浏览代码

OBJLoader: Now returning an array of objects.
Ok, I'm starting to see the trickiness of the format :) Reusing vertices array by now.

Mr.doob 13 年之前
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9d84fbe439
共有 2 个文件被更改,包括 74 次插入50 次删除
  1. 66 46
      examples/js/loaders/OBJLoader.js
  2. 8 4
      examples/webgl_loader_obj.html

+ 66 - 46
examples/js/loaders/OBJLoader.js

@@ -41,8 +41,6 @@ THREE.OBJLoader.prototype.load = function ( url, callback ) {
 
 THREE.OBJLoader.prototype.parse = function ( data ) {
 
-	var geometry = new THREE.Geometry();
-
 	function vertex( a, b, c ) {
 
 		return new THREE.Vector3( parseFloat( a ), parseFloat( b ), parseFloat( c ) );
@@ -61,81 +59,103 @@ THREE.OBJLoader.prototype.parse = function ( data ) {
 
 	}
 
+	var objects = [];
+	var vertices = [];
+
 	var pattern, result;
 
 	// v float float float
-	// ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
 
 	pattern = /v( [\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/g;
 
 	while ( ( result = pattern.exec( data ) ) != null ) {
 
-		geometry.vertices.push( vertex( result[ 1 ], result[ 2 ], result[ 3 ] ) );
+		// ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
+
+		vertices.push( vertex( result[ 1 ], result[ 2 ], result[ 3 ] ) );
 
 	}
 
-	// f vertex vertex vertex ...
-	// ["f 1 2 3", "1", "2", "3", undefined]
+	var data = data.split( '\no ');
 
-	pattern = /f( [\d]+)( [\d]+)( [\d]+)( [\d]+)?/g;
+	for ( var i = 0, l = data.length; i < l; i ++ ) {
 
-	while ( ( result = pattern.exec( data ) ) != null ) {
+		var object = data[ i ];
 
-		geometry.faces.push(
-			result[ 4 ] === undefined ?
-			face3( result[ 1 ], result[ 2 ], result[ 3 ] ) :
-			face4( result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ] )
-		);
+		var geometry = new THREE.Geometry();
 
-	}
+		geometry.vertices = vertices;
 
-	// f vertex/uv vertex/uv vertex/uv ...
-	// ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
+		// f vertex vertex vertex ...
 
-	pattern = /f( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))?/g;
+		pattern = /f( [\d]+)( [\d]+)( [\d]+)( [\d]+)?/g;
 
-	while ( ( result = pattern.exec( data ) ) != null ) {
+		while ( ( result = pattern.exec( object ) ) != null ) {
 
-		geometry.faces.push(
-			result[ 10 ] === undefined ?
-			face3( result[ 2 ], result[ 5 ], result[ 8 ] ) :
-			face4( result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ] )
-		);
+			// ["f 1 2 3", "1", "2", "3", undefined]
 
-	}
+			geometry.faces.push(
+				result[ 4 ] === undefined ?
+				face3( result[ 1 ], result[ 2 ], result[ 3 ] ) :
+				face4( result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ] )
+			);
 
-	// f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
-	// ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]
+		}
 
-	pattern = /f( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))?/g;
+		// f vertex/uv vertex/uv vertex/uv ...
 
-	while ( ( result = pattern.exec( data ) ) != null ) {
+		pattern = /f( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))?/g;
 
-		geometry.faces.push(
-			result[ 13 ] === undefined ?
-			face3( result[ 2 ], result[ 6 ], result[ 10 ] ) :
-			face4( result[ 2 ], result[ 6 ], result[ 10 ], result[ 14 ] )
-		);
+		while ( ( result = pattern.exec( object ) ) != null ) {
 
-	}
+			// ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
 
-	// f vertex//normal vertex//normal vertex//normal ...
-	// ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
+			geometry.faces.push(
+				result[ 10 ] === undefined ?
+				face3( result[ 2 ], result[ 5 ], result[ 8 ] ) :
+				face4( result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ] )
+			);
 
-	pattern = /f( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))?/g;
+		}
 
-	while ( ( result = pattern.exec( data ) ) != null ) {
+		// f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
 
-		geometry.faces.push(
-			result[ 10 ] === undefined ?
-			face3( result[ 2 ], result[ 5 ], result[ 8 ] ) :
-			face4( result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ] )
-		);
+		pattern = /f( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))?/g;
 
-	}
+		while ( ( result = pattern.exec( object ) ) != null ) {
+
+			// ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]
 
-	geometry.computeCentroids();
+			geometry.faces.push(
+				result[ 13 ] === undefined ?
+				face3( result[ 2 ], result[ 6 ], result[ 10 ] ) :
+				face4( result[ 2 ], result[ 6 ], result[ 10 ], result[ 14 ] )
+			);
+
+		}
+
+		// f vertex//normal vertex//normal vertex//normal ...
+
+		pattern = /f( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))?/g;
+
+		while ( ( result = pattern.exec( object ) ) != null ) {
+
+			// ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
+
+			geometry.faces.push(
+				result[ 10 ] === undefined ?
+				face3( result[ 2 ], result[ 5 ], result[ 8 ] ) :
+				face4( result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ] )
+			);
+
+		}
+
+		geometry.computeCentroids();
+
+		objects.push( new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) ) );
+
+	}
 
-	return geometry;
+	return objects;
 
 }

+ 8 - 4
examples/webgl_loader_obj.html

@@ -64,11 +64,15 @@
 				scene.add( camera );
 
 				var loader = new THREE.OBJLoader();
-				loader.load( "obj/male02/male02.obj", function ( geometry ) {
+				loader.load( "obj/male02/male02.obj", function ( objects ) {
 
-					var mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { wireframe: true } ) );
-					mesh.position.y = - 80;
-					scene.add( mesh );
+					for ( var i = 0; i < objects.length; i ++ ) {
+
+						var object = objects[ i ];
+						object.position.y = - 80;
+						scene.add( object );
+
+					}
 
 				} );