mirror of
https://github.com/CesiumGS/obj2gltf.git
synced 2024-11-27 10:30:16 -05:00
687 lines
25 KiB
JavaScript
687 lines
25 KiB
JavaScript
'use strict';
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var Cesium = require('cesium');
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var path = require('path');
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var Promise = require('bluebird');
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var ArrayStorage = require('./ArrayStorage');
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var loadMtl = require('./loadMtl');
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var outsideDirectory = require('./outsideDirectory');
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var readLines = require('./readLines');
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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 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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// Object name (o) -> node
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// Group name (g) -> mesh
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// Material name (usemtl) -> primitive
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function Node() {
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this.name = undefined;
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this.meshes = [];
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}
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function Mesh() {
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this.name = undefined;
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this.primitives = [];
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this.positions = new ArrayStorage(ComponentDatatype.FLOAT);
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this.normals = new ArrayStorage(ComponentDatatype.FLOAT);
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this.uvs = new ArrayStorage(ComponentDatatype.FLOAT);
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}
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function Primitive() {
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this.material = undefined;
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this.indices = new ArrayStorage(ComponentDatatype.UNSIGNED_INT);
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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 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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/**
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* Parse an obj file.
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*
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* @param {String} objPath Path to the obj file.
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* @param {Object} options The options object passed along from lib/obj2gltf.js
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* @returns {Promise} A promise resolving to the obj data, which includes an array of nodes containing geometry information and an array of materials.
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*
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* @private
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*/
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function loadObj(objPath, options) {
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// Global store of vertex attributes listed in the obj file
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var positions = new ArrayStorage(ComponentDatatype.FLOAT);
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var normals = new ArrayStorage(ComponentDatatype.FLOAT);
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var uvs = new ArrayStorage(ComponentDatatype.FLOAT);
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// The current node, mesh, and primitive
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var node;
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var mesh;
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var primitive;
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var activeMaterial;
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// All nodes seen in the obj
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var nodes = [];
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// Used to build the indices. The vertex cache is unique to each mesh.
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var vertexCache = {};
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var vertexCacheLimit = 1000000;
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var vertexCacheCount = 0;
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var vertexCount = 0;
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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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function addNode(name) {
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node = new Node();
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node.name = getName(name);
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nodes.push(node);
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addMesh();
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}
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function addMesh(name) {
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mesh = new Mesh();
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mesh.name = getName(name);
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node.meshes.push(mesh);
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addPrimitive();
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// Clear the vertex cache for each new mesh
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vertexCache = {};
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vertexCacheCount = 0;
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vertexCount = 0;
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}
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function addPrimitive() {
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primitive = new Primitive();
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primitive.material = activeMaterial;
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mesh.primitives.push(primitive);
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}
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function useMaterial(name) {
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var material = getName(name);
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activeMaterial = material;
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// Look to see if this material has already been used by a primitive in the mesh
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var primitives = mesh.primitives;
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var primitivesLength = primitives.length;
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for (var i = 0; i < primitivesLength; ++i) {
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if (primitives[i].material === material) {
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primitive = primitives[i];
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return;
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}
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}
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// Add a new primitive with this material
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addPrimitive();
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}
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function getOffset(a, attributeData, components) {
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var i = parseInt(a);
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if (i < 0) {
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// Negative vertex indexes reference the vertices immediately above it
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return (attributeData.length / components + i) * components;
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}
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return (i - 1) * components;
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}
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function createVertex(p, u, n) {
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// Positions
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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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var pz = positions.get(pi + 2);
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mesh.positions.push(px);
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mesh.positions.push(py);
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mesh.positions.push(pz);
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}
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// Normals
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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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var nz = normals.get(ni + 2);
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mesh.normals.push(nx);
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mesh.normals.push(ny);
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mesh.normals.push(nz);
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}
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// UVs
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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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mesh.uvs.push(ux);
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mesh.uvs.push(uy);
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}
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}
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function addVertex(v, p, u, n) {
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var index = vertexCache[v];
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if (!defined(index)) {
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index = vertexCount++;
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vertexCache[v] = index;
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createVertex(p, u, n);
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// Prevent the vertex cache from growing too large. As a result of clearing the cache there
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// may be some duplicate vertices.
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vertexCacheCount++;
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if (vertexCacheCount > vertexCacheLimit) {
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vertexCacheCount = 0;
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vertexCache = {};
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}
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}
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return index;
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}
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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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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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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(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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}
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}
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}
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}
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function parseLine(line) {
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line = line.trim();
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var result;
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if ((line.length === 0) || (line.charAt(0) === '#')) {
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// Don't process empty lines or comments
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} else if (/^o\s/i.test(line)) {
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var objectName = line.substring(2).trim();
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addNode(objectName);
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} else if (/^g\s/i.test(line)) {
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var groupName = line.substring(2).trim();
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addMesh(groupName);
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} else if (/^usemtl\s/i.test(line)) {
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var materialName = line.substring(7).trim();
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useMaterial(materialName);
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} else if (/^mtllib/i.test(line)) {
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var mtllibLine = line.substring(7).trim();
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mtlPaths = mtlPaths.concat(getMtlPaths(mtllibLine));
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} else if ((result = vertexPattern.exec(line)) !== null) {
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positions.push(parseFloat(result[1]));
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positions.push(parseFloat(result[2]));
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positions.push(parseFloat(result[3]));
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} else if ((result = normalPattern.exec(line) ) !== null) {
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var normal = Cartesian3.fromElements(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3]), scratchNormal);
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if (Cartesian3.equals(normal, Cartesian3.ZERO)) {
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Cartesian3.clone(Cartesian3.UNIT_Z, normal);
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} else {
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Cartesian3.normalize(normal, normal);
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}
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normals.push(normal.x);
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normals.push(normal.y);
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normals.push(normal.z);
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} else if ((result = uvPattern.exec(line)) !== null) {
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uvs.push(parseFloat(result[1]));
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uvs.push(1.0 - parseFloat(result[2])); // Flip y so 0.0 is the bottom of the image
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} else { // face line or invalid line
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// Because face lines can contain n vertices, we use a line buffer in case the face data spans multiple lines.
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// If there's a line continuation don't create face yet
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if (line.slice(-1) === '\\') {
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lineBuffer += line.substring(0, line.length-1);
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return;
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}
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lineBuffer += line;
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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() {
|
|
// 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 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, 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) {
|
|
assignDefaultMaterial(nodes, materials);
|
|
return {
|
|
nodes : nodes,
|
|
materials : materials,
|
|
name : name
|
|
};
|
|
});
|
|
}
|
|
|
|
function loadMtls(mtlPaths, objPath, options) {
|
|
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 = 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
|
|
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) {
|
|
if (materials.length === 0) {
|
|
return;
|
|
}
|
|
var defaultMaterial = materials[0].name;
|
|
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;
|
|
});
|
|
// 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;
|
|
}
|