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https://github.com/CesiumGS/obj2gltf.git
synced 2024-11-23 08:34:14 -05:00
Split incompatible materials
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b781459234
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@ -4,6 +4,7 @@ var getBufferPadded = require('./getBufferPadded');
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var getDefaultMaterial = require('./loadMtl').getDefaultMaterial;
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var Texture = require('./Texture');
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var defaultValue = Cesium.defaultValue;
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var defined = Cesium.defined;
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var WebGLConstants = Cesium.WebGLConstants;
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@ -23,6 +24,9 @@ function createGltf(objData, options) {
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var materials = objData.materials;
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var name = objData.name;
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// Split materials used by primitives with different types of attributes
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materials = splitIncompatibleMaterials(nodes, materials, options);
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var gltf = {
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accessors : [],
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asset : {},
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@ -70,14 +74,14 @@ function createGltf(objData, options) {
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var meshIndex;
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if (meshesLength === 1) {
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meshIndex = addMesh(gltf, materials, bufferState, uint32Indices, meshes[0], options);
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meshIndex = addMesh(gltf, materials, bufferState, uint32Indices, meshes[0]);
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addNode(gltf, node.name, meshIndex, undefined);
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} else {
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// Add meshes as child nodes
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var parentIndex = addNode(gltf, node.name);
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for (var j = 0; j < meshesLength; ++j) {
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var mesh = meshes[j];
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meshIndex = addMesh(gltf, materials, bufferState, uint32Indices, mesh, options);
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meshIndex = addMesh(gltf, materials, bufferState, uint32Indices, mesh);
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addNode(gltf, mesh.name, meshIndex, parentIndex);
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}
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}
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@ -194,6 +198,31 @@ function getTexture(gltf, texture) {
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};
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}
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function cloneMaterial(material, removeTextures) {
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if (material === null || typeof material !== 'object') {
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return material;
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} else if (material instanceof Texture) {
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if (removeTextures) {
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return undefined;
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}
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return material;
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} else if (Array.isArray(material)) {
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var length = material.length;
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var clonedArray = new Array(length);
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for (var i = 0; i < length; ++i) {
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clonedArray[i] = cloneMaterial(material[i], removeTextures);
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}
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return clonedArray;
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}
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var clonedObject = {};
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for (var name in material) {
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if (material.hasOwnProperty(name)) {
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clonedObject[name] = cloneMaterial(material[name], removeTextures);
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}
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}
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return clonedObject;
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}
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function resolveTextures(gltf, material) {
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for (var name in material) {
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if (material.hasOwnProperty(name)) {
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@ -214,35 +243,27 @@ function addMaterial(gltf, material) {
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return materialIndex;
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}
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function getMaterial(gltf, materials, materialName, options) {
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if (!defined(materialName)) {
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// Create a default material if the primitive does not specify one
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materialName = 'default';
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}
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var i;
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var material;
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function getMaterialByName(materials, materialName) {
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var materialsLength = materials.length;
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for (i = 0; i < materialsLength; ++i) {
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for (var i = 0; i < materialsLength; ++i) {
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if (materials[i].name === materialName) {
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material = materials[i];
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break;
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return materials[i];
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}
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}
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}
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if (!defined(material)) {
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material = getDefaultMaterial(options);
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material.name = materialName;
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}
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var materialIndex;
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materialsLength = gltf.materials.length;
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for (i = 0; i < materialsLength; ++i) {
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if (gltf.materials[i].name === materialName) {
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materialIndex = i;
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break;
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function getMaterialIndex(materials, materialName) {
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var materialsLength = materials.length;
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for (var i = 0; i < materialsLength; ++i) {
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if (materials[i].name === materialName) {
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return i;
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}
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}
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}
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function getMaterial(gltf, materials, materialName) {
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var material = getMaterialByName(materials, materialName);
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var materialIndex = getMaterialIndex(gltf.materials, materialName);
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if (!defined(materialIndex)) {
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materialIndex = addMaterial(gltf, material);
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@ -251,6 +272,61 @@ function getMaterial(gltf, materials, materialName, options) {
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return materialIndex;
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}
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function primitiveInfoMatch(a, b) {
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return a.hasUvs === b.hasUvs &&
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a.hasNormals === b.hasNormals;
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}
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function splitIncompatibleMaterials(nodes, materials, options) {
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var splitMaterials = [];
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var primitiveInfoByMaterial = {};
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var nodesLength = nodes.length;
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for (var i = 0; i < nodesLength; ++i) {
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var meshes = nodes[i].meshes;
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var meshesLength = meshes.length;
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for (var j = 0; j < meshesLength; ++j) {
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var primitives = meshes[j].primitives;
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var primitivesLength = primitives.length;
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for (var k = 0; k < primitivesLength; ++k) {
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var primitive = primitives[k];
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var hasUvs = primitive.uvs.length > 0;
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var hasNormals = primitive.normals.length > 0;
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var primitiveInfo = {
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hasUvs : hasUvs,
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hasNormals : hasNormals
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};
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var originalMaterialName = defaultValue(primitive.material, 'default');
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var materialName = originalMaterialName;
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var suffix = 2;
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while (defined(primitiveInfoByMaterial[materialName])) {
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if (primitiveInfoMatch(primitiveInfo, primitiveInfoByMaterial[materialName])) {
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break;
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}
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materialName = originalMaterialName + '-' + suffix++;
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}
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primitive.material = materialName;
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primitiveInfoByMaterial[materialName] = primitiveInfo;
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var material = getMaterialByName(splitMaterials, materialName);
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if (defined(material)) {
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continue;
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}
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material = getMaterialByName(materials, originalMaterialName);
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if (defined(material)) {
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material = cloneMaterial(material, !hasUvs);
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} else {
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material = getDefaultMaterial(options);
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}
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material.name = materialName;
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splitMaterials.push(material);
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}
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}
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}
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return splitMaterials;
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}
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function addVertexAttribute(gltf, array, components, name) {
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var count = array.length / components;
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var minMax = array.getMinMax(components);
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@ -309,7 +385,7 @@ function requiresUint32Indices(nodes) {
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return false;
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}
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function addPrimitive(gltf, materials, bufferState, uint32Indices, mesh, primitive, index, options) {
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function addPrimitive(gltf, materials, bufferState, uint32Indices, mesh, primitive, index) {
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var hasPositions = primitive.positions.length > 0;
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var hasNormals = primitive.normals.length > 0;
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var hasUVs = primitive.uvs.length > 0;
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@ -346,7 +422,7 @@ function addPrimitive(gltf, materials, bufferState, uint32Indices, mesh, primiti
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primitive.uvs = undefined;
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primitive.indices = undefined;
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var materialIndex = getMaterial(gltf, materials, primitive.material, options);
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var materialIndex = getMaterial(gltf, materials, primitive.material);
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return {
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attributes : attributes,
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@ -356,12 +432,12 @@ function addPrimitive(gltf, materials, bufferState, uint32Indices, mesh, primiti
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};
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}
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function addMesh(gltf, materials, bufferState, uint32Indices, mesh, options) {
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function addMesh(gltf, materials, bufferState, uint32Indices, mesh) {
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var gltfPrimitives = [];
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var primitives = mesh.primitives;
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var primitivesLength = primitives.length;
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for (var i = 0; i < primitivesLength; ++i) {
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gltfPrimitives.push(addPrimitive(gltf, materials, bufferState, uint32Indices, mesh, primitives[i], i, options));
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gltfPrimitives.push(addPrimitive(gltf, materials, bufferState, uint32Indices, mesh, primitives[i], i));
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}
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var gltfMesh = {
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