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README.md

OBJ2GLTF

Convert OBJ assets to glTF 1.0.

Getting Started

Install Node.js if you don't already have it, and then:

npm install --save obj2gltf

Using obj2gltf as a library:

var obj2gltf = require('obj2gltf');
var options = {
    separateTextures : true // Don't embed textures in the converted glTF
}
obj2gltf('model.obj', 'model.gltf', options)
    .then(function() {
        console.log('Converted model');
    });

Using obj2gltf as a command-line tool:

node bin/obj2gltf.js -i model.obj

node bin/obj2gltf.js -i model.obj -o model.gltf

Usage

Command line flags:

Flag Description Required
-h, --help Display help. No
-i, --input Path to the obj file. Yes
-o, --output Path of the converted glTF file. No
-b, --binary Save as binary glTF. No, default false
-s, --separate Writes out separate geometry data files, shader files, and textures instead of embedding them in the glTF file. No, default false
-t, --separateTextures Write out separate textures only. No, default false
-c, --compress Quantize positions, compress texture coordinates, and oct-encode normals. No, default false
-z, --optimize Use the optimization stages in the glTF pipeline. No, default false
-n, --generateNormals Generate normals if they are missing. No, default false
--optimizeForCesium Optimize the glTF for Cesium by using the sun as a default light source. No, default false
--ao Apply ambient occlusion to the converted model. No, default false
--bypassPipeline Bypass the gltf-pipeline for debugging purposes. This option overrides many of the options above. No, default false
--checkTransparency Do a more exhaustive check for texture transparency by looking at the alpha channel of each pixel. By default textures are considered to be opaque. No, default false
--secure Prevent the converter from reading image or mtl files outside of the input obj directory. No, default false
--inputUpAxis Up axis of the obj. Choices are 'X', 'Y', and 'Z'. No, default Y
--outputUpAxis Up axis of the converted glTF. Choices are 'X', 'Y', and 'Z'. No, default Y
--packOcclusion Pack the occlusion texture in the red channel of metallic-roughness texture. No, default false
--metallicRoughness The values in the mtl file are already metallic-roughness PBR values and no conversion step should be applied. Metallic is stored in the Ks and map_Ks slots and roughness is stored in the Ns and map_Ns slots. No, default false
--specularGlossiness The values in the mtl file are already specular-glossiness PBR values and no conversion step should be applied. Specular is stored in the Ks and map_Ks slots and glossiness is stored in the Ns and map_Ns slots. The glTF will be saved with the KHR_materials_pbrSpecularGlossiness extension. No, default false
--materialsCommon The glTF will be saved with the KHR_materials_common extension. No, default false

Build Instructions

Run the tests:

npm run test

To run ESLint on the entire codebase, run:

npm run eslint

To run ESLint automatically when a file is saved, run the following and leave it open in a console window:

npm run eslint-watch

Running Test Coverage

Coverage uses nyc. Run:

npm run coverage

For complete coverage details, open coverage/lcov-report/index.html.

The tests and coverage covers the Node.js module; it does not cover the command-line interface, which is tiny.

Generating Documentation

To generate the documentation:

npm run jsdoc

The documentation will be placed in the doc folder.

Debugging

  • To debug the tests in Webstorm, open the Gulp tab, right click the test task, and click Debug 'test'.
  • To run a single test, change the test function from it to fit.

Contributions

Pull requests are appreciated. Please use the same Contributor License Agreement (CLA) used for Cesium.


Developed by the Cesium team.