'use strict'; const Cesium = require('cesium'); const path = require('path'); const Promise = require('bluebird'); const ArrayStorage = require('./ArrayStorage'); const loadMtl = require('./loadMtl'); const outsideDirectory = require('./outsideDirectory'); const readLines = require('./readLines'); const Axis = Cesium.Axis; const Cartesian3 = Cesium.Cartesian3; const ComponentDatatype = Cesium.ComponentDatatype; const CoplanarPolygonGeometryLibrary = Cesium.CoplanarPolygonGeometryLibrary; const defaultValue = Cesium.defaultValue; const defined = Cesium.defined; const PolygonPipeline = Cesium.PolygonPipeline; const RuntimeError = Cesium.RuntimeError; const WindingOrder = Cesium.WindingOrder; const Matrix4 = Cesium.Matrix4; 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) const vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float const normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float const uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float const facePattern = /(-?\d+)\/?(-?\d*)\/?(-?\d*)/g; // for any face format "f v", "f v/v", "f v//v", "f v/v/v" const scratchCartesian = new Cartesian3(); /** * 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) { const axisTransform = getAxisTransform(options.inputUpAxis, options.outputUpAxis); // Global store of vertex attributes listed in the obj file let globalPositions = new ArrayStorage(ComponentDatatype.FLOAT); let globalNormals = new ArrayStorage(ComponentDatatype.FLOAT); let globalUvs = new ArrayStorage(ComponentDatatype.FLOAT); // The current node, mesh, and primitive let node; let mesh; let primitive; let activeMaterial; // All nodes seen in the obj const nodes = []; // Used to build the indices. The vertex cache is unique to each primitive. let vertexCache = {}; const vertexCacheLimit = 1000000; let vertexCacheCount = 0; let vertexCount = 0; // All mtl paths seen in the obj let mtlPaths = []; // Buffers for face data that spans multiple lines let lineBuffer = ''; // Used for parsing face data const faceVertices = []; const facePositions = []; const faceUvs = []; const 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) { const primitives = mesh.primitives; const primitivesLength = primitives.length; for (let 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) { const faceHasUvs = defined(uvs[0]); const faceHasNormals = defined(normals[0]); const primitiveHasUvs = primitive.uvs.length > 0; const primitiveHasNormals = primitive.normals.length > 0; return primitiveHasUvs === faceHasUvs && primitiveHasNormals === faceHasNormals; } function checkPrimitive(uvs, normals) { const firstFace = primitive.indices.length === 0; if (!firstFace && !faceAndPrimitiveMatch(uvs, normals, primitive)) { reusePrimitive(function(primitive) { return faceAndPrimitiveMatch(uvs, normals, primitive); }); } } function getIndexFromStart(index, attributeData, components) { const i = parseInt(index); if (i < 0) { // Negative vertex indexes reference the vertices immediately above it return (attributeData.length / components + i); } return i - 1; } function correctAttributeIndices(attributeIndices, attributeData, components) { const length = attributeIndices.length; for (let i = 0; i < length; ++i) { if (attributeIndices[i].length === 0) { attributeIndices[i] = undefined; } else { attributeIndices[i] = getIndexFromStart(attributeIndices[i], attributeData, components); } } } function correctVertices(vertices, positions, uvs, normals) { const length = vertices.length; for (let i = 0; i < length; ++i) { vertices[i] = defaultValue(positions[i], '') + '/' + defaultValue(uvs[i], '') + '/' + defaultValue(normals[i], ''); } } function createVertex(p, u, n) { // Positions if (defined(p)) { const px = globalPositions.get(p * 3); const py = globalPositions.get(p * 3 + 1); const pz = globalPositions.get(p * 3 + 2); primitive.positions.push(px); primitive.positions.push(py); primitive.positions.push(pz); } // Normals if (defined(n)) { const nx = globalNormals.get(n * 3); const ny = globalNormals.get(n * 3 + 1); const nz = globalNormals.get(n * 3 + 2); primitive.normals.push(nx); primitive.normals.push(ny); primitive.normals.push(nz); } // UVs if (defined(u)) { const ux = globalUvs.get(u * 2); const uy = globalUvs.get(u * 2 + 1); primitive.uvs.push(ux); primitive.uvs.push(uy); } } function addVertex(v, p, u, n) { let 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) { const px = globalPositions.get(index * 3); const py = globalPositions.get(index * 3 + 1); const pz = globalPositions.get(index * 3 + 2); return Cartesian3.fromElements(px, py, pz, result); } function getNormal(index, result) { const nx = globalNormals.get(index * 3); const ny = globalNormals.get(index * 3 + 1); const nz = globalNormals.get(index * 3 + 2); return Cartesian3.fromElements(nx, ny, nz, result); } const scratch1 = new Cartesian3(); const scratch2 = new Cartesian3(); const scratch3 = new Cartesian3(); const scratch4 = new Cartesian3(); const scratch5 = new Cartesian3(); const scratchCenter = new Cartesian3(); const scratchAxis1 = new Cartesian3(); const scratchAxis2 = new Cartesian3(); const scratchNormal = new Cartesian3(); const scratchPositions = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()]; const scratchVertexIndices = []; const scratchPoints = []; function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normalIndex) { if (!defined(normalIndex)) { // If no face normal, we have to assume the winding is correct. return true; } const normal = getNormal(normalIndex, scratchNormal); const A = getPosition(positionIndex1, scratch1); const B = getPosition(positionIndex2, scratch2); const C = getPosition(positionIndex3, scratch3); const BA = Cartesian3.subtract(B, A, scratch4); const CA = Cartesian3.subtract(C, A, scratch5); const 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) { correctAttributeIndices(positions, globalPositions, 3); correctAttributeIndices(normals, globalNormals, 3); correctAttributeIndices(uvs, globalUvs, 2); correctVertices(vertices, positions, uvs, normals); checkPrimitive(uvs, faceNormals); if (vertices.length === 3) { const isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], normals[0]); const index1 = addVertex(vertices[0], positions[0], uvs[0], normals[0]); const index2 = addVertex(vertices[1], positions[1], uvs[1], normals[1]); const index3 = addVertex(vertices[2], positions[2], uvs[2], normals[2]); addTriangle(index1, index2, index3, isWindingCorrect); } else { // Triangulate if the face is not a triangle const points = scratchPoints; const vertexIndices = scratchVertexIndices; points.length = 0; vertexIndices.length = 0; for (let i = 0; i < vertices.length; ++i) { const 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])); } const validGeometry = CoplanarPolygonGeometryLibrary.computeProjectTo2DArguments(points, scratchCenter, scratchAxis1, scratchAxis2); if (!validGeometry) { return; } const projectPoints = CoplanarPolygonGeometryLibrary.createProjectPointsTo2DFunction(scratchCenter, scratchAxis1, scratchAxis2); const points2D = projectPoints(points); const indices = PolygonPipeline.triangulate(points2D); const isWindingCorrect = PolygonPipeline.computeWindingOrder2D(points2D) !== WindingOrder.CLOCKWISE; for (let 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(); let result; if ((line.length === 0) || (line.charAt(0) === '#')) { // Don't process empty lines or comments } else if (/^o\s/i.test(line)) { const objectName = line.substring(2).trim(); addNode(objectName); } else if (/^g\s/i.test(line)) { const groupName = line.substring(2).trim(); addMesh(groupName); } else if (/^usemtl/i.test(line)) { const materialName = line.substring(7).trim(); useMaterial(materialName); } else if (/^mtllib/i.test(line)) { const mtllibLine = line.substring(7).trim(); mtlPaths = mtlPaths.concat(getMtlPaths(mtllibLine)); } else if ((result = vertexPattern.exec(line)) !== null) { const 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); } globalPositions.push(position.x); globalPositions.push(position.y); globalPositions.push(position.z); } else if ((result = normalPattern.exec(line) ) !== null) { const 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); } globalNormals.push(normal.x); globalNormals.push(normal.y); globalNormals.push(normal.z); } else if ((result = uvPattern.exec(line)) !== null) { globalUvs.push(parseFloat(result[1])); globalUvs.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 globalPositions = undefined; globalNormals = undefined; globalUvs = undefined; // Load materials and textures return finishLoading(nodes, mtlPaths, objPath, defined(activeMaterial), options); }); } function getMtlPaths(mtllibLine) { // Handle paths with spaces. E.g. mtllib my material file.mtl const mtlPaths = []; const splits = mtllibLine.split(' '); const length = splits.length; let startIndex = 0; for (let i = 0; i < length; ++i) { if (path.extname(splits[i]) !== '.mtl') { continue; } const 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) { throw new RuntimeError(objPath + ' does not have any geometry data'); } const name = path.basename(objPath, path.extname(objPath)); return loadMtls(mtlPaths, objPath, options) .then(function(materials) { if (materials.length > 0 && !usesMaterials) { assignDefaultMaterial(nodes, materials, usesMaterials); } assignUnnamedMaterial(nodes, materials); return { nodes : nodes, materials : materials, name : name }; }); } function normalizeMtlPath(mtlPath, objDirectory) { mtlPath = mtlPath.replace(/\\/g, '/'); return path.normalize(path.join(objDirectory, mtlPath)); } function loadMtls(mtlPaths, objPath, options) { const objDirectory = path.dirname(objPath); let 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); const shallowPath = path.join(objDirectory, path.basename(mtlPath)); if (options.secure && outsideDirectory(mtlPath, objDirectory)) { // Try looking for the .mtl in the same directory as the obj 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); }) .catch(function(error) { options.logger(error.message); options.logger('Could not read material file at ' + shallowPath + '. Using default material instead.'); }); } return loadMtl(mtlPath, options) .catch(function(error) { // Try looking for the .mtl in the same directory as the obj 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); }) .then(function(materialsInMtl) { materials = materials.concat(materialsInMtl); }) .catch(function(error) { options.logger(error.message); options.logger('Could not read material file at ' + shallowPath + '. Using default material instead.'); }); }, {concurrency : 10}) .then(function() { return materials; }); } function assignDefaultMaterial(nodes, materials) { const defaultMaterial = materials[0].name; const nodesLength = nodes.length; for (let i = 0; i < nodesLength; ++i) { const meshes = nodes[i].meshes; const meshesLength = meshes.length; for (let j = 0; j < meshesLength; ++j) { const primitives = meshes[j].primitives; const primitivesLength = primitives.length; for (let k = 0; k < primitivesLength; ++k) { const primitive = primitives[k]; primitive.material = defaultValue(primitive.material, defaultMaterial); } } } } function assignUnnamedMaterial(nodes, materials) { // If there is a material that doesn't have a name, assign that // material to any primitives whose material is undefined. const unnamedMaterial = materials.find(function(material) { return material.name.length === 0; }); if (!defined(unnamedMaterial)) { return; } const nodesLength = nodes.length; for (let i = 0; i < nodesLength; ++i) { const meshes = nodes[i].meshes; const meshesLength = meshes.length; for (let j = 0; j < meshesLength; ++j) { const primitives = meshes[j].primitives; const primitivesLength = primitives.length; for (let k = 0; k < primitivesLength; ++k) { const primitive = primitives[k]; if (!defined(primitive.material)) { primitive.material = unnamedMaterial.name; } } } } } 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) { const meshesLength = meshes.length; for (let i = 0; i < meshesLength; ++i) { if (defined(meshes[i].name)) { return true; } } return false; } function removeEmptyNodes(nodes) { const final = []; const nodesLength = nodes.length; for (let i = 0; i < nodesLength; ++i) { const node = nodes[i]; const 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 const meshesLength = meshes.length; for (let j = 0; j < meshesLength; ++j) { const mesh = meshes[j]; const convertedNode = new Node(); convertedNode.name = mesh.name; convertedNode.meshes = [mesh]; final.push(convertedNode); } } else { final.push(node); } } return final; } function setDefaultNames(items, defaultName, usedNames) { const itemsLength = items.length; for (let i = 0; i < itemsLength; ++i) { const item = items[i]; let name = defaultValue(item.name, defaultName); const occurrences = usedNames[name]; if (defined(occurrences)) { usedNames[name]++; name = name + '_' + occurrences; } else { usedNames[name] = 1; } item.name = name; } } function setDefaults(nodes) { const usedNames = {}; setDefaultNames(nodes, 'Node', usedNames); const nodesLength = nodes.length; for (let i = 0; i < nodesLength; ++i) { const 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; } }