mirror of
https://github.com/CesiumGS/obj2gltf.git
synced 2024-11-27 10:30:16 -05:00
488 lines
18 KiB
JavaScript
488 lines
18 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 loadImage = require('./loadImage');
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var loadMtl = require('./loadMtl');
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var readLines = require('./readLines');
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var Axis = Cesium.Axis;
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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 Matrix4 = Cesium.Matrix4;
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var RuntimeError = Cesium.RuntimeError;
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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 facePattern1 = /f( +-?\d+)\/?( +-?\d+)\/?( +-?\d+)\/?( +-?\d+)?\/?/; // f vertex vertex vertex ...
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var facePattern2 = /f( +(-?\d+)\/(-?\d+)\/?)( +(-?\d+)\/(-?\d+)\/?)( +(-?\d+)\/(-?\d+)\/?)( +(-?\d+)\/(-?\d+)\/?)?/; // f vertex/uv vertex/uv vertex/uv ...
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var facePattern3 = /f( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))?/; // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
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var facePattern4 = /f( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))?/; // f vertex//normal vertex//normal vertex//normal ...
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var scratchCartesian = new Cartesian3();
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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 An object with the following properties:
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* @param {Boolean} options.checkTransparency Do a more exhaustive check for texture transparency by looking at the alpha channel of each pixel.
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* @param {Boolean} options.secure Prevent the converter from reading image or mtl files outside of the input obj directory.
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* @param {String} options.inputUpAxis Up axis of the obj.
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* @param {String} options.outputUpAxis Up axis of the converted glTF.
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* @param {Boolean} options.logger A callback function for handling logged messages. Defaults to console.log.
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* @returns {Promise} A promise resolving to the obj data.
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* @exception {RuntimeError} The file does not have any geometry information in it.
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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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var axisTransform = getAxisTransform(options.inputUpAxis, options.outputUpAxis);
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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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// 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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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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mesh.primitives.push(primitive);
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}
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function useMaterial(name) {
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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 material = getName(name);
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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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primitive.material = getName(name);
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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 (defined(p)) {
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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 (defined(n)) {
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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 (defined(u)) {
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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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function addFace(v1, p1, u1, n1, v2, p2, u2, n2, v3, p3, u3, n3, v4, p4, u4, n4) {
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var index1 = addVertex(v1, p1, u1, n1);
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var index2 = addVertex(v2, p2, u2, n2);
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var index3 = addVertex(v3, p3, u3, n3);
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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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// Triangulate if the face is a quad
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if (defined(v4)) {
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var index4 = addVertex(v4, p4, u4, n4);
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primitive.indices.push(index1);
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primitive.indices.push(index3);
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primitive.indices.push(index4);
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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 paths = line.substring(7).trim().split(' ');
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mtlPaths = mtlPaths.concat(paths);
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} else if ((result = vertexPattern.exec(line)) !== null) {
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var position = scratchCartesian;
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position.x = parseFloat(result[1]);
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position.y = parseFloat(result[2]);
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position.z = parseFloat(result[3]);
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if (defined(axisTransform)) {
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Matrix4.multiplyByPoint(axisTransform, position, position);
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}
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positions.push(position.x);
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positions.push(position.y);
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positions.push(position.z);
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} else if ((result = normalPattern.exec(line) ) !== null) {
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var normal = scratchCartesian;
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normal.x = parseFloat(result[1]);
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normal.y = parseFloat(result[2]);
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normal.z = parseFloat(result[3]);
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if (defined(axisTransform)) {
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Matrix4.multiplyByPointAsVector(axisTransform, 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 if ((result = facePattern1.exec(line)) !== null) {
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addFace(
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result[1], result[1], undefined, undefined,
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result[2], result[2], undefined, undefined,
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result[3], result[3], undefined, undefined,
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result[4], result[4], undefined, undefined
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);
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} else if ((result = facePattern2.exec(line)) !== null) {
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addFace(
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result[1], result[2], result[3], undefined,
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result[4], result[5], result[6], undefined,
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result[7], result[8], result[9], undefined,
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result[10], result[11], result[12], undefined
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);
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} else if ((result = facePattern3.exec(line)) !== null) {
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addFace(
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result[1], result[2], result[3], result[4],
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result[5], result[6], result[7], result[8],
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result[9], result[10], result[11], result[12],
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result[13], result[14], result[15], result[16]
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);
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} else if ((result = facePattern4.exec(line)) !== null) {
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addFace(
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result[1], result[2], undefined, result[3],
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result[4], result[5], undefined, result[6],
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result[7], result[8], undefined, result[9],
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result[10], result[11], undefined, result[12]
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);
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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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positions = undefined;
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normals = undefined;
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uvs = undefined;
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// Load materials and images
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return finishLoading(nodes, mtlPaths, objPath, options);
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});
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}
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function finishLoading(nodes, mtlPaths, objPath, options) {
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nodes = cleanNodes(nodes);
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if (nodes.length === 0) {
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return Promise.reject(new RuntimeError(objPath + ' does not have any geometry data'));
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}
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return loadMaterials(mtlPaths, objPath, options)
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.then(function(materials) {
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var imagePaths = getImagePaths(materials);
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return loadImages(imagePaths, objPath, options)
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.then(function(images) {
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return {
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nodes : nodes,
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materials : materials,
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images : images
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};
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});
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});
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}
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function outsideDirectory(filePath, objPath) {
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return (path.relative(path.dirname(objPath), filePath).indexOf('..') === 0);
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}
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function loadMaterials(mtlPaths, objPath, options) {
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var secure = options.secure;
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var logger = options.logger;
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var objDirectory = path.dirname(objPath);
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var materials = {};
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return Promise.map(mtlPaths, function(mtlPath) {
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mtlPath = path.resolve(objDirectory, mtlPath);
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if (secure && outsideDirectory(mtlPath, objPath)) {
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logger('Could not read mtl file at ' + mtlPath + ' because it is outside of the obj directory and the secure flag is true. Using default material instead.');
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return;
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}
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return loadMtl(mtlPath)
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.then(function(materialsInMtl) {
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materials = Object.assign(materials, materialsInMtl);
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})
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.catch(function() {
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logger('Could not read mtl file at ' + mtlPath + '. Using default material instead.');
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});
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}, {concurrency : 10})
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.thenReturn(materials);
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}
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function loadImages(imagePaths, objPath, options) {
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var secure = options.secure;
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var logger = options.logger;
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var images = {};
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return Promise.map(imagePaths, function(imagePath) {
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if (secure && outsideDirectory(imagePath, objPath)) {
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logger('Could not read image file at ' + imagePath + ' because it is outside of the obj directory and the secure flag is true. Material will ignore this image.');
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return;
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}
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return loadImage(imagePath, options)
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.then(function(image) {
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images[imagePath] = image;
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})
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.catch(function() {
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logger('Could not read image file at ' + imagePath + '. Material will ignore this image.');
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});
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}, {concurrency : 10})
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.thenReturn(images);
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}
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function getImagePaths(materials) {
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var imagePaths = {};
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for (var name in materials) {
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if (materials.hasOwnProperty(name)) {
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var material = materials[name];
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if (defined(material.ambientTexture)) {
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imagePaths[material.ambientTexture] = true;
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}
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if (defined(material.diffuseTexture)) {
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imagePaths[material.diffuseTexture] = true;
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}
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if (defined(material.emissionTexture)) {
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imagePaths[material.emissionTexture] = true;
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}
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if (defined(material.specularTexture)) {
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imagePaths[material.specularTexture] = true;
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}
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}
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}
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return Object.keys(imagePaths);
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}
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function removeEmptyMeshes(meshes) {
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return meshes.filter(function(mesh) {
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// Remove empty primitives
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mesh.primitives = mesh.primitives.filter(function(primitive) {
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return primitive.indices.length > 0;
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});
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// Valid meshes must have at least one primitive and contain positions
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return (mesh.primitives.length > 0) && (mesh.positions.length > 0);
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});
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}
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function meshesHaveNames(meshes) {
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var meshesLength = meshes.length;
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for (var i = 0; i < meshesLength; ++i) {
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if (defined(meshes[i].name)) {
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return true;
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}
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}
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return false;
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}
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function removeEmptyNodes(nodes) {
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var final = [];
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var nodesLength = nodes.length;
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for (var i = 0; i < nodesLength; ++i) {
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var node = nodes[i];
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var meshes = removeEmptyMeshes(node.meshes);
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if (meshes.length === 0) {
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continue;
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}
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node.meshes = meshes;
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if (!defined(node.name) && meshesHaveNames(meshes)) {
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// If the obj has groups (g) but not object groups (o) then convert meshes to nodes
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var meshesLength = meshes.length;
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for (var j = 0; j < meshesLength; ++j) {
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var mesh = meshes[j];
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var convertedNode = new Node();
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convertedNode.name = mesh.name;
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convertedNode.meshes = [mesh];
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final.push(convertedNode);
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}
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} else {
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final.push(node);
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}
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}
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return final;
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}
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function setDefaultNames(items, defaultName, usedNames) {
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var itemsLength = items.length;
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for (var i = 0; i < itemsLength; ++i) {
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var item = items[i];
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var name = defaultValue(item.name, defaultName);
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var occurrences = usedNames[name];
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if (defined(occurrences)) {
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usedNames[name]++;
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name = name + '_' + occurrences;
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} else {
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usedNames[name] = 1;
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}
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item.name = name;
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}
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}
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function setDefaults(nodes) {
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var usedNames = {};
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setDefaultNames(nodes, 'Node', usedNames);
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var nodesLength = nodes.length;
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for (var i = 0; i < nodesLength; ++i) {
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var node = nodes[i];
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setDefaultNames(node.meshes, node.name + '-Mesh', usedNames);
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}
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}
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function cleanNodes(nodes) {
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nodes = removeEmptyNodes(nodes);
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setDefaults(nodes);
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return nodes;
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}
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function getAxisTransform(inputUpAxis, outputUpAxis) {
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if (inputUpAxis === 'X' && outputUpAxis === 'Y') {
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return Axis.X_UP_TO_Y_UP;
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} else if (inputUpAxis === 'X' && outputUpAxis === 'Z') {
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return Axis.X_UP_TO_Z_UP;
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} else if (inputUpAxis === 'Y' && outputUpAxis === 'X') {
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return Axis.Y_UP_TO_X_UP;
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} else if (inputUpAxis === 'Y' && outputUpAxis === 'Z') {
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return Axis.Y_UP_TO_Z_UP;
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} else if (inputUpAxis === 'Z' && outputUpAxis === 'X') {
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return Axis.Z_UP_TO_X_UP;
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} else if (inputUpAxis === 'Z' && outputUpAxis === 'Y') {
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return Axis.Z_UP_TO_Y_UP;
|
|
}
|
|
}
|