obj2gltf/lib/loadObj.js

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'use strict';
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var Cesium = require('cesium');
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var path = require('path');
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var Promise = require('bluebird');
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var ArrayStorage = require('./ArrayStorage');
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var loadMtl = require('./loadMtl');
var outsideDirectory = require('./outsideDirectory');
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var readLines = require('./readLines');
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var Cartesian2 = Cesium.Cartesian2;
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var Cartesian3 = Cesium.Cartesian3;
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var ComponentDatatype = Cesium.ComponentDatatype;
var defaultValue = Cesium.defaultValue;
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var defined = Cesium.defined;
var IntersectionTests = Cesium.IntersectionTests;
var Matrix3 = Cesium.Matrix3;
var OrientedBoundingBox = Cesium.OrientedBoundingBox;
var Plane = Cesium.Plane;
var PolygonPipeline = Cesium.PolygonPipeline;
var Ray = Cesium.Ray;
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var RuntimeError = Cesium.RuntimeError;
var 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 = [];
this.positions = new ArrayStorage(ComponentDatatype.FLOAT);
this.normals = new ArrayStorage(ComponentDatatype.FLOAT);
this.uvs = new ArrayStorage(ComponentDatatype.FLOAT);
}
function Primitive() {
this.material = undefined;
this.indices = new ArrayStorage(ComponentDatatype.UNSIGNED_INT);
}
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// OBJ regex patterns are modified from ThreeJS (https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJLoader.js)
var vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
var normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
var uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
var 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
var positions = new ArrayStorage(ComponentDatatype.FLOAT);
var normals = new ArrayStorage(ComponentDatatype.FLOAT);
var uvs = new ArrayStorage(ComponentDatatype.FLOAT);
// The current node, mesh, and primitive
var node;
var mesh;
var primitive;
// All nodes seen in the obj
var nodes = [];
// Used to build the indices. The vertex cache is unique to each mesh.
var vertexCache = {};
var vertexCacheLimit = 1000000;
var vertexCacheCount = 0;
var vertexCount = 0;
// All mtl paths seen in the obj
var mtlPaths = [];
// Buffers for face data that spans multiple lines
var lineBuffer = '';
// Used for parsing face data
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var faceVertices = [];
var facePositions = [];
var faceUvs = [];
var faceNormals = [];
var vertexIndices = [];
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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();
// Clear the vertex cache for each new mesh
vertexCache = {};
vertexCacheCount = 0;
vertexCount = 0;
}
function addPrimitive() {
primitive = new Primitive();
mesh.primitives.push(primitive);
}
function useMaterial(name) {
// Look to see if this material has already been used by a primitive in the mesh
var material = getName(name);
var primitives = mesh.primitives;
var primitivesLength = primitives.length;
for (var i = 0; i < primitivesLength; ++i) {
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if (primitives[i].material === material) {
primitive = primitives[i];
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return;
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}
}
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// Add a new primitive with this material
addPrimitive();
primitive.material = getName(name);
}
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function getOffset(a, attributeData, components) {
var i = parseInt(a);
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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var pi = getOffset(p, positions, 3);
var px = positions.get(pi + 0);
var py = positions.get(pi + 1);
var pz = positions.get(pi + 2);
mesh.positions.push(px);
mesh.positions.push(py);
mesh.positions.push(pz);
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}
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// Normals
if (n.length > 0) {
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var ni = getOffset(n, normals, 3);
var nx = normals.get(ni + 0);
var ny = normals.get(ni + 1);
var nz = normals.get(ni + 2);
mesh.normals.push(nx);
mesh.normals.push(ny);
mesh.normals.push(nz);
}
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// UVs
if (u.length > 0) {
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var ui = getOffset(u, uvs, 2);
var ux = uvs.get(ui + 0);
var uy = uvs.get(ui + 1);
mesh.uvs.push(ux);
mesh.uvs.push(uy);
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}
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}
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function addVertex(v, p, u, n) {
var index = vertexCache[v];
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) {
vertexCacheCount = 0;
vertexCache = {};
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}
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}
return index;
}
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// Given a set of 3D points, project them onto whichever axis will produce the least distortion.
var scratchIntersectionPoint = new Cartesian3();
var scratchXAxis = new Cartesian3();
var scratchYAxis = new Cartesian3();
var scratchZAxis = new Cartesian3();
var scratchOrigin = new Cartesian3();
var scratchNormal = new Cartesian3();
var scratchRay = new Ray();
var scratchPlane = new Plane(Cesium.Cartesian3.UNIT_X, 0);
var scratchPositions2D = [new Cartesian2(), new Cartesian2(), new Cartesian2()];
function projectTo2D(positions) {
var positions2D = [];
var obb = OrientedBoundingBox.fromPoints(positions);
var halfAxes = obb.halfAxes;
Matrix3.getColumn(halfAxes, 0, scratchXAxis);
Matrix3.getColumn(halfAxes, 1, scratchYAxis);
Matrix3.getColumn(halfAxes, 2, scratchZAxis);
var xMag = Cartesian3.magnitude(scratchXAxis);
var yMag = Cartesian3.magnitude(scratchYAxis);
var zMag = Cartesian3.magnitude(scratchZAxis);
var min = Math.min(xMag, yMag, zMag);
var i;
// If all the points are on a line, just remove one of the zero dimensions
if (xMag === 0 && (yMag === 0 || zMag === 0)) {
for (i = 0; i < positions.length; i++) {
if (i === scratchPositions2D.length) {
scratchPositions2D.push(new Cartesian2());
}
positions2D[i] = new Cartesian2.fromElements(positions[i].y, positions[i].z, scratchPositions2D[i]);
}
return positions2D;
} else if (yMag === 0 && zMag === 0) {
for (i = 0; i < positions.length; i++) {
if (i === scratchPositions2D.length) {
scratchPositions2D.push(new Cartesian2());
}
positions2D[i] = new Cartesian2.fromElements(positions[i].x, positions[i].y, scratchPositions2D[i]);
}
return positions2D;
}
var center = obb.center;
var planeXAxis;
var planeYAxis;
if (min === xMag) {
if (!scratchXAxis.equals(Cartesian3.ZERO)) {
Cartesian3.add(center, scratchXAxis, scratchOrigin);
Cartesian3.normalize(scratchXAxis, scratchNormal);
}
planeXAxis = Cartesian3.normalize(scratchYAxis, scratchYAxis);
planeYAxis = Cartesian3.normalize(scratchZAxis, scratchZAxis);
} else if (min === yMag) {
if (!scratchYAxis.equals(Cartesian3.ZERO)) {
Cartesian3.add(center, scratchYAxis, scratchOrigin);
Cartesian3.normalize(scratchYAxis, scratchNormal);
}
planeXAxis = Cartesian3.normalize(scratchXAxis, scratchXAxis);
planeYAxis = Cartesian3.normalize(scratchZAxis, scratchZAxis);
} else {
if (!scratchZAxis.equals(Cartesian3.ZERO)) {
Cartesian3.add(center, scratchZAxis, scratchOrigin);
Cartesian3.normalize(scratchZAxis, scratchNormal);
}
planeXAxis = Cartesian3.normalize(scratchXAxis, scratchXAxis);
planeYAxis = Cartesian3.normalize(scratchYAxis, scratchYAxis);
}
if (min === 0) {
scratchNormal = Cartesian3.cross(planeXAxis, planeYAxis, scratchNormal);
scratchNormal = Cartesian3.normalize(scratchNormal, scratchNormal);
}
Plane.fromPointNormal(scratchOrigin, scratchNormal, scratchPlane);
scratchRay.direction = scratchNormal;
for (i = 0; i < positions.length; i++) {
scratchRay.origin = positions[i];
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var intersectionPoint = IntersectionTests.rayPlane(scratchRay, scratchPlane, scratchIntersectionPoint);
if (!defined(intersectionPoint)) {
Cartesian3.negate(scratchRay.direction, scratchRay.direction);
intersectionPoint = IntersectionTests.rayPlane(scratchRay, scratchPlane, scratchIntersectionPoint);
}
var v = Cartesian3.subtract(intersectionPoint, scratchOrigin, intersectionPoint);
var x = Cartesian3.dot(planeXAxis, v);
var y = Cartesian3.dot(planeYAxis, v);
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if (i === scratchPositions2D.length) {
scratchPositions2D.push(new Cartesian2());
}
positions2D[i] = new Cartesian2.fromElements(x, y, scratchPositions2D[i]);
}
return positions2D;
}
function get3DPoint(index, result) {
var pi = getOffset(index, positions, 3);
var px = positions.get(pi + 0);
var py = positions.get(pi + 1);
var pz = positions.get(pi + 2);
return Cartesian3.fromElements(px, py, pz, result);
}
function get3DNormal(index, result) {
var ni = getOffset(index, normals, 3);
var nx = normals.get(ni + 0);
var ny = normals.get(ni + 1);
var nz = normals.get(ni + 2);
return Cartesian3.fromElements(nx, ny, nz, result);
}
// Given a sequence of three points A B C, determine whether vector BC
// "turns" clockwise (positive) or counter-clockwise (negative) from vector AB
var scratch1 = new Cartesian3();
var scratch2 = new Cartesian3();
function getTurnDirection(pointA, pointB, pointC) {
var vector1 = Cartesian2.subtract(pointA, pointB, scratch1);
var vector2 = Cartesian2.subtract(pointC, pointB, scratch2);
return vector1.x * vector2.y - vector1.y * vector2.x;
}
// Given the cartesian 2 vertices of a polygon, determine if convex
function isConvex(positions2D) {
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var turnDirection = getTurnDirection(positions2D[0], positions2D[1], positions2D[2]);
for (var i=1; i < positions2D.length-2; ++i) {
var currentTurnDirection = getTurnDirection(positions2D[i], positions2D[i+1], positions2D[i+2]);
if (turnDirection * currentTurnDirection < 0) {
return false;
}
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}
return true;
}
var scratch3 = new Cartesian3();
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var scratch4 = new Cartesian3();
var scratch5 = new Cartesian3();
// Checks if winding order matches the given normal.
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function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normal) {
var A = get3DPoint(positionIndex1, scratch1);
var B = get3DPoint(positionIndex2, scratch2);
var C = get3DPoint(positionIndex3, scratch3);
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var BA = Cartesian3.subtract(B, A, scratch4);
var CA = Cartesian3.subtract(C, A, scratch5);
var 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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var scratchPositions3D = [new Cartesian3(), new Cartesian3(), new Cartesian3()];
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function addFace(vertices, positions, uvs, normals) {
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var isWindingCorrect = true;
var faceNormal;
// If normals are defined, find a face normal to use in winding order sanitization.
// If no face normal, we have to assume the winding is correct.
if (normals[0].length > 0) {
faceNormal = get3DNormal(normals[0], scratchNormal);
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isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], faceNormal);
}
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if (vertices.length === 3) {
var index1 = addVertex(vertices[0], positions[0], uvs[0], normals[0]);
var index2 = addVertex(vertices[1], positions[1], uvs[1], normals[1]);
var 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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var positions3D = [];
vertexIndices.length = 0;
var i;
for (i = 0; i < vertices.length; ++i) {
var index = addVertex(vertices[i], positions[i], uvs[i], normals[i]);
vertexIndices.push(index);
// Collect the vertex positions as 3D points
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if (i === scratchPositions3D.length) {
scratchPositions3D.push(new Cartesian3());
}
positions3D.push(get3DPoint(positions[i], scratchPositions3D[i]));
}
var positions2D = projectTo2D(positions3D);
if (isConvex(positions2D)) {
for (i=1; i < vertices.length-1; ++i) {
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addTriangle(vertexIndices[0], vertexIndices[i], vertexIndices[i+1], isWindingCorrect);
}
} else {
// Since the projection doesn't preserve winding order, reverse the order of
// the vertices before triangulating to enforce counter clockwise.
var projectedWindingOrder = PolygonPipeline.computeWindingOrder2D(positions2D);
if (projectedWindingOrder === WindingOrder.CLOCKWISE) {
positions2D.reverse();
}
// Use an ear-clipping algorithm to triangulate
var positionIndices = PolygonPipeline.triangulate(positions2D);
for (i = 0; i < positionIndices.length-2; i += 3) {
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addTriangle(vertexIndices[positionIndices[i]], vertexIndices[positionIndices[i+1]], vertexIndices[positionIndices[i+2]], isWindingCorrect);
}
}
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}
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}
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function parseLine(line) {
line = line.trim();
var result;
if ((line.length === 0) || (line.charAt(0) === '#')) {
// Don't process empty lines or comments
} else if (/^o\s/i.test(line)) {
var objectName = line.substring(2).trim();
addNode(objectName);
} else if (/^g\s/i.test(line)) {
var groupName = line.substring(2).trim();
addMesh(groupName);
} else if (/^usemtl\s/i.test(line)) {
var materialName = line.substring(7).trim();
useMaterial(materialName);
} else if (/^mtllib/i.test(line)) {
var paths = line.substring(7).trim().split(' ');
mtlPaths = mtlPaths.concat(paths);
} 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) {
normals.push(parseFloat(result[1]));
normals.push(parseFloat(result[2]));
normals.push(parseFloat(result[3]));
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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]);
}
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
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return finishLoading(nodes, mtlPaths, objPath, options);
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});
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}
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function finishLoading(nodes, mtlPaths, objPath, 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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}
var name = path.basename(objPath, path.extname(objPath));
return loadMtls(mtlPaths, objPath, options)
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.then(function(materials) {
return {
nodes : nodes,
materials : materials,
name : name
};
});
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}
function loadMtls(mtlPaths, objPath, options) {
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var objDirectory = path.dirname(objPath);
var materials = [];
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return Promise.map(mtlPaths, function(mtlPath) {
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mtlPath = path.resolve(objDirectory, mtlPath);
var shallowPath = path.resolve(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 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;
});
// Valid meshes must have at least one primitive and contain positions
return (mesh.primitives.length > 0) && (mesh.positions.length > 0);
});
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}
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function meshesHaveNames(meshes) {
var meshesLength = meshes.length;
for (var i = 0; i < meshesLength; ++i) {
if (defined(meshes[i].name)) {
return true;
}
}
return false;
}
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function removeEmptyNodes(nodes) {
var final = [];
var nodesLength = nodes.length;
for (var i = 0; i < nodesLength; ++i) {
var node = nodes[i];
var meshes = removeEmptyMeshes(node.meshes);
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
var meshesLength = meshes.length;
for (var j = 0; j < meshesLength; ++j) {
var mesh = meshes[j];
var convertedNode = new Node();
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) {
var itemsLength = items.length;
for (var i = 0; i < itemsLength; ++i) {
var item = items[i];
var name = defaultValue(item.name, defaultName);
var occurrences = usedNames[name];
if (defined(occurrences)) {
usedNames[name]++;
name = name + '_' + occurrences;
} else {
usedNames[name] = 1;
}
item.name = name;
}
}
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function setDefaults(nodes) {
var usedNames = {};
setDefaultNames(nodes, 'Node', usedNames);
var nodesLength = nodes.length;
for (var i = 0; i < nodesLength; ++i) {
var node = nodes[i];
setDefaultNames(node.meshes, node.name + '-Mesh', usedNames);
}
}
function cleanNodes(nodes) {
nodes = removeEmptyNodes(nodes);
setDefaults(nodes);
return nodes;
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}