This fork from PrincessGod/objTo3d-tiles for continue maintaning and add expra features for personal purposes.
- Added tilesetOptions parameter for combine tilesets function for setting geometricError and refine method.
- When used as a node lib, return a Promise (thanks to addam PR)
Bugfixes:
- Fixbug loadObj.js: position2D is not defined (Thanks to @tankvn PR) - typo error for options.transform in createSingleTileset- Move to ES6
- Update tests
- Improve tilesets combine (make possible to create nested tilesets)
- Check jiaojialulu PR and merge if it'll improve the tool
WARNING: THIS REPO IS UNDER DEVELOPING.
Node command line tool and module convert obj model file to 3D Tiles, based on obj2gltf.
NOTE: Only support
.b3dm
and.i3dm
for now!Please use Cesium after v1.37, cause this 3d tile use glTF2.0.
If you already have installed PrincessGod/obj23dtiles package remove it with command
npm uninstall -g obj23dtiles
Make sure you have Node installed, and then
npm install obj23dtiles-extra
- Convert
.obj
to.gltf
obj23dtiles -i ./bin/barrel/barrel.obj
// Export barrel.gltf at obj folder.
- Convert
.obj
to.glb
obj23dtiles -i ./bin/barrel/barrel.obj -b
// Export barrel.glb at obj folder.
NOTE: More detial to convert
.gltf
and.glb
can find at obj2gltf.
NOTE: If your model have tarnsparency texture please add
--checkTransparency
parameter.
NOTE: If your model using blinn-phong material, and use occlusion when convert to PBR material, the model will looks darker. The
useOcclusion
default is false, remember adding--useOcclusion
if your model using PBR material. Here are some showcase about it.
- Convert
.obj
to.b3dm
with default BatchTable, which havebatchId
andname
property, andname
is model's name.
obj23dtiles -i ./bin/barrel/barrel.obj --b3dm
// Export barrel.b3dm at obj folder.
- Convert
.obj
to.b3dm
with default BatchTable and export default BatchTable (a JSON file). Maybe get information for custom BatchTable.
obj23dtiles -i ./bin/barrel/barrel.obj --b3dm --outputBatchTable
// Export barrel.b3dm and barrel_batchTable.json at obj folder.
- Convert
.obj
to.b3dm
with custom BatchTable.
obj23dtiles -i ./bin/barrel/barrel.obj -c ./bin/barrel/customBatchTable.json --b3dm
// Export barrel.b3dm with custom batch table at obj folder.
- Convert
.obj
to.i3dm
width FeatureTable.
obj23dtiles -i ./bin/barrel/barrel.obj -f ./bin/barrel/customFeatureTable.json --i3dm
// Export barrel.i3dm at obj folder.
- Convert
.obj
to.i3dm
with FeatureTable and BatchTable.
obj23dtiles -i ./bin/barrel/barrel.obj -f ./bin/barrel/customFeatureTable.json
-c ./bin/barrel/customI3dmBatchTable.json --i3dm
// Export barrel.i3dm with BatchTable at obj folder.
FeatureTable support following parameters : position
, orientation
, scale
.
- Create a single tileset with
.b3dm
tile.
obj23dtiles -i ./bin/barrel/barrel.obj --tileset
// Export ./Batchedbarrel folder at obj folder which is a tileset.
- Create a single tileset with
.b3dm
tile and custom tileset options, custom BatchTable.
obj23dtiles -i ./bin/barrel/barrel.obj --tileset
-p ./bin/barrel/customTilesetOptions.json -c ./bin/barrel/customBatchTable.json
// Export ./Batchedbarrel folder at obj folder which is a tileset with custom tileset options.
- Create a single tileset with
.i3dm
tile.
obj23dtiles -i ./bin/barrel/barrel.obj --tileset --i3dm
-f ./bin/barrel/customFeatureTable.json
// Export ./Instancedbarrel folder at obj folder which is a tileset.
- Create a single tileset with
.i3dm
tile and custom tileset options, custom BatchTable.
obj23dtiles -i ./bin/barrel/barrel.obj --tileset --i3dm
-f ./bin/barrel/customFeatureTable.json -p ./bin/barrel/customTilesetOptions.json
-c ./bin/barrel/customI3dmBatchTable.json
// Export ./Instancedbarrel folder at obj folder which is a tileset.
The customTilesetOptions.json
can have options bellow, and these are fake values, please only add properties you need, other value will be auto calculate through .obj
file.
{
"longitude": -1.31968, // Tile origin's(models' point (0,0,0)) longitude in radian.
"latitude": 0.698874, // Tile origin's latitude in radian.
"transHeight": 0.0, // Tile origin's height in meters.
"region": true, // Using region bounding volume.
"box": false, // Using box bounding volume.
"sphere": false // Using sphere bounding volume.
}
- @param {Number} [options.longitude=-1.31968] The longitute of tile origin point.
- @param {Number} [options.latitude=0.698874] The latitute of tile origin point.
- @param {Number} [options.minHeight=0.0] The minimum height of the tile.
- @param {Number} [options.maxHeight=40.0] The maximum height of the tile.
- @param {Number} [options.tileWidth=200.0] The horizontal length (cross longitude) of tile.
- @param {Number} [options.tileHeight=200.0] The virtical length (cross latitude) of tile.
- @param {Number} [options.transHeight=0.0] The transform height of the tile.
- @param {String} [options.gltfUpAxis="Y"] The up axis of model.
- @param {Object} [options.properties] Pre-model properties.
- @param {Number} [options.geometricError = 200.0] The geometric error of tile.
- @param {Matrix4} [options.transform] The tile transform.
- @param {Boolean} [options.region = true] Using bounding region for tile.
- @param {Boolean} [options.box] Using bounding box for tile.
- @param {Boolean} [options.sphere] Using bounding sphere for tile.
NOTE: If you are not specify the
transHeight
option, your model will be place at earth ground surface, which means no matter what the height your models are, the lowerest point of your models will be place atheight = 0.0
on the earth. But if you want keep origin heigth you just need specifytransHeight = 0.0
.
Here are different bounding volumes.
You can combine tilesets into one tileset.json
as external tileset.
-i inputDir
(required) Input directory include tilesets.
-o outputTileset
(optional, default: "tileset.json") Output tileset file path.
-pj tilesetOptionsJson
(optional, default: "{}") tileset options json. ex: { "geometricError": 200, "refine": "ADD" }
tilesetOptionsJson.geometricError
(optional, default:500) tileset geometricError.
tilesetOptionsJson.refine
(optional, default: "ADD") tileset refine method.
obj23dtiles combine -i ./bin/barrel/output -pj '{ "geometricError": 200, "refine": "ADD" }'
If you want to use this tool in node or debug, check out how to use as node module.
Navigate to this project folder and run
npm run test
First, make sure your .obj
file is complete, normally include .obj
, .mtl
and textures like .jpg
or .png
.
You can preview your .obj
model via "Mixed Reality Viewer" if you are in windows 10.
Otherwise you can use this online viewer.
Second, export .glb
and check if it display correctly. You can use
Cesium or Three.js gltf viewer.
In the end, just export .b3dm
or tileset and load in Cesium.
Sample data under the .bin\barrel\
folder.
barrel\
|
- barrel.blend --
| |- Blender project file with texture.
- barrel.png --
|
- barrel.obj --
| |- Obj model files.
- barrel.mtl --
|
- customBatchTable.json ---- Custom batchtable for b3dm.
|
- customTilesetOptions.json ---- Custom tileset optional parameters.
|
- customFeatureTable.json ---- Custom FeatureTable for i3dm.
|
- customI3dmBatchTable.json ---- Custom BatchTable for i3dm.
|
- output\ ---- Export data by using upper files.
|
- barrel.glb
|
- barrel.gltf
|
- barrel_batchTable.json ---- Default batch table.
|
- Batchedbarrel\ ---- Tileset use b3dm
| |
| - tileset.json
| |
| - barrel.b3dm
|
- Instancedbarrel\ ---- Tileset use i3dm
| |
| - tileset.json
| |
| - barrel.i3dm
|
- BatchedTilesets\ ---- Tileset with custom tileset.json
|
- tileset.json
|
- barrel_withDefaultBatchTable.b3dm
|
- barrel_withCustonBatchTable.b3dm
Great thanks to PrincessGod for developing original tool.