mirror of
https://github.com/CesiumGS/obj2gltf.git
synced 2024-11-27 02:24:04 -05:00
628 lines
23 KiB
JavaScript
628 lines
23 KiB
JavaScript
'use strict';
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const Cesium = require('cesium');
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const path = require('path');
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const Promise = require('bluebird');
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const ArrayStorage = require('./ArrayStorage');
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const loadMtl = require('./loadMtl');
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const outsideDirectory = require('./outsideDirectory');
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const readLines = require('./readLines');
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const Cartesian3 = Cesium.Cartesian3;
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const ComponentDatatype = Cesium.ComponentDatatype;
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const CoplanarPolygonGeometryLibrary = Cesium.CoplanarPolygonGeometryLibrary;
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const defaultValue = Cesium.defaultValue;
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const defined = Cesium.defined;
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const PolygonPipeline = Cesium.PolygonPipeline;
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const RuntimeError = Cesium.RuntimeError;
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const 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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}
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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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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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// OBJ regex patterns are modified from ThreeJS (https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJLoader.js)
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const vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // v float float float
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const normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vn float float float
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const uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/; // vt float float
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const 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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let globalPositions = new ArrayStorage(ComponentDatatype.FLOAT);
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let globalNormals = new ArrayStorage(ComponentDatatype.FLOAT);
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let globalUvs = new ArrayStorage(ComponentDatatype.FLOAT);
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// The current node, mesh, and primitive
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let node;
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let mesh;
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let primitive;
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let activeMaterial;
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// All nodes seen in the obj
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const nodes = [];
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// Used to build the indices. The vertex cache is unique to each primitive.
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let vertexCache = {};
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const vertexCacheLimit = 1000000;
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let vertexCacheCount = 0;
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let vertexCount = 0;
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// All mtl paths seen in the obj
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let mtlPaths = [];
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// Buffers for face data that spans multiple lines
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let lineBuffer = '';
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// Used for parsing face data
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const faceVertices = [];
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const facePositions = [];
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const faceUvs = [];
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const faceNormals = [];
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function clearVertexCache() {
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vertexCache = {};
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vertexCacheCount = 0;
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}
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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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}
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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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// Clear the vertex cache for each new primitive
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clearVertexCache();
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vertexCount = 0;
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}
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function reusePrimitive(callback) {
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const primitives = mesh.primitives;
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const primitivesLength = primitives.length;
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for (let i = 0; i < primitivesLength; ++i) {
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if (primitives[i].material === activeMaterial) {
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if (!defined(callback) || callback(primitives[i])) {
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primitive = primitives[i];
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clearVertexCache();
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vertexCount = primitive.positions.length / 3;
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return;
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}
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}
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}
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addPrimitive();
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}
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function useMaterial(name) {
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activeMaterial = getName(name);
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reusePrimitive();
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}
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function faceAndPrimitiveMatch(uvs, normals, primitive) {
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const faceHasUvs = defined(uvs[0]);
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const faceHasNormals = defined(normals[0]);
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const primitiveHasUvs = primitive.uvs.length > 0;
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const primitiveHasNormals = primitive.normals.length > 0;
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return primitiveHasUvs === faceHasUvs && primitiveHasNormals === faceHasNormals;
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}
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function checkPrimitive(uvs, normals) {
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const firstFace = primitive.indices.length === 0;
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if (!firstFace && !faceAndPrimitiveMatch(uvs, normals, primitive)) {
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reusePrimitive(function(primitive) {
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return faceAndPrimitiveMatch(uvs, normals, primitive);
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});
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}
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}
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function getIndexFromStart(index, attributeData, components) {
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const i = parseInt(index);
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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);
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}
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return i - 1;
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}
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function correctAttributeIndices(attributeIndices, attributeData, components) {
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const length = attributeIndices.length;
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for (let i = 0; i < length; ++i) {
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if (attributeIndices[i].length === 0) {
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attributeIndices[i] = undefined;
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} else {
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attributeIndices[i] = getIndexFromStart(attributeIndices[i], attributeData, components);
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}
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}
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}
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function correctVertices(vertices, positions, uvs, normals) {
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const length = vertices.length;
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for (let i = 0; i < length; ++i) {
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vertices[i] = defaultValue(positions[i], '') + '/' + defaultValue(uvs[i], '') + '/' + defaultValue(normals[i], '');
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}
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}
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function createVertex(p, u, n) {
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// Positions
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if (defined(p)) {
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const px = globalPositions.get(p * 3);
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const py = globalPositions.get(p * 3 + 1);
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const pz = globalPositions.get(p * 3 + 2);
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primitive.positions.push(px);
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primitive.positions.push(py);
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primitive.positions.push(pz);
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}
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// Normals
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if (defined(n)) {
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const nx = globalNormals.get(n * 3);
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const ny = globalNormals.get(n * 3 + 1);
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const nz = globalNormals.get(n * 3 + 2);
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primitive.normals.push(nx);
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primitive.normals.push(ny);
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primitive.normals.push(nz);
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}
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// UVs
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if (defined(u)) {
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const ux = globalUvs.get(u * 2);
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const uy = globalUvs.get(u * 2 + 1);
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primitive.uvs.push(ux);
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primitive.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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let 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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clearVertexCache();
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}
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}
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return index;
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}
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function getPosition(index, result) {
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const px = globalPositions.get(index * 3);
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const py = globalPositions.get(index * 3 + 1);
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const pz = globalPositions.get(index * 3 + 2);
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return Cartesian3.fromElements(px, py, pz, result);
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}
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function getNormal(index, result) {
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const nx = globalNormals.get(index * 3);
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const ny = globalNormals.get(index * 3 + 1);
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const nz = globalNormals.get(index * 3 + 2);
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return Cartesian3.fromElements(nx, ny, nz, result);
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}
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const scratch1 = new Cartesian3();
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const scratch2 = new Cartesian3();
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const scratch3 = new Cartesian3();
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const scratch4 = new Cartesian3();
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const scratch5 = new Cartesian3();
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const scratchCenter = new Cartesian3();
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const scratchAxis1 = new Cartesian3();
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const scratchAxis2 = new Cartesian3();
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const scratchNormal = new Cartesian3();
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const scratchPositions = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()];
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const scratchVertexIndices = [];
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const scratchPoints = [];
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function checkWindingCorrect(positionIndex1, positionIndex2, positionIndex3, normalIndex) {
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if (!defined(normalIndex)) {
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// If no face normal, we have to assume the winding is correct.
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return true;
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}
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const normal = getNormal(normalIndex, scratchNormal);
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const A = getPosition(positionIndex1, scratch1);
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const B = getPosition(positionIndex2, scratch2);
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const C = getPosition(positionIndex3, scratch3);
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const BA = Cartesian3.subtract(B, A, scratch4);
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const CA = Cartesian3.subtract(C, A, scratch5);
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const 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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function addFace(vertices, positions, uvs, normals) {
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correctAttributeIndices(positions, globalPositions, 3);
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correctAttributeIndices(normals, globalNormals, 3);
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correctAttributeIndices(uvs, globalUvs, 2);
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correctVertices(vertices, positions, uvs, normals);
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checkPrimitive(uvs, faceNormals);
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if (vertices.length === 3) {
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const isWindingCorrect = checkWindingCorrect(positions[0], positions[1], positions[2], normals[0]);
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const index1 = addVertex(vertices[0], positions[0], uvs[0], normals[0]);
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const index2 = addVertex(vertices[1], positions[1], uvs[1], normals[1]);
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const 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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const points = scratchPoints;
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const vertexIndices = scratchVertexIndices;
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points.length = 0;
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vertexIndices.length = 0;
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for (let i = 0; i < vertices.length; ++i) {
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const index = addVertex(vertices[i], positions[i], uvs[i], normals[i]);
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vertexIndices.push(index);
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if (i === scratchPositions.length) {
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scratchPositions.push(new Cartesian3());
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}
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points.push(getPosition(positions[i], scratchPositions[i]));
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}
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const validGeometry = CoplanarPolygonGeometryLibrary.computeProjectTo2DArguments(points, scratchCenter, scratchAxis1, scratchAxis2);
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if (!validGeometry) {
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return;
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}
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const projectPoints = CoplanarPolygonGeometryLibrary.createProjectPointsTo2DFunction(scratchCenter, scratchAxis1, scratchAxis2);
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const points2D = projectPoints(points);
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const indices = PolygonPipeline.triangulate(points2D);
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const isWindingCorrect = PolygonPipeline.computeWindingOrder2D(points2D) !== WindingOrder.CLOCKWISE;
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for (let i = 0; i < indices.length - 2; i += 3) {
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addTriangle(vertexIndices[indices[i]], vertexIndices[indices[i+1]], vertexIndices[indices[i+2]], isWindingCorrect);
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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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let 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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const 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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const groupName = line.substring(2).trim();
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addMesh(groupName);
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} else if (/^usemtl/i.test(line)) {
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const 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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const 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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globalPositions.push(parseFloat(result[1]));
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globalPositions.push(parseFloat(result[2]));
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globalPositions.push(parseFloat(result[3]));
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} else if ((result = normalPattern.exec(line) ) !== null) {
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const 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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globalNormals.push(normal.x);
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globalNormals.push(normal.y);
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globalNormals.push(normal.z);
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} else if ((result = uvPattern.exec(line)) !== null) {
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globalUvs.push(parseFloat(result[1]));
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globalUvs.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 ') {
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while ((result = facePattern.exec(lineBuffer)) !== null) {
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faceVertices.push(result[0]);
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facePositions.push(result[1]);
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faceUvs.push(result[2]);
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faceNormals.push(result[3]);
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}
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if (faceVertices.length > 2) {
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addFace(faceVertices, facePositions, faceUvs, faceNormals);
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}
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faceVertices.length = 0;
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facePositions.length = 0;
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faceNormals.length = 0;
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faceUvs.length = 0;
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}
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lineBuffer = '';
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}
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}
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// Create a default node in case there are no o/g/usemtl lines in the obj
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addNode();
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// Parse the obj file
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return readLines(objPath, parseLine)
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.then(function() {
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// Unload resources
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globalPositions = undefined;
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globalNormals = undefined;
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globalUvs = undefined;
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// Load materials and textures
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return finishLoading(nodes, mtlPaths, objPath, defined(activeMaterial), options);
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});
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}
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function getMtlPaths(mtllibLine) {
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// Handle paths with spaces. E.g. mtllib my material file.mtl
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const mtlPaths = [];
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const splits = mtllibLine.split(' ');
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const length = splits.length;
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let startIndex = 0;
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for (let i = 0; i < length; ++i) {
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if (path.extname(splits[i]) !== '.mtl') {
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continue;
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}
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const mtlPath = splits.slice(startIndex, i + 1).join(' ');
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mtlPaths.push(mtlPath);
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startIndex = i + 1;
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}
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return mtlPaths;
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}
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function finishLoading(nodes, mtlPaths, objPath, usesMaterials, options) {
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nodes = cleanNodes(nodes);
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if (nodes.length === 0) {
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throw new RuntimeError(objPath + ' does not have any geometry data');
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}
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const name = path.basename(objPath, path.extname(objPath));
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return loadMtls(mtlPaths, objPath, options)
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.then(function(materials) {
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if (materials.length > 0 && !usesMaterials) {
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assignDefaultMaterial(nodes, materials, usesMaterials);
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}
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assignUnnamedMaterial(nodes, materials);
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return {
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nodes : nodes,
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materials : materials,
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name : name
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};
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});
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}
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function normalizeMtlPath(mtlPath, objDirectory) {
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mtlPath = mtlPath.replace(/\\/g, '/');
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return path.normalize(path.join(objDirectory, mtlPath));
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}
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function loadMtls(mtlPaths, objPath, options) {
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const objDirectory = path.dirname(objPath);
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let materials = [];
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// Remove duplicates
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mtlPaths = mtlPaths.filter(function(value, index, self) {
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return self.indexOf(value) === index;
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});
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return Promise.map(mtlPaths, function(mtlPath) {
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mtlPath = normalizeMtlPath(mtlPath, objDirectory);
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const shallowPath = path.join(objDirectory, path.basename(mtlPath));
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if (options.secure && outsideDirectory(mtlPath, objDirectory)) {
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// Try looking for the .mtl in the same directory as the obj
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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.');
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return loadMtl(shallowPath, options)
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.then(function(materialsInMtl) {
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materials = materials.concat(materialsInMtl);
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})
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.catch(function(error) {
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options.logger(error.message);
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options.logger('Could not read material file at ' + shallowPath + '. Using default material instead.');
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});
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}
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return loadMtl(mtlPath, options)
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.catch(function(error) {
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// Try looking for the .mtl in the same directory as the obj
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options.logger(error.message);
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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;
|
|
}
|