mirror of
https://github.com/CesiumGS/obj2gltf.git
synced 2024-11-23 16:44:05 -05:00
Merge pull request #85 from rahwang/more-vertices-faces
Support concave and/or n-vertex faces
This commit is contained in:
commit
b20df62524
313
lib/loadObj.js
313
lib/loadObj.js
@ -9,12 +9,20 @@ var loadMtl = require('./loadMtl');
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var readLines = require('./readLines');
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var Axis = Cesium.Axis;
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var Cartesian2 = Cesium.Cartesian2;
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var Cartesian3 = Cesium.Cartesian3;
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var ComponentDatatype = Cesium.ComponentDatatype;
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var defaultValue = Cesium.defaultValue;
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var defined = Cesium.defined;
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var IntersectionTests = Cesium.IntersectionTests;
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var Matrix3 = Cesium.Matrix3;
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var Matrix4 = Cesium.Matrix4;
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var OrientedBoundingBox = Cesium.OrientedBoundingBox;
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var Plane = Cesium.Plane;
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var PolygonPipeline = Cesium.PolygonPipeline;
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var Ray = Cesium.Ray;
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var RuntimeError = Cesium.RuntimeError;
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var WindingOrder = Cesium.WindingOrder;
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module.exports = loadObj;
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@ -41,13 +49,10 @@ function Primitive() {
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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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var vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
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var normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
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var uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
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var facePattern1 = /f( +-?\d+)\/?( +-?\d+)\/?( +-?\d+)\/?( +-?\d+)?\/?/; // f vertex vertex vertex ...
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var facePattern2 = /f( +(-?\d+)\/(-?\d+)\/?)( +(-?\d+)\/(-?\d+)\/?)( +(-?\d+)\/(-?\d+)\/?)( +(-?\d+)\/(-?\d+)\/?)?/; // f vertex/uv vertex/uv vertex/uv ...
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var facePattern3 = /f( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))?/; // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
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var facePattern4 = /f( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))?/; // f vertex//normal vertex//normal vertex//normal ...
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var vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
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var normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
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var uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
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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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var scratchCartesian = new Cartesian3();
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@ -91,6 +96,17 @@ function loadObj(objPath, options) {
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// All mtl paths seen in the obj
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var mtlPaths = [];
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// Buffers for face data that spans multiple lines
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var lineBuffer = '';
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// Used for parsing face data
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var faceVertices = [];
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var facePositions = [];
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var faceUvs = [];
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var faceNormals = [];
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var vertexIndices = [];
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function getName(name) {
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return (name === '' ? undefined : name);
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}
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@ -146,7 +162,7 @@ function loadObj(objPath, options) {
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function createVertex(p, u, n) {
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// Positions
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if (defined(p)) {
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if (p.length > 0) {
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var pi = getOffset(p, positions, 3);
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var px = positions.get(pi + 0);
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var py = positions.get(pi + 1);
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@ -157,7 +173,7 @@ function loadObj(objPath, options) {
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}
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// Normals
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if (defined(n)) {
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if (n.length > 0) {
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var ni = getOffset(n, normals, 3);
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var nx = normals.get(ni + 0);
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var ny = normals.get(ni + 1);
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@ -168,7 +184,7 @@ function loadObj(objPath, options) {
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}
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// UVs
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if (defined(u)) {
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if (u.length > 0) {
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var ui = getOffset(u, uvs, 2);
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var ux = uvs.get(ui + 0);
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var uy = uvs.get(ui + 1);
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@ -195,21 +211,225 @@ function loadObj(objPath, options) {
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return index;
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}
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function addFace(v1, p1, u1, n1, v2, p2, u2, n2, v3, p3, u3, n3, v4, p4, u4, n4) {
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var index1 = addVertex(v1, p1, u1, n1);
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var index2 = addVertex(v2, p2, u2, n2);
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var index3 = addVertex(v3, p3, u3, n3);
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// Given a set of 3D points, project them onto whichever axis will produce the least distortion.
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var scratchIntersectionPoint = new Cartesian3();
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var scratchXAxis = new Cartesian3();
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var scratchYAxis = new Cartesian3();
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var scratchZAxis = new Cartesian3();
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var scratchOrigin = new Cartesian3();
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var scratchNormal = new Cartesian3();
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var scratchRay = new Ray();
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var scratchPlane = new Plane(Cesium.Cartesian3.UNIT_X, 0);
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var scratchPositions2D = [new Cartesian2(), new Cartesian2(), new Cartesian2()];
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function projectTo2D(positions) {
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var positions2D = [];
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var obb = OrientedBoundingBox.fromPoints(positions);
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var halfAxes = obb.halfAxes;
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Matrix3.getColumn(halfAxes, 0, scratchXAxis);
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Matrix3.getColumn(halfAxes, 1, scratchYAxis);
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Matrix3.getColumn(halfAxes, 2, scratchZAxis);
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primitive.indices.push(index1);
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primitive.indices.push(index2);
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primitive.indices.push(index3);
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var xMag = Cartesian3.magnitude(scratchXAxis);
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var yMag = Cartesian3.magnitude(scratchYAxis);
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var zMag = Cartesian3.magnitude(scratchZAxis);
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var min = Math.min(xMag, yMag, zMag);
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// Triangulate if the face is a quad
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if (defined(v4)) {
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var index4 = addVertex(v4, p4, u4, n4);
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var i;
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// If all the points are on a line, just remove one of the zero dimensions
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if (xMag === 0 && (yMag === 0 || zMag === 0)) {
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for (i = 0; i < positions.length; i++) {
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if (i === scratchPositions2D.length) {
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scratchPositions2D.push(new Cartesian2());
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}
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positions2D[i] = new Cartesian2.fromElements(positions[i].y, positions[i].z, scratchPositions2D[i]);
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}
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return positions2D;
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} else if (yMag === 0 && zMag === 0) {
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for (i = 0; i < positions.length; i++) {
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if (i === scratchPositions2D.length) {
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scratchPositions2D.push(new Cartesian2());
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}
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positions2D[i] = new Cartesian2.fromElements(positions[i].x, positions[i].y, scratchPositions2D[i]);
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}
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return positions2D;
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}
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var center = obb.center;
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var planeXAxis;
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var planeYAxis;
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if (min === xMag) {
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if (!scratchXAxis.equals(Cartesian3.ZERO)) {
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Cartesian3.add(center, scratchXAxis, scratchOrigin);
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Cartesian3.normalize(scratchXAxis, scratchNormal);
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}
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planeXAxis = Cartesian3.normalize(scratchYAxis, scratchYAxis);
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planeYAxis = Cartesian3.normalize(scratchZAxis, scratchZAxis);
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} else if (min === yMag) {
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if (!scratchYAxis.equals(Cartesian3.ZERO)) {
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Cartesian3.add(center, scratchYAxis, scratchOrigin);
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Cartesian3.normalize(scratchYAxis, scratchNormal);
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}
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planeXAxis = Cartesian3.normalize(scratchXAxis, scratchXAxis);
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planeYAxis = Cartesian3.normalize(scratchZAxis, scratchZAxis);
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} else {
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if (!scratchZAxis.equals(Cartesian3.ZERO)) {
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Cartesian3.add(center, scratchZAxis, scratchOrigin);
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Cartesian3.normalize(scratchZAxis, scratchNormal);
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}
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planeXAxis = Cartesian3.normalize(scratchXAxis, scratchXAxis);
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planeYAxis = Cartesian3.normalize(scratchYAxis, scratchYAxis);
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}
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if (min === 0) {
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scratchNormal = Cartesian3.cross(planeXAxis, planeYAxis, scratchNormal);
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scratchNormal = Cartesian3.normalize(scratchNormal, scratchNormal);
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}
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Plane.fromPointNormal(scratchOrigin, scratchNormal, scratchPlane);
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scratchRay.direction = scratchNormal;
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for (i = 0; i < positions.length; i++) {
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scratchRay.origin = positions[i];
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var intersectionPoint = IntersectionTests.rayPlane(scratchRay, scratchPlane, scratchIntersectionPoint);
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if (!defined(intersectionPoint)) {
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Cartesian3.negate(scratchRay.direction, scratchRay.direction);
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intersectionPoint = IntersectionTests.rayPlane(scratchRay, scratchPlane, scratchIntersectionPoint);
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}
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var v = Cartesian3.subtract(intersectionPoint, scratchOrigin, intersectionPoint);
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var x = Cartesian3.dot(planeXAxis, v);
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var y = Cartesian3.dot(planeYAxis, v);
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if (i === scratchPositions2D.length) {
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scratchPositions2D.push(new Cartesian2());
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}
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positions2D[i] = new Cartesian2.fromElements(x, y, scratchPositions2D[i]);
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}
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return positions2D;
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}
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function get3DPoint(index, result) {
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var pi = getOffset(index, positions, 3);
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var px = positions.get(pi + 0);
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var py = positions.get(pi + 1);
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var pz = positions.get(pi + 2);
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return Cartesian3.fromElements(px, py, pz, result);
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}
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function get3DNormal(index, result) {
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var ni = getOffset(index, normals, 3);
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var nx = normals.get(ni + 0);
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var ny = normals.get(ni + 1);
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var nz = normals.get(ni + 2);
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return Cartesian3.fromElements(nx, ny, nz, result);
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}
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// Given a sequence of three points A B C, determine whether vector BC
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// "turns" clockwise (positive) or counter-clockwise (negative) from vector AB
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var scratch1 = new Cartesian3();
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var scratch2 = new Cartesian3();
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function getTurnDirection(pointA, pointB, pointC) {
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var vector1 = Cartesian2.subtract(pointA, pointB, scratch1);
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var vector2 = Cartesian2.subtract(pointC, pointB, scratch2);
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return vector1.x * vector2.y - vector1.y * vector2.x;
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}
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// Given the cartesian 2 vertices of a polygon, determine if convex
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function isConvex(positions2D) {
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var turnDirection = getTurnDirection(positions2D[0], positions2D[1], positions2D[2]);
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for (var i=1; i < positions2D.length-2; ++i) {
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var currentTurnDirection = getTurnDirection(positions2D[i], positions2D[i+1], positions2D[i+2]);
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if (turnDirection * currentTurnDirection < 0) {
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return false;
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}
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}
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return true;
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}
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var scratch3 = new Cartesian3();
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var scratch4 = new Cartesian3();
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var scratch5 = new Cartesian3();
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// Checks if winding order matches the given normal.
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function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normal) {
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var A = get3DPoint(positionIndex1, scratch1);
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var B = get3DPoint(positionIndex2, scratch2);
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var C = get3DPoint(positionIndex3, scratch3);
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var BA = Cartesian3.subtract(B, A, scratch4);
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var CA = Cartesian3.subtract(C, A, scratch5);
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var cross = Cartesian3.cross(BA, CA, scratch3);
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return (Cartesian3.dot(normal, cross) >= 0);
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}
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function addTriangle(index1, index2, index3, correctWinding) {
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if (correctWinding) {
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primitive.indices.push(index1);
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primitive.indices.push(index2);
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primitive.indices.push(index3);
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} else {
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primitive.indices.push(index1);
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primitive.indices.push(index3);
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primitive.indices.push(index4);
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primitive.indices.push(index2);
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}
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}
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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;
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var faceNormal;
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// If normals are defined, find a face normal to use in winding order sanitization.
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// If no face normal, we have to assume the winding is correct.
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if (normals[0].length > 0) {
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faceNormal = get3DNormal(normals[0], scratchNormal);
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isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], faceNormal);
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}
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if (vertices.length === 3) {
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var index1 = addVertex(vertices[0], positions[0], uvs[0], normals[0]);
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var index2 = addVertex(vertices[1], positions[1], uvs[1], normals[1]);
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var index3 = addVertex(vertices[2], positions[2], uvs[2], normals[2]);
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addTriangle(index1, index2, index3, isWindingCorrect);
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} else { // Triangulate if the face is not a triangle
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var positions3D = [];
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vertexIndices.length = 0;
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var i;
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for (i = 0; i < vertices.length; ++i) {
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var index = addVertex(vertices[i], positions[i], uvs[i], normals[i]);
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vertexIndices.push(index);
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// Collect the vertex positions as 3D points
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if (i === scratchPositions3D.length) {
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scratchPositions3D.push(new Cartesian3());
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}
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positions3D.push(get3DPoint(positions[i], scratchPositions3D[i]));
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}
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var positions2D = projectTo2D(positions3D);
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if (isConvex(positions2D)) {
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for (i=1; i < vertices.length-1; ++i) {
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addTriangle(vertexIndices[0], vertexIndices[i], vertexIndices[i+1], isWindingCorrect);
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}
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} else {
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// Since the projection doesn't preserve winding order, reverse the order of
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// the vertices before triangulating to enforce counter clockwise.
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var projectedWindingOrder = PolygonPipeline.computeWindingOrder2D(positions2D);
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if (projectedWindingOrder === WindingOrder.CLOCKWISE) {
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positions2D.reverse();
|
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}
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// Use an ear-clipping algorithm to triangulate
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var positionIndices = PolygonPipeline.triangulate(positions2D);
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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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@ -256,34 +476,29 @@ function loadObj(objPath, options) {
|
||||
} 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 if ((result = facePattern1.exec(line)) !== null) {
|
||||
addFace(
|
||||
result[1], result[1], undefined, undefined,
|
||||
result[2], result[2], undefined, undefined,
|
||||
result[3], result[3], undefined, undefined,
|
||||
result[4], result[4], undefined, undefined
|
||||
);
|
||||
} else if ((result = facePattern2.exec(line)) !== null) {
|
||||
addFace(
|
||||
result[1], result[2], result[3], undefined,
|
||||
result[4], result[5], result[6], undefined,
|
||||
result[7], result[8], result[9], undefined,
|
||||
result[10], result[11], result[12], undefined
|
||||
);
|
||||
} else if ((result = facePattern3.exec(line)) !== null) {
|
||||
addFace(
|
||||
result[1], result[2], result[3], result[4],
|
||||
result[5], result[6], result[7], result[8],
|
||||
result[9], result[10], result[11], result[12],
|
||||
result[13], result[14], result[15], result[16]
|
||||
);
|
||||
} else if ((result = facePattern4.exec(line)) !== null) {
|
||||
addFace(
|
||||
result[1], result[2], undefined, result[3],
|
||||
result[4], result[5], undefined, result[6],
|
||||
result[7], result[8], undefined, result[9],
|
||||
result[10], result[11], undefined, result[12]
|
||||
);
|
||||
} else { // face line or invalid line
|
||||
// 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);
|
||||
return;
|
||||
}
|
||||
lineBuffer += line;
|
||||
if (lineBuffer.substring(0, 2) === 'f ') {
|
||||
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;
|
||||
}
|
||||
lineBuffer = '';
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,12 +1,10 @@
|
||||
# Blender MTL File: 'box.blend'
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material
|
||||
Ns 96.078431
|
||||
newmtl None
|
||||
Ns 0
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
||||
|
@ -1,7 +1,7 @@
|
||||
# Blender v2.78 (sub 0) OBJ File: 'box.blend'
|
||||
# Blender v2.78 (sub 0) OBJ File: ''
|
||||
# www.blender.org
|
||||
mtllib box-triangles.mtl
|
||||
o Cube
|
||||
o Cube_Cube.001
|
||||
v -1.000000 -1.000000 1.000000
|
||||
v -1.000000 1.000000 1.000000
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
@ -10,37 +10,23 @@ v 1.000000 -1.000000 1.000000
|
||||
v 1.000000 1.000000 1.000000
|
||||
v 1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 -1.000000
|
||||
vt 0.0000 0.0000
|
||||
vt 1.0000 0.0000
|
||||
vt 1.0000 1.0000
|
||||
vt 0.0000 1.0000
|
||||
vt 0.0000 0.0000
|
||||
vt 1.0000 0.0000
|
||||
vt 1.0000 1.0000
|
||||
vt 0.0000 1.0000
|
||||
vt 0.0000 0.0000
|
||||
vt 1.0000 0.0000
|
||||
vt 1.0000 1.0000
|
||||
vt 0.0000 1.0000
|
||||
vt 0.0000 0.0000
|
||||
vt 1.0000 0.0000
|
||||
vt 1.0000 1.0000
|
||||
vt 0.0000 1.0000
|
||||
vt 1.0000 0.0000
|
||||
vt 1.0000 1.0000
|
||||
vt 0.0000 0.0000
|
||||
vt 0.0000 1.0000
|
||||
vn -1.0000 0.0000 0.0000
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
vn 1.0000 0.0000 0.0000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
vn 0.0000 -1.0000 0.0000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
usemtl Material
|
||||
usemtl None
|
||||
s off
|
||||
f 1/1/1 2/2/1 4/3/1 3/4/1
|
||||
f 3/5/2 4/6/2 8/7/2 7/8/2
|
||||
f 7/9/3 8/10/3 6/11/3 5/12/3
|
||||
f 5/13/4 6/14/4 2/15/4 1/16/4
|
||||
f 3/5/5 7/17/5 5/18/5 1/16/5
|
||||
f 8/19/6 4/6/6 2/15/6 6/20/6
|
||||
f 2//1 3//1 1//1
|
||||
f 4//2 7//2 3//2
|
||||
f 8//3 5//3 7//3
|
||||
f 6//4 1//4 5//4
|
||||
f 7//5 1//5 3//5
|
||||
f 4//6 6//6 8//6
|
||||
f 2//1 4//1 3//1
|
||||
f 4//2 8//2 7//2
|
||||
f 8//3 6//3 5//3
|
||||
f 6//4 2//4 1//4
|
||||
f 7//5 5//5 1//5
|
||||
f 4//6 2//6 6//6
|
||||
|
10
specs/data/concave/concave.mtl
Normal file
10
specs/data/concave/concave.mtl
Normal file
@ -0,0 +1,10 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl None
|
||||
Ns 0
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
30
specs/data/concave/concave.obj
Normal file
30
specs/data/concave/concave.obj
Normal file
@ -0,0 +1,30 @@
|
||||
# Blender v2.78 (sub 0) OBJ File: ''
|
||||
# www.blender.org
|
||||
mtllib concave.mtl
|
||||
o Plane
|
||||
v -1.458150 0.363522 1.000000
|
||||
v 0.541850 0.363522 1.000000
|
||||
v -1.458150 0.363522 -1.000000
|
||||
v 0.541850 0.363522 -1.000000
|
||||
v -0.336510 0.363522 0.000000
|
||||
v -1.458150 -0.363522 1.000000
|
||||
v 0.541850 -0.363522 1.000000
|
||||
v -1.458150 -0.363522 -1.000000
|
||||
v 0.541850 -0.363522 -1.000000
|
||||
v -0.336510 -0.363522 0.000000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
vn 0.0000 -1.0000 0.0000
|
||||
vn 0.7513 0.0000 -0.6599
|
||||
vn 0.7513 0.0000 0.6599
|
||||
vn -1.0000 0.0000 0.0000
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
usemtl None
|
||||
s off
|
||||
f 1//1 2//1 5//1 4//1 3//1
|
||||
f 6//2 8//2 9//2 10//2 7//2
|
||||
f 2//3 7//3 10//3 5//3
|
||||
f 5//4 10//4 9//4 4//4
|
||||
f 3//5 8//5 6//5 1//5
|
||||
f 4//6 9//6 8//6 3//6
|
||||
f 1//7 6//7 7//7 2//7
|
@ -19,6 +19,7 @@ var objTrianglesUrl = 'specs/data/box-triangles/box-triangles.obj';
|
||||
var objObjectsUrl = 'specs/data/box-objects/box-objects.obj';
|
||||
var objGroupsUrl = 'specs/data/box-groups/box-groups.obj';
|
||||
var objObjectsGroupsUrl = 'specs/data/box-objects-groups/box-objects-groups.obj';
|
||||
var objConcaveUrl = 'specs/data/concave/concave.obj';
|
||||
var objUsemtlUrl = 'specs/data/box-usemtl/box-usemtl.obj';
|
||||
var objNoMaterialsUrl = 'specs/data/box-no-materials/box-no-materials.obj';
|
||||
var objMultipleMaterialsUrl = 'specs/data/box-multiple-materials/box-multiple-materials.obj';
|
||||
@ -196,6 +197,16 @@ describe('loadObj', function() {
|
||||
}), done).toResolve();
|
||||
});
|
||||
|
||||
it('loads obj with concave face containing 5 vertices', function(done) {
|
||||
expect(loadObj(objConcaveUrl, defaultOptions)
|
||||
.then(function(data) {
|
||||
var mesh = getMeshes(data)[0];
|
||||
var primitive = getPrimitives(data)[0];
|
||||
expect(mesh.positions.length / 3).toBe(30);
|
||||
expect(primitive.indices.length).toBe(48);
|
||||
}), done).toResolve();
|
||||
});
|
||||
|
||||
it('loads obj with usemtl only', function(done) {
|
||||
expect(loadObj(objUsemtlUrl, defaultOptions)
|
||||
.then(function(data) {
|
||||
|
Loading…
Reference in New Issue
Block a user