'use strict'; var Cesium = require('cesium'); var path = require('path'); var Promise = require('bluebird'); var ArrayStorage = require('./ArrayStorage'); var loadMtl = require('./loadMtl'); var outsideDirectory = require('./outsideDirectory'); var readLines = require('./readLines'); var Cartesian2 = Cesium.Cartesian2; var Cartesian3 = Cesium.Cartesian3; var ComponentDatatype = Cesium.ComponentDatatype; var defaultValue = Cesium.defaultValue; 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; 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 = []; 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); } // 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" /** * 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. * * @private */ function loadObj(objPath, options) { // 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 var faceVertices = []; var facePositions = []; var faceUvs = []; var faceNormals = []; var vertexIndices = []; 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) { if (primitives[i].material === material) { primitive = primitives[i]; return; } } // Add a new primitive with this material addPrimitive(); primitive.material = getName(name); } 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); mesh.positions.push(px); mesh.positions.push(py); mesh.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); mesh.normals.push(nx); mesh.normals.push(ny); mesh.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); mesh.uvs.push(ux); mesh.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) { vertexCacheCount = 0; vertexCache = {}; } } return index; } // 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]; 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); 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) { 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; } } return true; } var scratch3 = new Cartesian3(); var scratch4 = new Cartesian3(); var scratch5 = new Cartesian3(); // Checks if winding order matches the given normal. function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normal) { var A = get3DPoint(positionIndex1, scratch1); var B = get3DPoint(positionIndex2, scratch2); var C = get3DPoint(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); } } var scratchPositions3D = [new Cartesian3(), new Cartesian3(), new Cartesian3()]; function addFace(vertices, positions, uvs, normals) { 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); isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], faceNormal); } 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]); addTriangle(index1, index2, index3, isWindingCorrect); } else { // Triangulate if the face is not a triangle 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 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) { 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) { addTriangle(vertexIndices[positionIndices[i]], vertexIndices[positionIndices[i+1]], vertexIndices[positionIndices[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 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])); } else if ((result = normalPattern.exec(line) ) !== null) { normals.push(parseFloat(result[1])); normals.push(parseFloat(result[2])); normals.push(parseFloat(result[3])); } 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]); } 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() { // Add hasNormals to options object for loadMtl options.hasNormals = normals.length > 0; // Unload resources positions = undefined; normals = undefined; uvs = undefined; // Load materials and textures return finishLoading(nodes, mtlPaths, objPath, options); }); } function finishLoading(nodes, mtlPaths, objPath, options) { nodes = cleanNodes(nodes); if (nodes.length === 0) { throw new RuntimeError(objPath + ' does not have any geometry data'); } var name = path.basename(objPath, path.extname(objPath)); return loadMtls(mtlPaths, objPath, options) .then(function(materials) { return { nodes : nodes, materials : materials, name : name }; }); } function loadMtls(mtlPaths, objPath, options) { var objDirectory = path.dirname(objPath); var materials = []; return Promise.map(mtlPaths, function(mtlPath) { 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 return loadMtl(shallowPath, options) .then(function(materialsInMtl) { materials = materials.concat(materialsInMtl); }) .catch(function() { options.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 loadMtl(mtlPath, options) .catch(function() { // Try looking for the .mtl in the same directory as the obj return loadMtl(shallowPath, options); }) .then(function(materialsInMtl) { materials = materials.concat(materialsInMtl); }) .catch(function() { options.logger('Could not read mtl file at ' + mtlPath + '. Using default material instead.'); }); }, {concurrency : 10}) .then(function() { return materials; }); } function removeEmptyMeshes(meshes) { 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); }); } 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; }