
|
+
}
|
323
|
+
};
|
324
|
+
SolidParser.prototype._optimizeNormals = function (mesh) {
|
325
|
+
var positions = mesh.getVerticesData(VertexBuffer.PositionKind);
|
326
|
+
var normals = mesh.getVerticesData(VertexBuffer.NormalKind);
|
327
|
+
var mapVertices = {};
|
328
|
+
if (!positions || !normals) {
|
329
|
+
return;
|
330
|
+
}
|
331
|
+
for (var i = 0; i < positions.length / 3; i++) {
|
332
|
+
var x = positions[i * 3 + 0];
|
333
|
+
var y = positions[i * 3 + 1];
|
334
|
+
var z = positions[i * 3 + 2];
|
335
|
+
var key = x + "_" + y + "_" + z;
|
336
|
+
var lst = mapVertices[key];
|
337
|
+
if (!lst) {
|
338
|
+
lst = [];
|
339
|
+
mapVertices[key] = lst;
|
340
|
+
}
|
341
|
+
lst.push(i);
|
342
|
+
}
|
343
|
+
var normal = new Vector3();
|
344
|
+
for (var key in mapVertices) {
|
345
|
+
var lst = mapVertices[key];
|
346
|
+
if (lst.length < 2) {
|
347
|
+
continue;
|
348
|
+
}
|
349
|
+
var v0Idx = lst[0];
|
350
|
+
for (var i = 1; i < lst.length; ++i) {
|
351
|
+
var vIdx = lst[i];
|
352
|
+
normals[v0Idx * 3 + 0] += normals[vIdx * 3 + 0];
|
353
|
+
normals[v0Idx * 3 + 1] += normals[vIdx * 3 + 1];
|
354
|
+
normals[v0Idx * 3 + 2] += normals[vIdx * 3 + 2];
|
355
|
+
}
|
356
|
+
normal.copyFromFloats(normals[v0Idx * 3 + 0], normals[v0Idx * 3 + 1], normals[v0Idx * 3 + 2]);
|
357
|
+
normal.normalize();
|
358
|
+
for (var i = 0; i < lst.length; ++i) {
|
359
|
+
var vIdx = lst[i];
|
360
|
+
normals[vIdx * 3 + 0] = normal.x;
|
361
|
+
normals[vIdx * 3 + 1] = normal.y;
|
362
|
+
normals[vIdx * 3 + 2] = normal.z;
|
363
|
+
}
|
364
|
+
}
|
365
|
+
mesh.setVerticesData(VertexBuffer.NormalKind, normals);
|
366
|
+
};
|
367
|
+
/**
|
368
|
+
* Function used to parse an OBJ string
|
369
|
+
* @param meshesNames defines the list of meshes to load (all if not defined)
|
370
|
+
* @param data defines the OBJ string
|
371
|
+
* @param scene defines the hosting scene
|
372
|
+
* @param assetContainer defines the asset container to load data in
|
373
|
+
* @param onFileToLoadFound defines a callback that will be called if a MTL file is found
|
374
|
+
*/
|
375
|
+
SolidParser.prototype.parse = function (meshesNames, data, scene, assetContainer, onFileToLoadFound) {
|
376
|
+
var _a;
|
377
|
+
// Split the file into lines
|
378
|
+
var lines = data.split("\n");
|
379
|
+
// Look at each line
|
380
|
+
for (var i = 0; i < lines.length; i++) {
|
381
|
+
var line = lines[i].trim().replace(/\s\s/g, " ");
|
382
|
+
var result = void 0;
|
383
|
+
// Comment or newLine
|
384
|
+
if (line.length === 0 || line.charAt(0) === "#") {
|
385
|
+
continue;
|
386
|
+
//Get information about one position possible for the vertices
|
387
|
+
}
|
388
|
+
else if (SolidParser.VertexPattern.test(line)) {
|
389
|
+
result = line.match(/[^ ]+/g); // match will return non-null due to passing regex pattern
|
390
|
+
// Value of result with line: "v 1.0 2.0 3.0"
|
391
|
+
// ["v", "1.0", "2.0", "3.0"]
|
392
|
+
// Create a Vector3 with the position x, y, z
|
393
|
+
this._positions.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
|
394
|
+
if (this._loadingOptions.importVertexColors) {
|
395
|
+
if (result.length >= 7) {
|
396
|
+
var r = parseFloat(result[4]);
|
397
|
+
var g = parseFloat(result[5]);
|
398
|
+
var b = parseFloat(result[6]);
|
399
|
+
this._colors.push(new Color4(r > 1 ? r / 255 : r, g > 1 ? g / 255 : g, b > 1 ? b / 255 : b, result.length === 7 || result[7] === undefined ? 1 : parseFloat(result[7])));
|
400
|
+
}
|
401
|
+
else {
|
402
|
+
// TODO: maybe push NULL and if all are NULL to skip (and remove grayColor var).
|
403
|
+
this._colors.push(this._grayColor);
|
404
|
+
}
|
405
|
+
}
|
406
|
+
}
|
407
|
+
else if ((result = SolidParser.NormalPattern.exec(line)) !== null) {
|
408
|
+
//Create a Vector3 with the normals x, y, z
|
409
|
+
//Value of result
|
410
|
+
// ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
|
411
|
+
//Add the Vector in the list of normals
|
412
|
+
this._normals.push(new Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
|
413
|
+
}
|
414
|
+
else if ((result = SolidParser.UVPattern.exec(line)) !== null) {
|
415
|
+
//Create a Vector2 with the normals u, v
|
416
|
+
//Value of result
|
417
|
+
// ["vt 0.1 0.2 0.3", "0.1", "0.2"]
|
418
|
+
//Add the Vector in the list of uvs
|
419
|
+
this._uvs.push(new Vector2(parseFloat(result[1]) * this._loadingOptions.UVScaling.x, parseFloat(result[2]) * this._loadingOptions.UVScaling.y));
|
420
|
+
//Identify patterns of faces
|
421
|
+
//Face could be defined in different type of pattern
|
422
|
+
}
|
423
|
+
else if ((result = SolidParser.FacePattern3.exec(line)) !== null) {
|
424
|
+
//Value of result:
|
425
|
+
//["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
|
426
|
+
//Set the data for this face
|
427
|
+
this._setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
|
428
|
+
1);
|
429
|
+
}
|
430
|
+
else if ((result = SolidParser.FacePattern4.exec(line)) !== null) {
|
431
|
+
//Value of result:
|
432
|
+
//["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
|
433
|
+
//Set the data for this face
|
434
|
+
this._setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
|
435
|
+
1);
|
436
|
+
}
|
437
|
+
else if ((result = SolidParser.FacePattern5.exec(line)) !== null) {
|
438
|
+
//Value of result:
|
439
|
+
//["f -1/-1/-1 -2/-2/-2 -3/-3/-3", "-1/-1/-1 -2/-2/-2 -3/-3/-3"...]
|
440
|
+
//Set the data for this face
|
441
|
+
this._setDataForCurrentFaceWithPattern5(result[1].trim().split(" "), // ["-1/-1/-1", "-2/-2/-2", "-3/-3/-3"]
|
442
|
+
1);
|
443
|
+
}
|
444
|
+
else if ((result = SolidParser.FacePattern2.exec(line)) !== null) {
|
445
|
+
//Value of result:
|
446
|
+
//["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
|
447
|
+
//Set the data for this face
|
448
|
+
this._setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
|
449
|
+
1);
|
450
|
+
}
|
451
|
+
else if ((result = SolidParser.FacePattern1.exec(line)) !== null) {
|
452
|
+
//Value of result
|
453
|
+
//["f 1 2 3", "1 2 3"...]
|
454
|
+
//Set the data for this face
|
455
|
+
this._setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
|
456
|
+
1);
|
457
|
+
// Define a mesh or an object
|
458
|
+
// Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
|
459
|
+
}
|
460
|
+
else if (SolidParser.GroupDescriptor.test(line) || SolidParser.ObjectDescriptor.test(line)) {
|
461
|
+
// Create a new mesh corresponding to the name of the group.
|
462
|
+
// Definition of the mesh
|
463
|
+
var objMesh = {
|
464
|
+
name: line.substring(2).trim(),
|
465
|
+
indices: undefined,
|
466
|
+
positions: undefined,
|
467
|
+
normals: undefined,
|
468
|
+
uvs: undefined,
|
469
|
+
colors: undefined,
|
470
|
+
materialName: "",
|
471
|
+
};
|
472
|
+
this._addPreviousObjMesh();
|
473
|
+
//Push the last mesh created with only the name
|
474
|
+
this._meshesFromObj.push(objMesh);
|
475
|
+
//Set this variable to indicate that now meshesFromObj has objects defined inside
|
476
|
+
this._hasMeshes = true;
|
477
|
+
this._isFirstMaterial = true;
|
478
|
+
this._increment = 1;
|
479
|
+
//Keyword for applying a material
|
480
|
+
}
|
481
|
+
else if (SolidParser.UseMtlDescriptor.test(line)) {
|
482
|
+
//Get the name of the material
|
483
|
+
this._materialNameFromObj = line.substring(7).trim();
|
484
|
+
//If this new material is in the same mesh
|
485
|
+
if (!this._isFirstMaterial || !this._hasMeshes) {
|
486
|
+
//Set the data for the previous mesh
|
487
|
+
this._addPreviousObjMesh();
|
488
|
+
//Create a new mesh
|
489
|
+
var objMesh =
|
490
|
+
//Set the name of the current obj mesh
|
491
|
+
{
|
492
|
+
name: (this._objMeshName || "mesh") + "_mm" + this._increment.toString(),
|
493
|
+
indices: undefined,
|
494
|
+
positions: undefined,
|
495
|
+
normals: undefined,
|
496
|
+
uvs: undefined,
|
497
|
+
colors: undefined,
|
498
|
+
materialName: this._materialNameFromObj,
|
499
|
+
};
|
500
|
+
this._increment++;
|
501
|
+
//If meshes are already defined
|
502
|
+
this._meshesFromObj.push(objMesh);
|
503
|
+
this._hasMeshes = true;
|
504
|
+
}
|
505
|
+
//Set the material name if the previous line define a mesh
|
506
|
+
if (this._hasMeshes && this._isFirstMaterial) {
|
507
|
+
//Set the material name to the previous mesh (1 material per mesh)
|
508
|
+
this._meshesFromObj[this._meshesFromObj.length - 1].materialName = this._materialNameFromObj;
|
509
|
+
this._isFirstMaterial = false;
|
510
|
+
}
|
511
|
+
// Keyword for loading the mtl file
|
512
|
+
}
|
513
|
+
else if (SolidParser.MtlLibGroupDescriptor.test(line)) {
|
514
|
+
// Get the name of mtl file
|
515
|
+
onFileToLoadFound(line.substring(7).trim());
|
516
|
+
// Apply smoothing
|
517
|
+
}
|
518
|
+
else if (SolidParser.SmoothDescriptor.test(line)) {
|
519
|
+
// smooth shading => apply smoothing
|
520
|
+
// Today I don't know it work with babylon and with obj.
|
521
|
+
// With the obj file an integer is set
|
522
|
+
}
|
523
|
+
else {
|
524
|
+
//If there is another possibility
|
525
|
+
console.log("Unhandled expression at line : " + line);
|
526
|
+
}
|
527
|
+
}
|
528
|
+
// At the end of the file, add the last mesh into the meshesFromObj array
|
529
|
+
if (this._hasMeshes) {
|
530
|
+
// Set the data for the last mesh
|
531
|
+
this._handledMesh = this._meshesFromObj[this._meshesFromObj.length - 1];
|
532
|
+
//Reverse indices for displaying faces in the good sense
|
533
|
+
this._indicesForBabylon.reverse();
|
534
|
+
//Get the good array
|
535
|
+
this._unwrapData();
|
536
|
+
//Set array
|
537
|
+
this._handledMesh.indices = this._indicesForBabylon;
|
538
|
+
this._handledMesh.positions = this._unwrappedPositionsForBabylon;
|
539
|
+
this._handledMesh.normals = this._unwrappedNormalsForBabylon;
|
540
|
+
this._handledMesh.uvs = this._unwrappedUVForBabylon;
|
541
|
+
if (this._loadingOptions.importVertexColors) {
|
542
|
+
this._handledMesh.colors = this._unwrappedColorsForBabylon;
|
543
|
+
}
|
544
|
+
}
|
545
|
+
// If any o or g keyword not found, create a mesh with a random id
|
546
|
+
if (!this._hasMeshes) {
|
547
|
+
var newMaterial = null;
|
548
|
+
if (this._indicesForBabylon.length) {
|
549
|
+
// reverse tab of indices
|
550
|
+
this._indicesForBabylon.reverse();
|
551
|
+
//Get positions normals uvs
|
552
|
+
this._unwrapData();
|
553
|
+
}
|
554
|
+
else {
|
555
|
+
// There is no indices in the file. We will have to switch to point cloud rendering
|
556
|
+
for (var _i = 0, _b = this._positions; _i < _b.length; _i++) {
|
557
|
+
var pos = _b[_i];
|
558
|
+
this._unwrappedPositionsForBabylon.push(pos.x, pos.y, pos.z);
|
559
|
+
}
|
560
|
+
if (this._normals.length) {
|
561
|
+
for (var _c = 0, _d = this._normals; _c < _d.length; _c++) {
|
562
|
+
var normal = _d[_c];
|
563
|
+
this._unwrappedNormalsForBabylon.push(normal.x, normal.y, normal.z);
|
564
|
+
}
|
565
|
+
}
|
566
|
+
if (this._uvs.length) {
|
567
|
+
for (var _e = 0, _f = this._uvs; _e < _f.length; _e++) {
|
568
|
+
var uv = _f[_e];
|
569
|
+
this._unwrappedUVForBabylon.push(uv.x, uv.y);
|
570
|
+
}
|
571
|
+
}
|
572
|
+
if (this._colors.length) {
|
573
|
+
for (var _g = 0, _h = this._colors; _g < _h.length; _g++) {
|
574
|
+
var color = _h[_g];
|
575
|
+
this._unwrappedColorsForBabylon.push(color.r, color.g, color.b, color.a);
|
576
|
+
}
|
577
|
+
}
|
578
|
+
if (!this._materialNameFromObj) {
|
579
|
+
// Create a material with point cloud on
|
580
|
+
newMaterial = new StandardMaterial(Geometry.RandomId(), scene);
|
581
|
+
newMaterial.pointsCloud = true;
|
582
|
+
this._materialNameFromObj = newMaterial.name;
|
583
|
+
if (!this._normals.length) {
|
584
|
+
newMaterial.disableLighting = true;
|
585
|
+
newMaterial.emissiveColor = Color3.White();
|
586
|
+
}
|
587
|
+
}
|
588
|
+
}
|
589
|
+
//Set data for one mesh
|
590
|
+
this._meshesFromObj.push({
|
591
|
+
name: Geometry.RandomId(),
|
592
|
+
indices: this._indicesForBabylon,
|
593
|
+
positions: this._unwrappedPositionsForBabylon,
|
594
|
+
colors: this._unwrappedColorsForBabylon,
|
595
|
+
normals: this._unwrappedNormalsForBabylon,
|
596
|
+
uvs: this._unwrappedUVForBabylon,
|
597
|
+
materialName: this._materialNameFromObj,
|
598
|
+
directMaterial: newMaterial,
|
599
|
+
});
|
600
|
+
}
|
601
|
+
//Set data for each mesh
|
602
|
+
for (var j = 0; j < this._meshesFromObj.length; j++) {
|
603
|
+
//check meshesNames (stlFileLoader)
|
604
|
+
if (meshesNames && this._meshesFromObj[j].name) {
|
605
|
+
if (meshesNames instanceof Array) {
|
606
|
+
if (meshesNames.indexOf(this._meshesFromObj[j].name) === -1) {
|
607
|
+
continue;
|
608
|
+
}
|
609
|
+
}
|
610
|
+
else {
|
611
|
+
if (this._meshesFromObj[j].name !== meshesNames) {
|
612
|
+
continue;
|
613
|
+
}
|
614
|
+
}
|
615
|
+
}
|
616
|
+
//Get the current mesh
|
617
|
+
//Set the data with VertexBuffer for each mesh
|
618
|
+
this._handledMesh = this._meshesFromObj[j];
|
619
|
+
//Create a Mesh with the name of the obj mesh
|
620
|
+
scene._blockEntityCollection = !!assetContainer;
|
621
|
+
var babylonMesh = new Mesh(this._meshesFromObj[j].name, scene);
|
622
|
+
babylonMesh._parentContainer = assetContainer;
|
623
|
+
scene._blockEntityCollection = false;
|
624
|
+
//Push the name of the material to an array
|
625
|
+
//This is indispensable for the importMesh function
|
626
|
+
this._materialToUse.push(this._meshesFromObj[j].materialName);
|
627
|
+
if (((_a = this._handledMesh.positions) === null || _a === void 0 ? void 0 : _a.length) === 0) {
|
628
|
+
//Push the mesh into an array
|
629
|
+
this._babylonMeshesArray.push(babylonMesh);
|
630
|
+
continue;
|
631
|
+
}
|
632
|
+
var vertexData = new VertexData(); //The container for the values
|
633
|
+
//Set the data for the babylonMesh
|
634
|
+
vertexData.uvs = this._handledMesh.uvs;
|
635
|
+
vertexData.indices = this._handledMesh.indices;
|
636
|
+
vertexData.positions = this._handledMesh.positions;
|
637
|
+
if (this._loadingOptions.computeNormals) {
|
638
|
+
var normals = new Array();
|
639
|
+
VertexData.ComputeNormals(this._handledMesh.positions, this._handledMesh.indices, normals);
|
640
|
+
vertexData.normals = normals;
|
641
|
+
}
|
642
|
+
else {
|
643
|
+
vertexData.normals = this._handledMesh.normals;
|
644
|
+
}
|
645
|
+
if (this._loadingOptions.importVertexColors) {
|
646
|
+
vertexData.colors = this._handledMesh.colors;
|
647
|
+
}
|
648
|
+
//Set the data from the VertexBuffer to the current Mesh
|
649
|
+
vertexData.applyToMesh(babylonMesh);
|
650
|
+
if (this._loadingOptions.invertY) {
|
651
|
+
babylonMesh.scaling.y *= -1;
|
652
|
+
}
|
653
|
+
if (this._loadingOptions.optimizeNormals) {
|
654
|
+
this._optimizeNormals(babylonMesh);
|
655
|
+
}
|
656
|
+
//Push the mesh into an array
|
657
|
+
this._babylonMeshesArray.push(babylonMesh);
|
658
|
+
if (this._handledMesh.directMaterial) {
|
659
|
+
babylonMesh.material = this._handledMesh.directMaterial;
|
660
|
+
}
|
661
|
+
}
|
662
|
+
};
|
663
|
+
// Descriptor
|
664
|
+
/** Object descriptor */
|
665
|
+
SolidParser.ObjectDescriptor = /^o/;
|
666
|
+
/** Group descriptor */
|
667
|
+
SolidParser.GroupDescriptor = /^g/;
|
668
|
+
/** Material lib descriptor */
|
669
|
+
SolidParser.MtlLibGroupDescriptor = /^mtllib /;
|
670
|
+
/** Use a material descriptor */
|
671
|
+
SolidParser.UseMtlDescriptor = /^usemtl /;
|
672
|
+
/** Smooth descriptor */
|
673
|
+
SolidParser.SmoothDescriptor = /^s /;
|
674
|
+
// Patterns
|
675
|
+
/** Pattern used to detect a vertex */
|
676
|
+
SolidParser.VertexPattern = /v(\s+[\d|.|+|\-|e|E]+){3,7}/;
|
677
|
+
/** Pattern used to detect a normal */
|
678
|
+
SolidParser.NormalPattern = /vn(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
|
679
|
+
/** Pattern used to detect a UV set */
|
680
|
+
SolidParser.UVPattern = /vt(\s+[\d|.|+|\-|e|E]+)( +[\d|.|+|\-|e|E]+)/;
|
681
|
+
/** Pattern used to detect a first kind of face (f vertex vertex vertex) */
|
682
|
+
SolidParser.FacePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
|
683
|
+
/** Pattern used to detect a second kind of face (f vertex/uvs vertex/uvs vertex/uvs) */
|
684
|
+
SolidParser.FacePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
|
685
|
+
/** Pattern used to detect a third kind of face (f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal) */
|
686
|
+
SolidParser.FacePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
|
687
|
+
/** Pattern used to detect a fourth kind of face (f vertex//normal vertex//normal vertex//normal)*/
|
688
|
+
SolidParser.FacePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
|
689
|
+
/** Pattern used to detect a fifth kind of face (f -vertex/-uvs/-normal -vertex/-uvs/-normal -vertex/-uvs/-normal) */
|
690
|
+
SolidParser.FacePattern5 = /f\s+(((-[\d]{1,}\/-[\d]{1,}\/-[\d]{1,}[\s]?){3,})+)/;
|
691
|
+
return SolidParser;
|
692
|
+
}());
|
693
|
+
export { SolidParser };
|
694
694
|
//# sourceMappingURL=solidParser.js.map
|