OBJLoader.js 19 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. /* import {
  5. BufferGeometry,
  6. DefaultLoadingManager,
  7. FileLoader,
  8. Float32BufferAttribute,
  9. Group,
  10. LineBasicMaterial,
  11. LineSegments,
  12. Material,
  13. Mesh,
  14. MeshPhongMaterial,
  15. NoColors,
  16. Points,
  17. PointsMaterial,
  18. VertexColors
  19. } from "../../../build/three.module.js"; */
  20. THREE.OBJLoader = ( function () {
  21. var BufferGeometry = THREE.BufferGeometry;
  22. var DefaultLoadingManager = THREE.DefaultLoadingManager;
  23. var FileLoader = THREE.FileLoader;
  24. var Float32BufferAttribute = THREE.Float32BufferAttribute;
  25. var Group = THREE.Group;
  26. var LineBasicMaterial = THREE.LineBasicMaterial;
  27. var LineSegments = THREE.LineSegments;
  28. var Material = THREE.Material;
  29. var Mesh = THREE.Mesh;
  30. var MeshPhongMaterial = THREE.MeshPhongMaterial;
  31. var NoColors = THREE.NoColors;
  32. var PointsMaterial = THREE.PointsMaterial;
  33. var VertexColors = THREE.VertexColors;
  34. // o object_name | g group_name
  35. var object_pattern = /^[og]\s*(.+)?/;
  36. // mtllib file_reference
  37. var material_library_pattern = /^mtllib /;
  38. // usemtl material_name
  39. var material_use_pattern = /^usemtl /;
  40. function ParserState() {
  41. var state = {
  42. objects: [],
  43. object: {},
  44. vertices: [],
  45. normals: [],
  46. colors: [],
  47. uvs: [],
  48. materialLibraries: [],
  49. startObject: function ( name, fromDeclaration ) {
  50. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  51. // file. We need to use it for the first parsed g/o to keep things in sync.
  52. if ( this.object && this.object.fromDeclaration === false ) {
  53. this.object.name = name;
  54. this.object.fromDeclaration = ( fromDeclaration !== false );
  55. return;
  56. }
  57. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  58. if ( this.object && typeof this.object._finalize === 'function' ) {
  59. this.object._finalize( true );
  60. }
  61. this.object = {
  62. name: name || '',
  63. fromDeclaration: ( fromDeclaration !== false ),
  64. geometry: {
  65. vertices: [],
  66. normals: [],
  67. colors: [],
  68. uvs: []
  69. },
  70. materials: [],
  71. smooth: true,
  72. startMaterial: function ( name, libraries ) {
  73. var previous = this._finalize( false );
  74. // New usemtl declaration overwrites an inherited material, except if faces were declared
  75. // after the material, then it must be preserved for proper MultiMaterial continuation.
  76. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  77. this.materials.splice( previous.index, 1 );
  78. }
  79. var material = {
  80. index: this.materials.length,
  81. name: name || '',
  82. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  83. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  84. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  85. groupEnd: - 1,
  86. groupCount: - 1,
  87. inherited: false,
  88. clone: function ( index ) {
  89. var cloned = {
  90. index: ( typeof index === 'number' ? index : this.index ),
  91. name: this.name,
  92. mtllib: this.mtllib,
  93. smooth: this.smooth,
  94. groupStart: 0,
  95. groupEnd: - 1,
  96. groupCount: - 1,
  97. inherited: false
  98. };
  99. cloned.clone = this.clone.bind( cloned );
  100. return cloned;
  101. }
  102. };
  103. this.materials.push( material );
  104. return material;
  105. },
  106. currentMaterial: function () {
  107. if ( this.materials.length > 0 ) {
  108. return this.materials[ this.materials.length - 1 ];
  109. }
  110. return undefined;
  111. },
  112. _finalize: function ( end ) {
  113. var lastMultiMaterial = this.currentMaterial();
  114. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  115. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  116. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  117. lastMultiMaterial.inherited = false;
  118. }
  119. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  120. if ( end && this.materials.length > 1 ) {
  121. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  122. if ( this.materials[ mi ].groupCount <= 0 ) {
  123. this.materials.splice( mi, 1 );
  124. }
  125. }
  126. }
  127. // Guarantee at least one empty material, this makes the creation later more straight forward.
  128. if ( end && this.materials.length === 0 ) {
  129. this.materials.push( {
  130. name: '',
  131. smooth: this.smooth
  132. } );
  133. }
  134. return lastMultiMaterial;
  135. }
  136. };
  137. // Inherit previous objects material.
  138. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  139. // If a usemtl declaration is encountered while this new object is being parsed, it will
  140. // overwrite the inherited material. Exception being that there was already face declarations
  141. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  142. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  143. var declared = previousMaterial.clone( 0 );
  144. declared.inherited = true;
  145. this.object.materials.push( declared );
  146. }
  147. this.objects.push( this.object );
  148. },
  149. finalize: function () {
  150. if ( this.object && typeof this.object._finalize === 'function' ) {
  151. this.object._finalize( true );
  152. }
  153. },
  154. parseVertexIndex: function ( value, len ) {
  155. var index = parseInt( value, 10 );
  156. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  157. },
  158. parseNormalIndex: function ( value, len ) {
  159. var index = parseInt( value, 10 );
  160. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  161. },
  162. parseUVIndex: function ( value, len ) {
  163. var index = parseInt( value, 10 );
  164. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  165. },
  166. addVertex: function ( a, b, c ) {
  167. var src = this.vertices;
  168. var dst = this.object.geometry.vertices;
  169. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  170. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  171. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  172. },
  173. addVertexPoint: function ( a ) {
  174. var src = this.vertices;
  175. var dst = this.object.geometry.vertices;
  176. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  177. },
  178. addVertexLine: function ( a ) {
  179. var src = this.vertices;
  180. var dst = this.object.geometry.vertices;
  181. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  182. },
  183. addNormal: function ( a, b, c ) {
  184. var src = this.normals;
  185. var dst = this.object.geometry.normals;
  186. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  187. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  188. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  189. },
  190. addColor: function ( a, b, c ) {
  191. var src = this.colors;
  192. var dst = this.object.geometry.colors;
  193. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  194. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  195. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  196. },
  197. addUV: function ( a, b, c ) {
  198. var src = this.uvs;
  199. var dst = this.object.geometry.uvs;
  200. dst.push( src[ a + 0 ], src[ a + 1 ] );
  201. dst.push( src[ b + 0 ], src[ b + 1 ] );
  202. dst.push( src[ c + 0 ], src[ c + 1 ] );
  203. },
  204. addUVLine: function ( a ) {
  205. var src = this.uvs;
  206. var dst = this.object.geometry.uvs;
  207. dst.push( src[ a + 0 ], src[ a + 1 ] );
  208. },
  209. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  210. var vLen = this.vertices.length;
  211. var ia = this.parseVertexIndex( a, vLen );
  212. var ib = this.parseVertexIndex( b, vLen );
  213. var ic = this.parseVertexIndex( c, vLen );
  214. this.addVertex( ia, ib, ic );
  215. if ( ua !== undefined && ua !== '' ) {
  216. var uvLen = this.uvs.length;
  217. ia = this.parseUVIndex( ua, uvLen );
  218. ib = this.parseUVIndex( ub, uvLen );
  219. ic = this.parseUVIndex( uc, uvLen );
  220. this.addUV( ia, ib, ic );
  221. }
  222. if ( na !== undefined && na !== '' ) {
  223. // Normals are many times the same. If so, skip function call and parseInt.
  224. var nLen = this.normals.length;
  225. ia = this.parseNormalIndex( na, nLen );
  226. ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
  227. ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  228. this.addNormal( ia, ib, ic );
  229. }
  230. if ( this.colors.length > 0 ) {
  231. this.addColor( ia, ib, ic );
  232. }
  233. },
  234. addPointGeometry: function ( vertices ) {
  235. this.object.geometry.type = 'Points';
  236. var vLen = this.vertices.length;
  237. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  238. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  239. }
  240. },
  241. addLineGeometry: function ( vertices, uvs ) {
  242. this.object.geometry.type = 'Line';
  243. var vLen = this.vertices.length;
  244. var uvLen = this.uvs.length;
  245. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  246. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  247. }
  248. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  249. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  250. }
  251. }
  252. };
  253. state.startObject( '', false );
  254. return state;
  255. }
  256. //
  257. function OBJLoader( manager ) {
  258. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  259. this.materials = null;
  260. }
  261. OBJLoader.prototype = {
  262. constructor: OBJLoader,
  263. load: function ( url, onLoad, onProgress, onError ) {
  264. var scope = this;
  265. var loader = new FileLoader( scope.manager );
  266. loader.setPath( this.path );
  267. loader.load( url, function ( text ) {
  268. onLoad( scope.parse( text ) );
  269. }, onProgress, onError );
  270. },
  271. setPath: function ( value ) {
  272. this.path = value;
  273. return this;
  274. },
  275. setMaterials: function ( materials ) {
  276. this.materials = materials;
  277. return this;
  278. },
  279. parse: function ( text ) {
  280. console.time( 'OBJLoader' );
  281. var state = new ParserState();
  282. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  283. // This is faster than String.split with regex that splits on both
  284. text = text.replace( /\r\n/g, '\n' );
  285. }
  286. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  287. // join lines separated by a line continuation character (\)
  288. text = text.replace( /\\\n/g, '' );
  289. }
  290. var lines = text.split( '\n' );
  291. var line = '', lineFirstChar = '';
  292. var lineLength = 0;
  293. var result = [];
  294. // Faster to just trim left side of the line. Use if available.
  295. var trimLeft = ( typeof ''.trimLeft === 'function' );
  296. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  297. line = lines[ i ];
  298. line = trimLeft ? line.trimLeft() : line.trim();
  299. lineLength = line.length;
  300. if ( lineLength === 0 ) continue;
  301. lineFirstChar = line.charAt( 0 );
  302. // @todo invoke passed in handler if any
  303. if ( lineFirstChar === '#' ) continue;
  304. if ( lineFirstChar === 'v' ) {
  305. var data = line.split( /\s+/ );
  306. switch ( data[ 0 ] ) {
  307. case 'v':
  308. state.vertices.push(
  309. parseFloat( data[ 1 ] ),
  310. parseFloat( data[ 2 ] ),
  311. parseFloat( data[ 3 ] )
  312. );
  313. if ( data.length >= 7 ) {
  314. state.colors.push(
  315. parseFloat( data[ 4 ] ),
  316. parseFloat( data[ 5 ] ),
  317. parseFloat( data[ 6 ] )
  318. );
  319. }
  320. break;
  321. case 'vn':
  322. state.normals.push(
  323. parseFloat( data[ 1 ] ),
  324. parseFloat( data[ 2 ] ),
  325. parseFloat( data[ 3 ] )
  326. );
  327. break;
  328. case 'vt':
  329. state.uvs.push(
  330. parseFloat( data[ 1 ] ),
  331. parseFloat( data[ 2 ] )
  332. );
  333. break;
  334. }
  335. } else if ( lineFirstChar === 'f' ) {
  336. var lineData = line.substr( 1 ).trim();
  337. var vertexData = lineData.split( /\s+/ );
  338. var faceVertices = [];
  339. // Parse the face vertex data into an easy to work with format
  340. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  341. var vertex = vertexData[ j ];
  342. if ( vertex.length > 0 ) {
  343. var vertexParts = vertex.split( '/' );
  344. faceVertices.push( vertexParts );
  345. }
  346. }
  347. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  348. var v1 = faceVertices[ 0 ];
  349. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  350. var v2 = faceVertices[ j ];
  351. var v3 = faceVertices[ j + 1 ];
  352. state.addFace(
  353. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  354. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  355. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  356. );
  357. }
  358. } else if ( lineFirstChar === 'l' ) {
  359. var lineParts = line.substring( 1 ).trim().split( " " );
  360. var lineVertices = [], lineUVs = [];
  361. if ( line.indexOf( "/" ) === - 1 ) {
  362. lineVertices = lineParts;
  363. } else {
  364. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  365. var parts = lineParts[ li ].split( "/" );
  366. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  367. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  368. }
  369. }
  370. state.addLineGeometry( lineVertices, lineUVs );
  371. } else if ( lineFirstChar === 'p' ) {
  372. var lineData = line.substr( 1 ).trim();
  373. var pointData = lineData.split( " " );
  374. state.addPointGeometry( pointData );
  375. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  376. // o object_name
  377. // or
  378. // g group_name
  379. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  380. // var name = result[ 0 ].substr( 1 ).trim();
  381. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  382. state.startObject( name );
  383. } else if ( material_use_pattern.test( line ) ) {
  384. // material
  385. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  386. } else if ( material_library_pattern.test( line ) ) {
  387. // mtl file
  388. state.materialLibraries.push( line.substring( 7 ).trim() );
  389. } else if ( lineFirstChar === 's' ) {
  390. result = line.split( ' ' );
  391. // smooth shading
  392. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  393. // but does not define a usemtl for each face set.
  394. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  395. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  396. // where explicit usemtl defines geometry groups.
  397. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  398. /*
  399. * http://paulbourke.net/dataformats/obj/
  400. * or
  401. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  402. *
  403. * From chapter "Grouping" Syntax explanation "s group_number":
  404. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  405. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  406. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  407. * than 0."
  408. */
  409. if ( result.length > 1 ) {
  410. var value = result[ 1 ].trim().toLowerCase();
  411. state.object.smooth = ( value !== '0' && value !== 'off' );
  412. } else {
  413. // ZBrush can produce "s" lines #11707
  414. state.object.smooth = true;
  415. }
  416. var material = state.object.currentMaterial();
  417. if ( material ) material.smooth = state.object.smooth;
  418. } else {
  419. // Handle null terminated files without exception
  420. if ( line === '\0' ) continue;
  421. throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  422. }
  423. }
  424. state.finalize();
  425. var container = new Group();
  426. container.materialLibraries = [].concat( state.materialLibraries );
  427. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  428. var object = state.objects[ i ];
  429. var geometry = object.geometry;
  430. var materials = object.materials;
  431. var isLine = ( geometry.type === 'Line' );
  432. var isPoints = ( geometry.type === 'Points' );
  433. var hasVertexColors = false;
  434. // Skip o/g line declarations that did not follow with any faces
  435. if ( geometry.vertices.length === 0 ) continue;
  436. var buffergeometry = new BufferGeometry();
  437. buffergeometry.addAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
  438. if ( geometry.normals.length > 0 ) {
  439. buffergeometry.addAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
  440. } else {
  441. buffergeometry.computeVertexNormals();
  442. }
  443. if ( geometry.colors.length > 0 ) {
  444. hasVertexColors = true;
  445. buffergeometry.addAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
  446. }
  447. if ( geometry.uvs.length > 0 ) {
  448. buffergeometry.addAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );
  449. }
  450. // Create materials
  451. var createdMaterials = [];
  452. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  453. var sourceMaterial = materials[ mi ];
  454. var material = undefined;
  455. if ( this.materials !== null ) {
  456. material = this.materials.create( sourceMaterial.name );
  457. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  458. if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) {
  459. var materialLine = new LineBasicMaterial();
  460. Material.prototype.copy.call( materialLine, material );
  461. materialLine.color.copy( material.color );
  462. materialLine.lights = false;
  463. material = materialLine;
  464. } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
  465. var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
  466. Material.prototype.copy.call( materialPoints, material );
  467. materialPoints.color.copy( material.color );
  468. materialPoints.map = material.map;
  469. materialPoints.lights = false;
  470. material = materialPoints;
  471. }
  472. }
  473. if ( ! material ) {
  474. if ( isLine ) {
  475. material = new LineBasicMaterial();
  476. } else if ( isPoints ) {
  477. material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
  478. } else {
  479. material = new MeshPhongMaterial();
  480. }
  481. material.name = sourceMaterial.name;
  482. }
  483. material.flatShading = sourceMaterial.smooth ? false : true;
  484. material.vertexColors = hasVertexColors ? VertexColors : NoColors;
  485. createdMaterials.push( material );
  486. }
  487. // Create mesh
  488. var mesh;
  489. if ( createdMaterials.length > 1 ) {
  490. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  491. var sourceMaterial = materials[ mi ];
  492. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  493. }
  494. if ( isLine ) {
  495. mesh = new LineSegments( buffergeometry, createdMaterials );
  496. } else if ( isPoints ) {
  497. mesh = new Points( buffergeometry, createdMaterials );
  498. } else {
  499. mesh = new Mesh( buffergeometry, createdMaterials );
  500. }
  501. } else {
  502. if ( isLine ) {
  503. mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
  504. } else if ( isPoints ) {
  505. mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
  506. } else {
  507. mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
  508. }
  509. }
  510. mesh.name = object.name;
  511. container.add( mesh );
  512. }
  513. console.timeEnd( 'OBJLoader' );
  514. return container;
  515. }
  516. };
  517. return OBJLoader;
  518. } )();
  519. //export { OBJLoader };