obj2gltf/lib/loadObj.js

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'use strict';
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const Cesium = require('cesium');
const path = require('path');
const Promise = require('bluebird');
const ArrayStorage = require('./ArrayStorage');
const loadMtl = require('./loadMtl');
const outsideDirectory = require('./outsideDirectory');
const readLines = require('./readLines');
const Cartesian3 = Cesium.Cartesian3;
const ComponentDatatype = Cesium.ComponentDatatype;
const CoplanarPolygonGeometryLibrary = Cesium.CoplanarPolygonGeometryLibrary;
const defaultValue = Cesium.defaultValue;
const defined = Cesium.defined;
const PolygonPipeline = Cesium.PolygonPipeline;
const RuntimeError = Cesium.RuntimeError;
const WindingOrder = Cesium.WindingOrder;
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module.exports = loadObj;
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// Object name (o) -> node
// Group name (g) -> mesh
// Material name (usemtl) -> primitive
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function Node() {
this.name = undefined;
this.meshes = [];
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}
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function Mesh() {
this.name = undefined;
this.primitives = [];
}
function Primitive() {
this.material = undefined;
this.indices = new ArrayStorage(ComponentDatatype.UNSIGNED_INT);
this.positions = new ArrayStorage(ComponentDatatype.FLOAT);
this.normals = new ArrayStorage(ComponentDatatype.FLOAT);
this.uvs = new ArrayStorage(ComponentDatatype.FLOAT);
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}
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// OBJ regex patterns are modified from ThreeJS (https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJLoader.js)
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const vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
const normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
const uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
const facePattern = /(-?\d+)\/?(-?\d*)\/?(-?\d*)/g; // for any face format "f v", "f v/v", "f v//v", "f v/v/v"
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/**
* Parse an obj file.
*
* @param {String} objPath Path to the obj file.
* @param {Object} options The options object passed along from lib/obj2gltf.js
* @returns {Promise} A promise resolving to the obj data, which includes an array of nodes containing geometry information and an array of materials.
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*
* @private
*/
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function loadObj(objPath, options) {
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// Global store of vertex attributes listed in the obj file
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let positions = new ArrayStorage(ComponentDatatype.FLOAT);
let normals = new ArrayStorage(ComponentDatatype.FLOAT);
let uvs = new ArrayStorage(ComponentDatatype.FLOAT);
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// The current node, mesh, and primitive
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let node;
let mesh;
let primitive;
let activeMaterial;
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// All nodes seen in the obj
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const nodes = [];
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// Used to build the indices. The vertex cache is unique to each primitive.
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let vertexCache = {};
const vertexCacheLimit = 1000000;
let vertexCacheCount = 0;
let vertexCount = 0;
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// All mtl paths seen in the obj
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let mtlPaths = [];
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// Buffers for face data that spans multiple lines
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let lineBuffer = '';
// Used for parsing face data
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const faceVertices = [];
const facePositions = [];
const faceUvs = [];
const faceNormals = [];
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function clearVertexCache() {
vertexCache = {};
vertexCacheCount = 0;
}
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function getName(name) {
return (name === '' ? undefined : name);
}
function addNode(name) {
node = new Node();
node.name = getName(name);
nodes.push(node);
addMesh();
}
function addMesh(name) {
mesh = new Mesh();
mesh.name = getName(name);
node.meshes.push(mesh);
addPrimitive();
}
function addPrimitive() {
primitive = new Primitive();
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primitive.material = activeMaterial;
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mesh.primitives.push(primitive);
// Clear the vertex cache for each new primitive
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clearVertexCache();
vertexCount = 0;
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}
function reusePrimitive(callback) {
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const primitives = mesh.primitives;
const primitivesLength = primitives.length;
for (let i = 0; i < primitivesLength; ++i) {
if (primitives[i].material === activeMaterial) {
if (!defined(callback) || callback(primitives[i])) {
primitive = primitives[i];
clearVertexCache();
vertexCount = primitive.positions.length / 3;
return;
}
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}
}
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addPrimitive();
}
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function useMaterial(name) {
activeMaterial = getName(name);
reusePrimitive();
}
function faceAndPrimitiveMatch(uvs, normals, primitive) {
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const faceHasUvs = uvs[0].length > 0;
const faceHasNormals = normals[0].length > 0;
const primitiveHasUvs = primitive.uvs.length > 0;
const primitiveHasNormals = primitive.normals.length > 0;
return primitiveHasUvs === faceHasUvs && primitiveHasNormals === faceHasNormals;
}
function checkPrimitive(uvs, normals) {
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const firstFace = primitive.indices.length === 0;
if (!firstFace && !faceAndPrimitiveMatch(uvs, normals, primitive)) {
reusePrimitive(function(primitive) {
return faceAndPrimitiveMatch(uvs, normals, primitive);
});
}
}
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function getOffset(a, attributeData, components) {
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const i = parseInt(a);
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if (i < 0) {
// Negative vertex indexes reference the vertices immediately above it
return (attributeData.length / components + i) * components;
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}
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return (i - 1) * components;
}
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function createVertex(p, u, n) {
// Positions
if (p.length > 0) {
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const pi = getOffset(p, positions, 3);
const px = positions.get(pi + 0);
const py = positions.get(pi + 1);
const pz = positions.get(pi + 2);
primitive.positions.push(px);
primitive.positions.push(py);
primitive.positions.push(pz);
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}
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// Normals
if (n.length > 0) {
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const ni = getOffset(n, normals, 3);
const nx = normals.get(ni + 0);
const ny = normals.get(ni + 1);
const nz = normals.get(ni + 2);
primitive.normals.push(nx);
primitive.normals.push(ny);
primitive.normals.push(nz);
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}
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// UVs
if (u.length > 0) {
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const ui = getOffset(u, uvs, 2);
const ux = uvs.get(ui + 0);
const uy = uvs.get(ui + 1);
primitive.uvs.push(ux);
primitive.uvs.push(uy);
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}
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}
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function addVertex(v, p, u, n) {
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let index = vertexCache[v];
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if (!defined(index)) {
index = vertexCount++;
vertexCache[v] = index;
createVertex(p, u, n);
// Prevent the vertex cache from growing too large. As a result of clearing the cache there
// may be some duplicate vertices.
vertexCacheCount++;
if (vertexCacheCount > vertexCacheLimit) {
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clearVertexCache();
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}
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}
return index;
}
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function getPosition(index, result) {
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const pi = getOffset(index, positions, 3);
const px = positions.get(pi + 0);
const py = positions.get(pi + 1);
const pz = positions.get(pi + 2);
return Cartesian3.fromElements(px, py, pz, result);
}
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function getNormal(index, result) {
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const ni = getOffset(index, normals, 3);
const nx = normals.get(ni + 0);
const ny = normals.get(ni + 1);
const nz = normals.get(ni + 2);
return Cartesian3.fromElements(nx, ny, nz, result);
}
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const scratch1 = new Cartesian3();
const scratch2 = new Cartesian3();
const scratch3 = new Cartesian3();
const scratch4 = new Cartesian3();
const scratch5 = new Cartesian3();
const scratchCenter = new Cartesian3();
const scratchAxis1 = new Cartesian3();
const scratchAxis2 = new Cartesian3();
const scratchNormal = new Cartesian3();
const scratchPositions = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()];
const scratchVertexIndices = [];
const scratchPoints = [];
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function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normalIndex) {
if (normalIndex.length === 0) {
// If no face normal, we have to assume the winding is correct.
return true;
}
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const normal = getNormal(normalIndex, scratchNormal);
const A = getPosition(positionIndex1, scratch1);
const B = getPosition(positionIndex2, scratch2);
const C = getPosition(positionIndex3, scratch3);
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const BA = Cartesian3.subtract(B, A, scratch4);
const CA = Cartesian3.subtract(C, A, scratch5);
const cross = Cartesian3.cross(BA, CA, scratch3);
return (Cartesian3.dot(normal, cross) >= 0);
}
function addTriangle(index1, index2, index3, correctWinding) {
if (correctWinding) {
primitive.indices.push(index1);
primitive.indices.push(index2);
primitive.indices.push(index3);
} else {
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primitive.indices.push(index1);
primitive.indices.push(index3);
primitive.indices.push(index2);
}
}
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function addFace(vertices, positions, uvs, normals) {
checkPrimitive(uvs, normals);
if (vertices.length === 3) {
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const isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], normals[0]);
const index1 = addVertex(vertices[0], positions[0], uvs[0], normals[0]);
const index2 = addVertex(vertices[1], positions[1], uvs[1], normals[1]);
const index3 = addVertex(vertices[2], positions[2], uvs[2], normals[2]);
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addTriangle(index1, index2, index3, isWindingCorrect);
} else { // Triangulate if the face is not a triangle
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const points = scratchPoints;
const vertexIndices = scratchVertexIndices;
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points.length = 0;
vertexIndices.length = 0;
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for (let i = 0; i < vertices.length; ++i) {
const index = addVertex(vertices[i], positions[i], uvs[i], normals[i]);
vertexIndices.push(index);
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if (i === scratchPositions.length) {
scratchPositions.push(new Cartesian3());
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}
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points.push(getPosition(positions[i], scratchPositions[i]));
}
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const validGeometry = CoplanarPolygonGeometryLibrary.computeProjectTo2DArguments(points, scratchCenter, scratchAxis1, scratchAxis2);
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if (!validGeometry) {
return;
}
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const projectPoints = CoplanarPolygonGeometryLibrary.createProjectPointsTo2DFunction(scratchCenter, scratchAxis1, scratchAxis2);
const points2D = projectPoints(points);
const indices = PolygonPipeline.triangulate(points2D);
const isWindingCorrect = PolygonPipeline.computeWindingOrder2D(points2D) !== WindingOrder.CLOCKWISE;
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for (let i = 0; i < indices.length - 2; i += 3) {
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addTriangle(vertexIndices[indices[i]], vertexIndices[indices[i+1]], vertexIndices[indices[i+2]], isWindingCorrect);
}
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}
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}
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function parseLine(line) {
line = line.trim();
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let result;
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if ((line.length === 0) || (line.charAt(0) === '#')) {
// Don't process empty lines or comments
} else if (/^o\s/i.test(line)) {
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const objectName = line.substring(2).trim();
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addNode(objectName);
} else if (/^g\s/i.test(line)) {
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const groupName = line.substring(2).trim();
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addMesh(groupName);
} else if (/^usemtl\s/i.test(line)) {
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const materialName = line.substring(7).trim();
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useMaterial(materialName);
} else if (/^mtllib/i.test(line)) {
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const mtllibLine = line.substring(7).trim();
mtlPaths = mtlPaths.concat(getMtlPaths(mtllibLine));
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} else if ((result = vertexPattern.exec(line)) !== null) {
positions.push(parseFloat(result[1]));
positions.push(parseFloat(result[2]));
positions.push(parseFloat(result[3]));
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} else if ((result = normalPattern.exec(line) ) !== null) {
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const normal = Cartesian3.fromElements(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3]), scratchNormal);
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if (Cartesian3.equals(normal, Cartesian3.ZERO)) {
Cartesian3.clone(Cartesian3.UNIT_Z, normal);
} else {
Cartesian3.normalize(normal, normal);
}
normals.push(normal.x);
normals.push(normal.y);
normals.push(normal.z);
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} else if ((result = uvPattern.exec(line)) !== null) {
uvs.push(parseFloat(result[1]));
uvs.push(1.0 - parseFloat(result[2])); // Flip y so 0.0 is the bottom of the image
} else { // face line or invalid line
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// Because face lines can contain n vertices, we use a line buffer in case the face data spans multiple lines.
// If there's a line continuation don't create face yet
if (line.slice(-1) === '\\') {
lineBuffer += line.substring(0, line.length-1);
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return;
}
lineBuffer += line;
if (lineBuffer.substring(0, 2) === 'f ') {
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while ((result = facePattern.exec(lineBuffer)) !== null) {
faceVertices.push(result[0]);
facePositions.push(result[1]);
faceUvs.push(result[2]);
faceNormals.push(result[3]);
}
if (faceVertices.length > 2) {
addFace(faceVertices, facePositions, faceUvs, faceNormals);
}
faceVertices.length = 0;
facePositions.length = 0;
faceNormals.length = 0;
faceUvs.length = 0;
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}
lineBuffer = '';
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}
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}
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// Create a default node in case there are no o/g/usemtl lines in the obj
addNode();
// Parse the obj file
return readLines(objPath, parseLine)
.then(function() {
// Add hasNormals to options object for loadMtl
options.hasNormals = normals.length > 0;
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// Unload resources
positions = undefined;
normals = undefined;
uvs = undefined;
// Load materials and textures
return finishLoading(nodes, mtlPaths, objPath, defined(activeMaterial), options);
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});
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}
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function getMtlPaths(mtllibLine) {
// Handle paths with spaces. E.g. mtllib my material file.mtl
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const mtlPaths = [];
const splits = mtllibLine.split(' ');
const length = splits.length;
let startIndex = 0;
for (let i = 0; i < length; ++i) {
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if (path.extname(splits[i]) !== '.mtl') {
continue;
}
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const mtlPath = splits.slice(startIndex, i + 1).join(' ');
mtlPaths.push(mtlPath);
startIndex = i + 1;
}
return mtlPaths;
}
function finishLoading(nodes, mtlPaths, objPath, usesMaterials, options) {
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nodes = cleanNodes(nodes);
if (nodes.length === 0) {
throw new RuntimeError(objPath + ' does not have any geometry data');
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}
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const name = path.basename(objPath, path.extname(objPath));
return loadMtls(mtlPaths, objPath, options)
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.then(function(materials) {
if (materials.length > 0 && !usesMaterials) {
assignDefaultMaterial(nodes, materials, usesMaterials);
}
return {
nodes : nodes,
materials : materials,
name : name
};
});
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}
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function normalizeMtlPath(mtlPath, objDirectory) {
mtlPath = mtlPath.replace(/\\/g, '/');
return path.normalize(path.join(objDirectory, mtlPath));
}
function loadMtls(mtlPaths, objPath, options) {
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const objDirectory = path.dirname(objPath);
let materials = [];
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// Remove duplicates
mtlPaths = mtlPaths.filter(function(value, index, self) {
return self.indexOf(value) === index;
});
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return Promise.map(mtlPaths, function(mtlPath) {
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mtlPath = normalizeMtlPath(mtlPath, objDirectory);
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const shallowPath = path.join(objDirectory, path.basename(mtlPath));
if (options.secure && outsideDirectory(mtlPath, objDirectory)) {
// Try looking for the .mtl in the same directory as the obj
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options.logger('The material file is outside of the obj directory and the secure flag is true. Attempting to read the material file from within the obj directory instead.');
return loadMtl(shallowPath, options)
.then(function(materialsInMtl) {
materials = materials.concat(materialsInMtl);
})
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.catch(function(error) {
options.logger(error.message);
options.logger('Could not read material file at ' + shallowPath + '. Using default material instead.');
});
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}
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return loadMtl(mtlPath, options)
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.catch(function(error) {
// Try looking for the .mtl in the same directory as the obj
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options.logger(error.message);
options.logger('Could not read material file at ' + mtlPath + '. Attempting to read the material file from within the obj directory instead.');
return loadMtl(shallowPath, options);
})
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.then(function(materialsInMtl) {
materials = materials.concat(materialsInMtl);
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})
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.catch(function(error) {
options.logger(error.message);
options.logger('Could not read material file at ' + shallowPath + '. Using default material instead.');
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});
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}, {concurrency : 10})
.then(function() {
return materials;
});
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}
function assignDefaultMaterial(nodes, materials) {
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const defaultMaterial = materials[0].name;
const nodesLength = nodes.length;
for (let i = 0; i < nodesLength; ++i) {
const meshes = nodes[i].meshes;
const meshesLength = meshes.length;
for (let j = 0; j < meshesLength; ++j) {
const primitives = meshes[j].primitives;
const primitivesLength = primitives.length;
for (let k = 0; k < primitivesLength; ++k) {
const primitive = primitives[k];
primitive.material = defaultValue(primitive.material, defaultMaterial);
}
}
}
}
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function removeEmptyMeshes(meshes) {
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return meshes.filter(function(mesh) {
// Remove empty primitives
mesh.primitives = mesh.primitives.filter(function(primitive) {
return primitive.indices.length > 0 && primitive.positions.length > 0;
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});
// Valid meshes must have at least one primitive
return (mesh.primitives.length > 0);
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});
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}
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function meshesHaveNames(meshes) {
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const meshesLength = meshes.length;
for (let i = 0; i < meshesLength; ++i) {
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if (defined(meshes[i].name)) {
return true;
}
}
return false;
}
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function removeEmptyNodes(nodes) {
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const final = [];
const nodesLength = nodes.length;
for (let i = 0; i < nodesLength; ++i) {
const node = nodes[i];
const meshes = removeEmptyMeshes(node.meshes);
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if (meshes.length === 0) {
continue;
}
node.meshes = meshes;
if (!defined(node.name) && meshesHaveNames(meshes)) {
// If the obj has groups (g) but not object groups (o) then convert meshes to nodes
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const meshesLength = meshes.length;
for (let j = 0; j < meshesLength; ++j) {
const mesh = meshes[j];
const convertedNode = new Node();
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convertedNode.name = mesh.name;
convertedNode.meshes = [mesh];
final.push(convertedNode);
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}
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} else {
final.push(node);
}
}
return final;
}
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function setDefaultNames(items, defaultName, usedNames) {
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const itemsLength = items.length;
for (let i = 0; i < itemsLength; ++i) {
const item = items[i];
let name = defaultValue(item.name, defaultName);
const occurrences = usedNames[name];
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if (defined(occurrences)) {
usedNames[name]++;
name = name + '_' + occurrences;
} else {
usedNames[name] = 1;
}
item.name = name;
}
}
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function setDefaults(nodes) {
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const usedNames = {};
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setDefaultNames(nodes, 'Node', usedNames);
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const nodesLength = nodes.length;
for (let i = 0; i < nodesLength; ++i) {
const node = nodes[i];
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setDefaultNames(node.meshes, node.name + '-Mesh', usedNames);
}
}
function cleanNodes(nodes) {
nodes = removeEmptyNodes(nodes);
setDefaults(nodes);
return nodes;
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}