|
@@ -1,793 +0,0 @@
|
|
-/**
|
|
|
|
- * @author mrdoob / http://mrdoob.com/
|
|
|
|
- */
|
|
|
|
-
|
|
|
|
-THREE.OBJLoader = ( function () {
|
|
|
|
-
|
|
|
|
- // o object_name | g group_name
|
|
|
|
- var object_pattern = /^[og]\s*(.+)?/;
|
|
|
|
- // mtllib file_reference
|
|
|
|
- var material_library_pattern = /^mtllib /;
|
|
|
|
- // usemtl material_name
|
|
|
|
- var material_use_pattern = /^usemtl /;
|
|
|
|
-
|
|
|
|
- function ParserState() {
|
|
|
|
-
|
|
|
|
- var state = {
|
|
|
|
- objects: [],
|
|
|
|
- object: {},
|
|
|
|
-
|
|
|
|
- vertices: [],
|
|
|
|
- normals: [],
|
|
|
|
- colors: [],
|
|
|
|
- uvs: [],
|
|
|
|
-
|
|
|
|
- materialLibraries: [],
|
|
|
|
-
|
|
|
|
- startObject: function ( name, fromDeclaration ) {
|
|
|
|
-
|
|
|
|
- // If the current object (initial from reset) is not from a g/o declaration in the parsed
|
|
|
|
- // file. We need to use it for the first parsed g/o to keep things in sync.
|
|
|
|
- if ( this.object && this.object.fromDeclaration === false ) {
|
|
|
|
-
|
|
|
|
- this.object.name = name;
|
|
|
|
- this.object.fromDeclaration = ( fromDeclaration !== false );
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
|
|
|
|
-
|
|
|
|
- if ( this.object && typeof this.object._finalize === 'function' ) {
|
|
|
|
-
|
|
|
|
- this.object._finalize( true );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- this.object = {
|
|
|
|
- name: name || '',
|
|
|
|
- fromDeclaration: ( fromDeclaration !== false ),
|
|
|
|
-
|
|
|
|
- geometry: {
|
|
|
|
- vertices: [],
|
|
|
|
- normals: [],
|
|
|
|
- colors: [],
|
|
|
|
- uvs: []
|
|
|
|
- },
|
|
|
|
- materials: [],
|
|
|
|
- smooth: true,
|
|
|
|
-
|
|
|
|
- startMaterial: function ( name, libraries ) {
|
|
|
|
-
|
|
|
|
- var previous = this._finalize( false );
|
|
|
|
-
|
|
|
|
- // New usemtl declaration overwrites an inherited material, except if faces were declared
|
|
|
|
- // after the material, then it must be preserved for proper MultiMaterial continuation.
|
|
|
|
- if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
|
|
|
|
-
|
|
|
|
- this.materials.splice( previous.index, 1 );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- var material = {
|
|
|
|
- index: this.materials.length,
|
|
|
|
- name: name || '',
|
|
|
|
- mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
|
|
|
|
- smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
|
|
|
|
- groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
|
|
|
|
- groupEnd: - 1,
|
|
|
|
- groupCount: - 1,
|
|
|
|
- inherited: false,
|
|
|
|
-
|
|
|
|
- clone: function ( index ) {
|
|
|
|
-
|
|
|
|
- var cloned = {
|
|
|
|
- index: ( typeof index === 'number' ? index : this.index ),
|
|
|
|
- name: this.name,
|
|
|
|
- mtllib: this.mtllib,
|
|
|
|
- smooth: this.smooth,
|
|
|
|
- groupStart: 0,
|
|
|
|
- groupEnd: - 1,
|
|
|
|
- groupCount: - 1,
|
|
|
|
- inherited: false
|
|
|
|
- };
|
|
|
|
- cloned.clone = this.clone.bind( cloned );
|
|
|
|
- return cloned;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- this.materials.push( material );
|
|
|
|
-
|
|
|
|
- return material;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- currentMaterial: function () {
|
|
|
|
-
|
|
|
|
- if ( this.materials.length > 0 ) {
|
|
|
|
-
|
|
|
|
- return this.materials[ this.materials.length - 1 ];
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- return undefined;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- _finalize: function ( end ) {
|
|
|
|
-
|
|
|
|
- var lastMultiMaterial = this.currentMaterial();
|
|
|
|
- if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
|
|
|
|
-
|
|
|
|
- lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
|
|
|
|
- lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
|
|
|
|
- lastMultiMaterial.inherited = false;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Ignore objects tail materials if no face declarations followed them before a new o/g started.
|
|
|
|
- if ( end && this.materials.length > 1 ) {
|
|
|
|
-
|
|
|
|
- for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
|
|
|
|
-
|
|
|
|
- if ( this.materials[ mi ].groupCount <= 0 ) {
|
|
|
|
-
|
|
|
|
- this.materials.splice( mi, 1 );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Guarantee at least one empty material, this makes the creation later more straight forward.
|
|
|
|
- if ( end && this.materials.length === 0 ) {
|
|
|
|
-
|
|
|
|
- this.materials.push( {
|
|
|
|
- name: '',
|
|
|
|
- smooth: this.smooth
|
|
|
|
- } );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- return lastMultiMaterial;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- // Inherit previous objects material.
|
|
|
|
- // Spec tells us that a declared material must be set to all objects until a new material is declared.
|
|
|
|
- // If a usemtl declaration is encountered while this new object is being parsed, it will
|
|
|
|
- // overwrite the inherited material. Exception being that there was already face declarations
|
|
|
|
- // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
|
|
|
|
-
|
|
|
|
- if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
|
|
|
|
-
|
|
|
|
- var declared = previousMaterial.clone( 0 );
|
|
|
|
- declared.inherited = true;
|
|
|
|
- this.object.materials.push( declared );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- this.objects.push( this.object );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- finalize: function () {
|
|
|
|
-
|
|
|
|
- if ( this.object && typeof this.object._finalize === 'function' ) {
|
|
|
|
-
|
|
|
|
- this.object._finalize( true );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- parseVertexIndex: function ( value, len ) {
|
|
|
|
-
|
|
|
|
- var index = parseInt( value, 10 );
|
|
|
|
- return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- parseNormalIndex: function ( value, len ) {
|
|
|
|
-
|
|
|
|
- var index = parseInt( value, 10 );
|
|
|
|
- return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- parseUVIndex: function ( value, len ) {
|
|
|
|
-
|
|
|
|
- var index = parseInt( value, 10 );
|
|
|
|
- return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addVertex: function ( a, b, c ) {
|
|
|
|
-
|
|
|
|
- var src = this.vertices;
|
|
|
|
- var dst = this.object.geometry.vertices;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
|
|
|
|
- dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
|
|
|
|
- dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addVertexPoint: function ( a ) {
|
|
|
|
-
|
|
|
|
- var src = this.vertices;
|
|
|
|
- var dst = this.object.geometry.vertices;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addVertexLine: function ( a ) {
|
|
|
|
-
|
|
|
|
- var src = this.vertices;
|
|
|
|
- var dst = this.object.geometry.vertices;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addNormal: function ( a, b, c ) {
|
|
|
|
-
|
|
|
|
- var src = this.normals;
|
|
|
|
- var dst = this.object.geometry.normals;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
|
|
|
|
- dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
|
|
|
|
- dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addColor: function ( a, b, c ) {
|
|
|
|
-
|
|
|
|
- var src = this.colors;
|
|
|
|
- var dst = this.object.geometry.colors;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
|
|
|
|
- dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
|
|
|
|
- dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addUV: function ( a, b, c ) {
|
|
|
|
-
|
|
|
|
- var src = this.uvs;
|
|
|
|
- var dst = this.object.geometry.uvs;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ] );
|
|
|
|
- dst.push( src[ b + 0 ], src[ b + 1 ] );
|
|
|
|
- dst.push( src[ c + 0 ], src[ c + 1 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addUVLine: function ( a ) {
|
|
|
|
-
|
|
|
|
- var src = this.uvs;
|
|
|
|
- var dst = this.object.geometry.uvs;
|
|
|
|
-
|
|
|
|
- dst.push( src[ a + 0 ], src[ a + 1 ] );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
|
|
|
|
-
|
|
|
|
- var vLen = this.vertices.length;
|
|
|
|
-
|
|
|
|
- var ia = this.parseVertexIndex( a, vLen );
|
|
|
|
- var ib = this.parseVertexIndex( b, vLen );
|
|
|
|
- var ic = this.parseVertexIndex( c, vLen );
|
|
|
|
-
|
|
|
|
- this.addVertex( ia, ib, ic );
|
|
|
|
-
|
|
|
|
- if ( ua !== undefined && ua !== '' ) {
|
|
|
|
-
|
|
|
|
- var uvLen = this.uvs.length;
|
|
|
|
- ia = this.parseUVIndex( ua, uvLen );
|
|
|
|
- ib = this.parseUVIndex( ub, uvLen );
|
|
|
|
- ic = this.parseUVIndex( uc, uvLen );
|
|
|
|
- this.addUV( ia, ib, ic );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( na !== undefined && na !== '' ) {
|
|
|
|
-
|
|
|
|
- // Normals are many times the same. If so, skip function call and parseInt.
|
|
|
|
- var nLen = this.normals.length;
|
|
|
|
- ia = this.parseNormalIndex( na, nLen );
|
|
|
|
-
|
|
|
|
- ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
|
|
|
|
- ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
|
|
|
|
-
|
|
|
|
- this.addNormal( ia, ib, ic );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( this.colors.length > 0 ) {
|
|
|
|
-
|
|
|
|
- this.addColor( ia, ib, ic );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addPointGeometry: function ( vertices ) {
|
|
|
|
-
|
|
|
|
- this.object.geometry.type = 'Points';
|
|
|
|
-
|
|
|
|
- var vLen = this.vertices.length;
|
|
|
|
-
|
|
|
|
- for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
|
|
|
|
-
|
|
|
|
- this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- addLineGeometry: function ( vertices, uvs ) {
|
|
|
|
-
|
|
|
|
- this.object.geometry.type = 'Line';
|
|
|
|
-
|
|
|
|
- var vLen = this.vertices.length;
|
|
|
|
- var uvLen = this.uvs.length;
|
|
|
|
-
|
|
|
|
- for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
|
|
|
|
-
|
|
|
|
- this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
|
|
|
|
-
|
|
|
|
- this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- state.startObject( '', false );
|
|
|
|
-
|
|
|
|
- return state;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //
|
|
|
|
-
|
|
|
|
- function OBJLoader( manager ) {
|
|
|
|
-
|
|
|
|
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
|
|
|
|
-
|
|
|
|
- this.materials = null;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- OBJLoader.prototype = {
|
|
|
|
-
|
|
|
|
- constructor: OBJLoader,
|
|
|
|
-
|
|
|
|
- load: function ( url, onLoad, onProgress, onError ) {
|
|
|
|
-
|
|
|
|
- var scope = this;
|
|
|
|
-
|
|
|
|
- var loader = new THREE.FileLoader( scope.manager );
|
|
|
|
- loader.setPath( this.path );
|
|
|
|
- loader.load( url, function ( text ) {
|
|
|
|
-
|
|
|
|
- onLoad( scope.parse( text ) );
|
|
|
|
-
|
|
|
|
- }, onProgress, onError );
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- setPath: function ( value ) {
|
|
|
|
-
|
|
|
|
- this.path = value;
|
|
|
|
-
|
|
|
|
- return this;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- setMaterials: function ( materials ) {
|
|
|
|
-
|
|
|
|
- this.materials = materials;
|
|
|
|
-
|
|
|
|
- return this;
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- parse: function ( text ) {
|
|
|
|
-
|
|
|
|
- console.time( 'OBJLoader' );
|
|
|
|
-
|
|
|
|
- var state = new ParserState();
|
|
|
|
-
|
|
|
|
- if ( text.indexOf( '\r\n' ) !== - 1 ) {
|
|
|
|
-
|
|
|
|
- // This is faster than String.split with regex that splits on both
|
|
|
|
- text = text.replace( /\r\n/g, '\n' );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( text.indexOf( '\\\n' ) !== - 1 ) {
|
|
|
|
-
|
|
|
|
- // join lines separated by a line continuation character (\)
|
|
|
|
- text = text.replace( /\\\n/g, '' );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- var lines = text.split( '\n' );
|
|
|
|
- var line = '', lineFirstChar = '';
|
|
|
|
- var lineLength = 0;
|
|
|
|
- var result = [];
|
|
|
|
-
|
|
|
|
- // Faster to just trim left side of the line. Use if available.
|
|
|
|
- var trimLeft = ( typeof ''.trimLeft === 'function' );
|
|
|
|
-
|
|
|
|
- for ( var i = 0, l = lines.length; i < l; i ++ ) {
|
|
|
|
-
|
|
|
|
- line = lines[ i ];
|
|
|
|
-
|
|
|
|
- line = trimLeft ? line.trimLeft() : line.trim();
|
|
|
|
-
|
|
|
|
- lineLength = line.length;
|
|
|
|
-
|
|
|
|
- if ( lineLength === 0 ) continue;
|
|
|
|
-
|
|
|
|
- lineFirstChar = line.charAt( 0 );
|
|
|
|
-
|
|
|
|
- // @todo invoke passed in handler if any
|
|
|
|
- if ( lineFirstChar === '#' ) continue;
|
|
|
|
-
|
|
|
|
- if ( lineFirstChar === 'v' ) {
|
|
|
|
-
|
|
|
|
- var data = line.split( /\s+/ );
|
|
|
|
-
|
|
|
|
- switch ( data[ 0 ] ) {
|
|
|
|
-
|
|
|
|
- case 'v':
|
|
|
|
- state.vertices.push(
|
|
|
|
- parseFloat( data[ 1 ] ),
|
|
|
|
- parseFloat( data[ 2 ] ),
|
|
|
|
- parseFloat( data[ 3 ] )
|
|
|
|
- );
|
|
|
|
- if ( data.length === 8 ) {
|
|
|
|
-
|
|
|
|
- state.colors.push(
|
|
|
|
- parseFloat( data[ 4 ] ),
|
|
|
|
- parseFloat( data[ 5 ] ),
|
|
|
|
- parseFloat( data[ 6 ] )
|
|
|
|
-
|
|
|
|
- );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
- break;
|
|
|
|
- case 'vn':
|
|
|
|
- state.normals.push(
|
|
|
|
- parseFloat( data[ 1 ] ),
|
|
|
|
- parseFloat( data[ 2 ] ),
|
|
|
|
- parseFloat( data[ 3 ] )
|
|
|
|
- );
|
|
|
|
- break;
|
|
|
|
- case 'vt':
|
|
|
|
- state.uvs.push(
|
|
|
|
- parseFloat( data[ 1 ] ),
|
|
|
|
- parseFloat( data[ 2 ] )
|
|
|
|
- );
|
|
|
|
- break;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- } else if ( lineFirstChar === 'f' ) {
|
|
|
|
-
|
|
|
|
- var lineData = line.substr( 1 ).trim();
|
|
|
|
- var vertexData = lineData.split( /\s+/ );
|
|
|
|
- var faceVertices = [];
|
|
|
|
-
|
|
|
|
- // Parse the face vertex data into an easy to work with format
|
|
|
|
-
|
|
|
|
- for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
|
|
|
|
-
|
|
|
|
- var vertex = vertexData[ j ];
|
|
|
|
-
|
|
|
|
- if ( vertex.length > 0 ) {
|
|
|
|
-
|
|
|
|
- var vertexParts = vertex.split( '/' );
|
|
|
|
- faceVertices.push( vertexParts );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
|
|
|
|
-
|
|
|
|
- var v1 = faceVertices[ 0 ];
|
|
|
|
-
|
|
|
|
- for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
|
|
|
|
-
|
|
|
|
- var v2 = faceVertices[ j ];
|
|
|
|
- var v3 = faceVertices[ j + 1 ];
|
|
|
|
-
|
|
|
|
- state.addFace(
|
|
|
|
- v1[ 0 ], v2[ 0 ], v3[ 0 ],
|
|
|
|
- v1[ 1 ], v2[ 1 ], v3[ 1 ],
|
|
|
|
- v1[ 2 ], v2[ 2 ], v3[ 2 ]
|
|
|
|
- );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- } else if ( lineFirstChar === 'l' ) {
|
|
|
|
-
|
|
|
|
- var lineParts = line.substring( 1 ).trim().split( " " );
|
|
|
|
- var lineVertices = [], lineUVs = [];
|
|
|
|
-
|
|
|
|
- if ( line.indexOf( "/" ) === - 1 ) {
|
|
|
|
-
|
|
|
|
- lineVertices = lineParts;
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
|
|
|
|
-
|
|
|
|
- var parts = lineParts[ li ].split( "/" );
|
|
|
|
-
|
|
|
|
- if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
|
|
|
|
- if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
- state.addLineGeometry( lineVertices, lineUVs );
|
|
|
|
-
|
|
|
|
- } else if ( lineFirstChar === 'p' ) {
|
|
|
|
-
|
|
|
|
- var lineData = line.substr( 1 ).trim();
|
|
|
|
- var pointData = lineData.split( " " );
|
|
|
|
-
|
|
|
|
- state.addPointGeometry( pointData );
|
|
|
|
-
|
|
|
|
- } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
|
|
|
|
-
|
|
|
|
- // o object_name
|
|
|
|
- // or
|
|
|
|
- // g group_name
|
|
|
|
-
|
|
|
|
- // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
|
|
|
|
- // var name = result[ 0 ].substr( 1 ).trim();
|
|
|
|
- var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
|
|
|
|
-
|
|
|
|
- state.startObject( name );
|
|
|
|
-
|
|
|
|
- } else if ( material_use_pattern.test( line ) ) {
|
|
|
|
-
|
|
|
|
- // material
|
|
|
|
-
|
|
|
|
- state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
|
|
|
|
-
|
|
|
|
- } else if ( material_library_pattern.test( line ) ) {
|
|
|
|
-
|
|
|
|
- // mtl file
|
|
|
|
-
|
|
|
|
- state.materialLibraries.push( line.substring( 7 ).trim() );
|
|
|
|
-
|
|
|
|
- } else if ( lineFirstChar === 's' ) {
|
|
|
|
-
|
|
|
|
- result = line.split( ' ' );
|
|
|
|
-
|
|
|
|
- // smooth shading
|
|
|
|
-
|
|
|
|
- // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
|
|
|
|
- // but does not define a usemtl for each face set.
|
|
|
|
- // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
|
|
|
|
- // This requires some care to not create extra material on each smooth value for "normal" obj files.
|
|
|
|
- // where explicit usemtl defines geometry groups.
|
|
|
|
- // Example asset: examples/models/obj/cerberus/Cerberus.obj
|
|
|
|
-
|
|
|
|
- /*
|
|
|
|
- * http://paulbourke.net/dataformats/obj/
|
|
|
|
- * or
|
|
|
|
- * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
|
|
|
|
- *
|
|
|
|
- * From chapter "Grouping" Syntax explanation "s group_number":
|
|
|
|
- * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
|
|
|
|
- * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
|
|
|
|
- * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
|
|
|
|
- * than 0."
|
|
|
|
- */
|
|
|
|
- if ( result.length > 1 ) {
|
|
|
|
-
|
|
|
|
- var value = result[ 1 ].trim().toLowerCase();
|
|
|
|
- state.object.smooth = ( value !== '0' && value !== 'off' );
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- // ZBrush can produce "s" lines #11707
|
|
|
|
- state.object.smooth = true;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
- var material = state.object.currentMaterial();
|
|
|
|
- if ( material ) material.smooth = state.object.smooth;
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- // Handle null terminated files without exception
|
|
|
|
- if ( line === '\0' ) continue;
|
|
|
|
-
|
|
|
|
- throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- state.finalize();
|
|
|
|
-
|
|
|
|
- var container = new THREE.Group();
|
|
|
|
- container.materialLibraries = [].concat( state.materialLibraries );
|
|
|
|
-
|
|
|
|
- for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
|
|
|
|
-
|
|
|
|
- var object = state.objects[ i ];
|
|
|
|
- var geometry = object.geometry;
|
|
|
|
- var materials = object.materials;
|
|
|
|
- var isLine = ( geometry.type === 'Line' );
|
|
|
|
- var isPoints = ( geometry.type === 'Points' );
|
|
|
|
- var hasVertexColors = false;
|
|
|
|
-
|
|
|
|
- // Skip o/g line declarations that did not follow with any faces
|
|
|
|
- if ( geometry.vertices.length === 0 ) continue;
|
|
|
|
-
|
|
|
|
- var buffergeometry = new THREE.BufferGeometry();
|
|
|
|
-
|
|
|
|
- buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
|
|
|
|
-
|
|
|
|
- if ( geometry.normals.length > 0 ) {
|
|
|
|
-
|
|
|
|
- buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- buffergeometry.computeVertexNormals();
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( geometry.colors.length > 0 ) {
|
|
|
|
-
|
|
|
|
- hasVertexColors = true;
|
|
|
|
- buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( geometry.uvs.length > 0 ) {
|
|
|
|
-
|
|
|
|
- buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Create materials
|
|
|
|
-
|
|
|
|
- var createdMaterials = [];
|
|
|
|
-
|
|
|
|
- for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
|
|
|
|
-
|
|
|
|
- var sourceMaterial = materials[ mi ];
|
|
|
|
- var material = undefined;
|
|
|
|
-
|
|
|
|
- if ( this.materials !== null ) {
|
|
|
|
-
|
|
|
|
- material = this.materials.create( sourceMaterial.name );
|
|
|
|
-
|
|
|
|
- // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
|
|
|
|
- if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
|
|
|
|
-
|
|
|
|
- var materialLine = new THREE.LineBasicMaterial();
|
|
|
|
- materialLine.copy( material );
|
|
|
|
- materialLine.lights = false; // TOFIX
|
|
|
|
- material = materialLine;
|
|
|
|
-
|
|
|
|
- } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
|
|
|
|
-
|
|
|
|
- var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
|
|
|
|
- materialLine.copy( material );
|
|
|
|
- material = materialPoints;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( ! material ) {
|
|
|
|
-
|
|
|
|
- if ( isLine ) {
|
|
|
|
-
|
|
|
|
- material = new THREE.LineBasicMaterial();
|
|
|
|
-
|
|
|
|
- } else if ( isPoints ) {
|
|
|
|
-
|
|
|
|
- material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- material = new THREE.MeshPhongMaterial();
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- material.name = sourceMaterial.name;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- material.flatShading = sourceMaterial.smooth ? false : true;
|
|
|
|
- material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;
|
|
|
|
-
|
|
|
|
- createdMaterials.push( material );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Create mesh
|
|
|
|
-
|
|
|
|
- var mesh;
|
|
|
|
-
|
|
|
|
- if ( createdMaterials.length > 1 ) {
|
|
|
|
-
|
|
|
|
- for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
|
|
|
|
-
|
|
|
|
- var sourceMaterial = materials[ mi ];
|
|
|
|
- buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if ( isLine ) {
|
|
|
|
-
|
|
|
|
- mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
|
|
|
|
-
|
|
|
|
- } else if ( isPoints ) {
|
|
|
|
-
|
|
|
|
- mesh = new THREE.Points( buffergeometry, createdMaterials );
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- mesh = new THREE.Mesh( buffergeometry, createdMaterials );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- if ( isLine ) {
|
|
|
|
-
|
|
|
|
- mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
|
|
|
|
-
|
|
|
|
- } else if ( isPoints ) {
|
|
|
|
-
|
|
|
|
- mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- mesh.name = object.name;
|
|
|
|
-
|
|
|
|
- container.add( mesh );
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- console.timeEnd( 'OBJLoader' );
|
|
|
|
-
|
|
|
|
- return container;
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- return OBJLoader;
|
|
|
|
-
|
|
|
|
-} )();
|
|
|