'use strict'; var Cesium = require('cesium'); var path = require('path'); var Promise = require('bluebird'); var ArrayStorage = require('./ArrayStorage'); var loadImage = require('./loadImage'); var loadMtl = require('./loadMtl'); var readLines = require('./readLines'); var Axis = Cesium.Axis; var Cartesian3 = Cesium.Cartesian3; var ComponentDatatype = Cesium.ComponentDatatype; var CoplanarPolygonGeometryLibrary = Cesium.CoplanarPolygonGeometryLibrary; var defaultValue = Cesium.defaultValue; var defined = Cesium.defined; var Matrix4 = Cesium.Matrix4; var PolygonPipeline = Cesium.PolygonPipeline; var RuntimeError = Cesium.RuntimeError; var WindingOrder = Cesium.WindingOrder; module.exports = loadObj; // Object name (o) -> node // Group name (g) -> mesh // Material name (usemtl) -> primitive function Node() { this.name = undefined; this.meshes = []; } 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); } // 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" var scratchCartesian = new Cartesian3(); /** * Parse an obj file. * * @param {String} objPath Path to the obj file. * @param {Object} options An object with the following properties: * @param {Boolean} options.checkTransparency Do a more exhaustive check for texture transparency by looking at the alpha channel of each pixel. * @param {Boolean} options.secure Prevent the converter from reading image or mtl files outside of the input obj directory. * @param {String} options.inputUpAxis Up axis of the obj. * @param {String} options.outputUpAxis Up axis of the converted glTF. * @param {Boolean} options.logger A callback function for handling logged messages. Defaults to console.log. * @returns {Promise} A promise resolving to the obj data. * @exception {RuntimeError} The file does not have any geometry information in it. * * @private */ function loadObj(objPath, options) { var axisTransform = getAxisTransform(options.inputUpAxis, options.outputUpAxis); // 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; var activeMaterial; // All nodes seen in the obj var nodes = []; // Used to build the indices. The vertex cache is unique to each primitive. 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 var faceVertices = []; var facePositions = []; var faceUvs = []; var faceNormals = []; function clearVertexCache() { vertexCache = {}; vertexCacheCount = 0; } 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(); primitive.material = activeMaterial; mesh.primitives.push(primitive); // Clear the vertex cache for each new primitive clearVertexCache(); vertexCount = 0; } function reusePrimitive(callback) { var primitives = mesh.primitives; var primitivesLength = primitives.length; for (var 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; } } } addPrimitive(); } function useMaterial(name) { activeMaterial = getName(name); reusePrimitive(); } function faceAndPrimitiveMatch(uvs, normals, primitive) { var faceHasUvs = uvs[0].length > 0; var faceHasNormals = normals[0].length > 0; var primitiveHasUvs = primitive.uvs.length > 0; var primitiveHasNormals = primitive.normals.length > 0; return primitiveHasUvs === faceHasUvs && primitiveHasNormals === faceHasNormals; } function checkPrimitive(uvs, normals) { var firstFace = primitive.indices.length === 0; if (!firstFace && !faceAndPrimitiveMatch(uvs, normals, primitive)) { reusePrimitive(function(primitive) { return faceAndPrimitiveMatch(uvs, normals, primitive); }); } } 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; } return (i - 1) * components; } function createVertex(p, u, n) { // Positions if (p.length > 0) { var pi = getOffset(p, positions, 3); var px = positions.get(pi + 0); var py = positions.get(pi + 1); var pz = positions.get(pi + 2); primitive.positions.push(px); primitive.positions.push(py); primitive.positions.push(pz); } // Normals if (n.length > 0) { var ni = getOffset(n, normals, 3); var nx = normals.get(ni + 0); var ny = normals.get(ni + 1); var nz = normals.get(ni + 2); primitive.normals.push(nx); primitive.normals.push(ny); primitive.normals.push(nz); } // UVs if (u.length > 0) { var ui = getOffset(u, uvs, 2); var ux = uvs.get(ui + 0); var uy = uvs.get(ui + 1); primitive.uvs.push(ux); primitive.uvs.push(uy); } } 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) { clearVertexCache(); } } return index; } function getPosition(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 getNormal(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); } var scratch1 = new Cartesian3(); var scratch2 = new Cartesian3(); var scratch3 = new Cartesian3(); var scratch4 = new Cartesian3(); var scratch5 = new Cartesian3(); var scratchCenter = new Cartesian3(); var scratchAxis1 = new Cartesian3(); var scratchAxis2 = new Cartesian3(); var scratchNormal = new Cartesian3(); var scratchPositions = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()]; var scratchVertexIndices = []; var scratchPoints = []; function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normalIndex) { if (normalIndex.length === 0) { // If no face normal, we have to assume the winding is correct. return true; } var normal = getNormal(normalIndex, scratchNormal); var A = getPosition(positionIndex1, scratch1); var B = getPosition(positionIndex2, scratch2); var C = getPosition(positionIndex3, scratch3); 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 { primitive.indices.push(index1); primitive.indices.push(index3); primitive.indices.push(index2); } } function addFace(vertices, positions, uvs, normals) { var i; var isWindingCorrect; checkPrimitive(uvs, normals); if (vertices.length === 3) { isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], normals[0]); 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]); addTriangle(index1, index2, index3, isWindingCorrect); } else { // Triangulate if the face is not a triangle var points = scratchPoints; var vertexIndices = scratchVertexIndices; points.length = 0; vertexIndices.length = 0; for (i = 0; i < vertices.length; ++i) { var index = addVertex(vertices[i], positions[i], uvs[i], normals[i]); vertexIndices.push(index); if (i === scratchPositions.length) { scratchPositions.push(new Cartesian3()); } points.push(getPosition(positions[i], scratchPositions[i])); } var validGeometry = CoplanarPolygonGeometryLibrary.computeProjectTo2DArguments(points, scratchCenter, scratchAxis1, scratchAxis2); if (!validGeometry) { return; } var projectPoints = CoplanarPolygonGeometryLibrary.createProjectPointsTo2DFunction(scratchCenter, scratchAxis1, scratchAxis2); var points2D = projectPoints(points); var indices = PolygonPipeline.triangulate(points2D); isWindingCorrect = PolygonPipeline.computeWindingOrder2D(points2D) !== WindingOrder.CLOCKWISE; for (i = 0; i < indices.length - 2; i += 3) { addTriangle(vertexIndices[indices[i]], vertexIndices[indices[i+1]], vertexIndices[indices[i+2]], isWindingCorrect); } } } 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 mtllibLine = line.substring(7).trim(); mtlPaths = mtlPaths.concat(getMtlPaths(mtllibLine)); } else if ((result = vertexPattern.exec(line)) !== null) { var position = scratchCartesian; position.x = parseFloat(result[1]); position.y = parseFloat(result[2]); position.z = parseFloat(result[3]); if (defined(axisTransform)) { Matrix4.multiplyByPoint(axisTransform, position, position); } positions.push(position.x); positions.push(position.y); positions.push(position.z); } else if ((result = normalPattern.exec(line) ) !== null) { var normal = Cartesian3.fromElements(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3]), scratchNormal); if (Cartesian3.equals(normal, Cartesian3.ZERO)) { Cartesian3.clone(Cartesian3.UNIT_Z, normal); } else { Cartesian3.normalize(normal, normal); } if (defined(axisTransform)) { Matrix4.multiplyByPointAsVector(axisTransform, normal, normal); } normals.push(normal.x); normals.push(normal.y); normals.push(normal.z); } 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 // 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]); } if (faceVertices.length > 2) { addFace(faceVertices, facePositions, faceUvs, faceNormals); } faceVertices.length = 0; facePositions.length = 0; faceNormals.length = 0; faceUvs.length = 0; } lineBuffer = ''; } } // 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() { // Unload resources positions = undefined; normals = undefined; uvs = undefined; // Load materials and images return finishLoading(nodes, mtlPaths, objPath, defined(activeMaterial), options); }); } function getMtlPaths(mtllibLine) { // Handle paths with spaces. E.g. mtllib my material file.mtl var mtlPaths = []; var splits = mtllibLine.split(' '); var length = splits.length; var startIndex = 0; for (var i = 0; i < length; ++i) { if (path.extname(splits[i]) !== '.mtl') { continue; } var mtlPath = splits.slice(startIndex, i + 1).join(' '); mtlPaths.push(mtlPath); startIndex = i + 1; } return mtlPaths; } function finishLoading(nodes, mtlPaths, objPath, usesMaterials, options) { nodes = cleanNodes(nodes); if (nodes.length === 0) { return Promise.reject(new RuntimeError(objPath + ' does not have any geometry data')); } return loadMaterials(mtlPaths, objPath, options) .then(function(materials) { if (Object.keys(materials).length > 0 && !usesMaterials) { assignDefaultMaterial(nodes, materials, usesMaterials); } var imagePaths = getImagePaths(materials); return loadImages(imagePaths, objPath, options) .then(function(images) { return { nodes : nodes, materials : materials, images : images }; }); }); } function normalizeMtlPath(mtlPath, objDirectory) { mtlPath = mtlPath.replace(/\\/g, '/'); return path.normalize(path.join(objDirectory, mtlPath)); } function outsideDirectory(filePath, objPath) { return (path.relative(path.dirname(objPath), filePath).indexOf('..') === 0); } function loadMaterials(mtlPaths, objPath, options) { var secure = options.secure; var logger = options.logger; var objDirectory = path.dirname(objPath); var materials = {}; // Remove duplicates mtlPaths = mtlPaths.filter(function(value, index, self) { return self.indexOf(value) === index; }); return Promise.map(mtlPaths, function(mtlPath) { mtlPath = normalizeMtlPath(mtlPath, objDirectory); if (secure && outsideDirectory(mtlPath, objPath)) { logger('Could not read mtl file at ' + mtlPath + ' because it is outside of the obj directory and the secure flag is true. Using default material instead.'); return; } return loadMtl(mtlPath) .then(function(materialsInMtl) { materials = Object.assign(materials, materialsInMtl); }) .catch(function() { logger('Could not read mtl file at ' + mtlPath + '. Using default material instead.'); }); }, {concurrency : 10}) .thenReturn(materials); } function loadImages(imagePaths, objPath, options) { var secure = options.secure; var logger = options.logger; var images = {}; return Promise.map(imagePaths, function(imagePath) { if (secure && outsideDirectory(imagePath, objPath)) { logger('Could not read image file at ' + imagePath + ' because it is outside of the obj directory and the secure flag is true. Material will ignore this image.'); return; } return loadImage(imagePath, options) .then(function(image) { images[imagePath] = image; }) .catch(function() { logger('Could not read image file at ' + imagePath + '. Material will ignore this image.'); }); }, {concurrency : 10}) .thenReturn(images); } function getImagePaths(materials) { var imagePaths = {}; for (var name in materials) { if (materials.hasOwnProperty(name)) { var material = materials[name]; if (defined(material.ambientTexture)) { imagePaths[material.ambientTexture] = true; } if (defined(material.diffuseTexture)) { imagePaths[material.diffuseTexture] = true; } if (defined(material.emissionTexture)) { imagePaths[material.emissionTexture] = true; } if (defined(material.specularTexture)) { imagePaths[material.specularTexture] = true; } } } return Object.keys(imagePaths); } function assignDefaultMaterial(nodes, materials) { var defaultMaterial = Object.keys(materials)[0]; var nodesLength = nodes.length; for (var i = 0; i < nodesLength; ++i) { var meshes = nodes[i].meshes; var meshesLength = meshes.length; for (var j = 0; j < meshesLength; ++j) { var primitives = meshes[j].primitives; var primitivesLength = primitives.length; for (var k = 0; k < primitivesLength; ++k) { var primitive = primitives[k]; primitive.material = defaultValue(primitive.material, defaultMaterial); } } } } function removeEmptyMeshes(meshes) { return meshes.filter(function(mesh) { // Remove empty primitives mesh.primitives = mesh.primitives.filter(function(primitive) { return primitive.indices.length > 0 && primitive.positions.length > 0; }); // Valid meshes must have at least one primitive return (mesh.primitives.length > 0); }); } function meshesHaveNames(meshes) { var meshesLength = meshes.length; for (var i = 0; i < meshesLength; ++i) { if (defined(meshes[i].name)) { return true; } } return false; } 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); } } else { final.push(node); } } return final; } 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; } } 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; } function getAxisTransform(inputUpAxis, outputUpAxis) { if (inputUpAxis === 'X' && outputUpAxis === 'Y') { return Axis.X_UP_TO_Y_UP; } else if (inputUpAxis === 'X' && outputUpAxis === 'Z') { return Axis.X_UP_TO_Z_UP; } else if (inputUpAxis === 'Y' && outputUpAxis === 'X') { return Axis.Y_UP_TO_X_UP; } else if (inputUpAxis === 'Y' && outputUpAxis === 'Z') { return Axis.Y_UP_TO_Z_UP; } else if (inputUpAxis === 'Z' && outputUpAxis === 'X') { return Axis.Z_UP_TO_X_UP; } else if (inputUpAxis === 'Z' && outputUpAxis === 'Y') { return Axis.Z_UP_TO_Y_UP; } }