-
Notifications
You must be signed in to change notification settings - Fork 8
/
obj_loader.js
215 lines (194 loc) · 7.45 KB
/
obj_loader.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
import { Triangle } from './bvh.js'
import { Vec3 } from './vector.js'
import { ParseMaterials } from './mtl_loader.js'
import * as Utility from './utility.js'
export async function parseMesh(objText, transforms, worldTransforms, basePath) {
let lines = objText.split('\n');
let vertices = [];
let vertNormals = [];
let meshNormals = [];
let uvs = [];
let currentGroup = "FSPT_DEFAULT_GROUP";
let groups = {};
let materials = {};
let skips = new Set(transforms.skips);
let urls = null;
let bounds = { min: [Infinity, Infinity, Infinity], max: [-Infinity, -Infinity, -Infinity] };
function applyRotations(vert) {
transforms.rotate.forEach((r) => { vert = Vec3.rotateArbitrary(vert, r.axis, r.angle) });
return vert;
}
function applyVectorTransforms(vert, rotationOnly = false) {
let modelTransformed = Vec3.add(Vec3.scale(applyRotations(vert), rotationOnly ? 1 : transforms.scale), rotationOnly ? [0, 0, 0] : transforms.translate);
if (worldTransforms) {
worldTransforms.forEach(function (transform) {
if (transform.rotate) {
transform.rotate.forEach(function (rotation) {
modelTransformed = Vec3.rotateArbitrary(modelTransformed, rotation.axis, rotation.angle);
});
} else if (transform.translate && !rotationOnly) {
modelTransformed = Vec3.add(modelTransformed, transform.translate);
}
});
}
return modelTransformed;
}
function getNormal(tri) {
let e1 = Vec3.sub(tri.verts[1], tri.verts[0]);
let e2 = Vec3.sub(tri.verts[2], tri.verts[0]);
return Vec3.normalize(Vec3.cross(e1, e2));
}
function averageNormals(normArray) {
let total = [0, 0, 0];
for (let i = 0; i < normArray.length; i++) {
total = Vec3.add(total, normArray[i]);
}
return Vec3.scale(total, 1.0 / normArray.length);
}
function parseFace(quad_indices) {
let triList = [];
for (let i = 0; i < quad_indices.length - 2; i++) {
triList.push([quad_indices[0], quad_indices[i + 1], quad_indices[i + 2]])
}
triList.forEach(parseTriangle);
}
function calcTangents(triangle) {
if (!triangle.uvs[0]) {
triangle.verts.forEach((vert, i) => {
let dir = Vec3.normalize(vert);
let u = Math.atan2(dir[2], dir[0]) / (Math.PI * 2);
let v = Math.asin(-dir[1]) / Math.PI + 0.5;
triangle.uvs[i] = [u, v];
});
}
for (let i = 0; i < triangle.uvs.length; i++) {
triangle.uvs[i] = Array.from(triangle.uvs[i]);
triangle.uvs[i][0] += Number.EPSILON * (i + 1);
triangle.uvs[i][1] += Number.EPSILON * (i + 1);
}
let deltaPos0 = Vec3.sub(triangle.verts[1], triangle.verts[0]);
let deltaPos1 = Vec3.sub(triangle.verts[2], triangle.verts[0]);
let deltaUv0 = Vec3.sub(triangle.uvs[1], triangle.uvs[0]);
let deltaUv1 = Vec3.sub(triangle.uvs[2], triangle.uvs[0]);
let r = 1.0 / ((deltaUv0[0] * deltaUv1[1]) - (deltaUv0[1] * deltaUv1[0]));
let preTangent = Vec3.normalize(Vec3.scale(Vec3.sub(Vec3.scale(deltaPos0, deltaUv1[1]), Vec3.scale(deltaPos1, deltaUv0[1])), r));
//let bt = Vec3.normalize(Vec3.scale(Vec3.sub(Vec3.scale(deltaPos1, deltaUv0[0]), Vec3.scale(deltaPos0, deltaUv1[0])), r));
for (let i = 0; i < 3; i++) {
let normal = triangle.normals[i];
let preBitangent = Vec3.normalize(Vec3.cross(normal, preTangent));
let tangent = Vec3.normalize(Vec3.cross(preBitangent, normal));
let bitangent = Vec3.normalize(Vec3.cross(normal, tangent));
if (isNaN(Vec3.dot(tangent, bitangent))) {
let t = Vec3.cross(triangle.normals[i], [0, 1, 0]);
triangle.tangents[i] = t;
triangle.bitangents[i] = Vec3.cross(t, triangle.normals[i]);
}
triangle.tangents.push(tangent);
triangle.bitangents.push(bitangent);
}
}
function parseTriangle(indices) {
for (let i = 0; i < indices.length; i++) {
for (let j = 0; j < indices[i].length; j++) {
switch (j) {
case 0:
indices[i][j] = indices[i][j] < 1 ? vertices.length + indices[i][j] + 1 : indices[i][j];
break;
case 1:
break;
case 2:
indices[i][j] = indices[i][j] < 1 ? meshNormals.length + indices[i][j] + 1 : indices[i][j];
}
}
}
let tri = new Triangle(
[
applyVectorTransforms(vertices[indices[0][0] - 1]),
applyVectorTransforms(vertices[indices[1][0] - 1]),
applyVectorTransforms(vertices[indices[2][0] - 1])
],
[
indices[0][0] - 1,
indices[1][0] - 1,
indices[2][0] - 1
],
[
uvs[(indices[0][1] - 1)],
uvs[(indices[1][1] - 1)],
uvs[(indices[2][1] - 1)]
],
transforms
);
for (let i = 0; i < tri.verts.length; i++) {
for (let j = 0; j < tri.verts[i].length; j++) {
bounds.max = Vec3.max(bounds.max, tri.verts[i]);
bounds.min = Vec3.min(bounds.min, tri.verts[i]);
}
}
// Use mesh normals or calculate them
if (transforms.normals === "mesh") {
tri.setNormals([
Vec3.normalize(applyVectorTransforms(meshNormals[indices[0][2] - 1], true)),
Vec3.normalize(applyVectorTransforms(meshNormals[indices[1][2] - 1], true)),
Vec3.normalize(applyVectorTransforms(meshNormals[indices[2][2] - 1], true))
]);
} else {
let normal = getNormal(tri);
tri.normals = [normal, normal, normal];
for (let j = 0; j < indices.length; j++) {
if (!vertNormals[indices[j][0] - 1]) {
vertNormals[indices[j][0] - 1] = [];
}
vertNormals[indices[j][0] - 1].push(normal);
}
}
groups[currentGroup].triangles.push(tri);
}
for (let i = 0; i < lines.length; i++) {
let array = lines[i].trim().split(/[ ]+/);
let vals = array.slice(1, array.length);
if (array[0] === 'v') {
vertices.push(vals.splice(0, 3).map(parseFloat))
} else if (array[0] === 'f' && !skips.has(currentGroup)) {
if (!groups[currentGroup]) {
groups[currentGroup] = { triangles: [], material: materials[currentGroup] || {} };
}
vals = vals.map(function (s) { return s.split('/').map(parseFloat) });
parseFace(vals);
} else if (array[0] === 'vt') {
let uv = vals.map(function (coord) { return parseFloat(coord) || 0 });
// Don't support 3D textures
let tuv = uv.splice(0, 2);
uvs.push(tuv);
} else if (array[0] === 'vn') {
meshNormals.push(vals.map(parseFloat))
} else if (array[0] === 'usemtl') {
currentGroup = array.splice(1, Infinity).join(' ');
} else if (array[0] === 'mtllib') {
let mtlUrl = basePath + '/' + array.splice(1, Infinity).join(' ');
let text = await Utility.getText(mtlUrl);
let parsedMats = ParseMaterials(text, basePath);
materials = parsedMats.materials;
urls = parsedMats.urls;
}
}
Object.entries(groups).forEach((pair) => {
let group = pair[1];
if (transforms.normals === "smooth") {
for (let i = 0; i < group.triangles.length; i++) {
for (let j = 0; j < 3; j++) {
group.triangles[i].normals[j] = averageNormals(vertNormals[group.triangles[i].indices[j]]);
}
}
}
});
Object.entries(groups).forEach((pair) => {
let key = pair[0];
let group = pair[1];
console.log(transforms.path, key, group.triangles.length, "triangles");
group.triangles.forEach((tri) => {
calcTangents(tri);
});
});
return new Promise(resolve => { resolve({ groups: groups, urls: urls, bounds: bounds }) });
}