OBJLoader.js 8.0 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.OBJLoader = function ( manager ) {
  5. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6. this.materials = null;
  7. };
  8. THREE.OBJLoader.prototype = {
  9. constructor: THREE.OBJLoader,
  10. load: function ( url, onLoad, onProgress, onError ) {
  11. var scope = this;
  12. var loader = new THREE.XHRLoader( scope.manager );
  13. loader.setCrossOrigin( this.crossOrigin );
  14. loader.load( url, function ( text ) {
  15. onLoad( scope.parse( text ) );
  16. }, onProgress, onError );
  17. },
  18. setCrossOrigin: function ( value ) {
  19. this.crossOrigin = value;
  20. },
  21. setMaterials: function ( materials ) {
  22. this.materials = materials;
  23. },
  24. parse: function ( text ) {
  25. console.time( 'OBJLoader' );
  26. var object, objects = [];
  27. var geometry, material;
  28. function parseVertexIndex( value ) {
  29. var index = parseInt( value );
  30. return ( index >= 0 ? index - 1 : index + vertices.length / 3 ) * 3;
  31. }
  32. function parseNormalIndex( value ) {
  33. var index = parseInt( value );
  34. return ( index >= 0 ? index - 1 : index + normals.length / 3 ) * 3;
  35. }
  36. function parseUVIndex( value ) {
  37. var index = parseInt( value );
  38. return ( index >= 0 ? index - 1 : index + uvs.length / 2 ) * 2;
  39. }
  40. function addVertex( a, b, c ) {
  41. geometry.vertices.push(
  42. vertices[ a ], vertices[ a + 1 ], vertices[ a + 2 ],
  43. vertices[ b ], vertices[ b + 1 ], vertices[ b + 2 ],
  44. vertices[ c ], vertices[ c + 1 ], vertices[ c + 2 ]
  45. );
  46. }
  47. function addNormal( a, b, c ) {
  48. geometry.normals.push(
  49. normals[ a ], normals[ a + 1 ], normals[ a + 2 ],
  50. normals[ b ], normals[ b + 1 ], normals[ b + 2 ],
  51. normals[ c ], normals[ c + 1 ], normals[ c + 2 ]
  52. );
  53. }
  54. function addUV( a, b, c ) {
  55. geometry.uvs.push(
  56. uvs[ a ], uvs[ a + 1 ],
  57. uvs[ b ], uvs[ b + 1 ],
  58. uvs[ c ], uvs[ c + 1 ]
  59. );
  60. }
  61. function addFace( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) {
  62. var ia = parseVertexIndex( a );
  63. var ib = parseVertexIndex( b );
  64. var ic = parseVertexIndex( c );
  65. var id;
  66. if ( d === undefined ) {
  67. addVertex( ia, ib, ic );
  68. } else {
  69. id = parseVertexIndex( d );
  70. addVertex( ia, ib, id );
  71. addVertex( ib, ic, id );
  72. }
  73. if ( ua !== undefined ) {
  74. ia = parseUVIndex( ua );
  75. ib = parseUVIndex( ub );
  76. ic = parseUVIndex( uc );
  77. if ( d === undefined ) {
  78. addUV( ia, ib, ic );
  79. } else {
  80. id = parseUVIndex( ud );
  81. addUV( ia, ib, id );
  82. addUV( ib, ic, id );
  83. }
  84. }
  85. if ( na !== undefined ) {
  86. ia = parseNormalIndex( na );
  87. ib = parseNormalIndex( nb );
  88. ic = parseNormalIndex( nc );
  89. if ( d === undefined ) {
  90. addNormal( ia, ib, ic );
  91. } else {
  92. id = parseNormalIndex( nd );
  93. addNormal( ia, ib, id );
  94. addNormal( ib, ic, id );
  95. }
  96. }
  97. }
  98. // create mesh if no objects in text
  99. if ( /^o /gm.test( text ) === false ) {
  100. geometry = {
  101. vertices: [],
  102. normals: [],
  103. uvs: []
  104. };
  105. material = {
  106. name: ''
  107. };
  108. object = {
  109. name: '',
  110. geometry: geometry,
  111. material: material
  112. };
  113. objects.push( object );
  114. }
  115. var vertices = [];
  116. var normals = [];
  117. var uvs = [];
  118. // v float float float
  119. var vertex_pattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  120. // vn float float float
  121. var normal_pattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  122. // vt float float
  123. var uv_pattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  124. // f vertex vertex vertex ...
  125. var face_pattern1 = /f( +-?\d+)( +-?\d+)( +-?\d+)( +-?\d+)?/;
  126. // f vertex/uv vertex/uv vertex/uv ...
  127. var face_pattern2 = /f( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))?/;
  128. // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
  129. var face_pattern3 = /f( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))?/;
  130. // f vertex//normal vertex//normal vertex//normal ...
  131. var face_pattern4 = /f( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))?/;
  132. //
  133. var lines = text.split( '\n' );
  134. for ( var i = 0; i < lines.length; i ++ ) {
  135. var line = lines[ i ];
  136. line = line.trim();
  137. var result;
  138. if ( line.length === 0 || line.charAt( 0 ) === '#' ) {
  139. continue;
  140. } else if ( ( result = vertex_pattern.exec( line ) ) !== null ) {
  141. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  142. vertices.push(
  143. parseFloat( result[ 1 ] ),
  144. parseFloat( result[ 2 ] ),
  145. parseFloat( result[ 3 ] )
  146. );
  147. } else if ( ( result = normal_pattern.exec( line ) ) !== null ) {
  148. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  149. normals.push(
  150. parseFloat( result[ 1 ] ),
  151. parseFloat( result[ 2 ] ),
  152. parseFloat( result[ 3 ] )
  153. );
  154. } else if ( ( result = uv_pattern.exec( line ) ) !== null ) {
  155. // ["vt 0.1 0.2", "0.1", "0.2"]
  156. uvs.push(
  157. parseFloat( result[ 1 ] ),
  158. parseFloat( result[ 2 ] )
  159. );
  160. } else if ( ( result = face_pattern1.exec( line ) ) !== null ) {
  161. // ["f 1 2 3", "1", "2", "3", undefined]
  162. addFace(
  163. result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ]
  164. );
  165. } else if ( ( result = face_pattern2.exec( line ) ) !== null ) {
  166. // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
  167. addFace(
  168. result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
  169. result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
  170. );
  171. } else if ( ( result = face_pattern3.exec( line ) ) !== null ) {
  172. // ["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]
  173. addFace(
  174. result[ 2 ], result[ 6 ], result[ 10 ], result[ 14 ],
  175. result[ 3 ], result[ 7 ], result[ 11 ], result[ 15 ],
  176. result[ 4 ], result[ 8 ], result[ 12 ], result[ 16 ]
  177. );
  178. } else if ( ( result = face_pattern4.exec( line ) ) !== null ) {
  179. // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
  180. addFace(
  181. result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
  182. undefined, undefined, undefined, undefined,
  183. result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
  184. );
  185. } else if ( /^o /.test( line ) ) {
  186. geometry = {
  187. vertices: [],
  188. normals: [],
  189. uvs: []
  190. };
  191. material = {
  192. name: ''
  193. };
  194. object = {
  195. name: line.substring( 2 ).trim(),
  196. geometry: geometry,
  197. material: material
  198. };
  199. objects.push( object )
  200. } else if ( /^g /.test( line ) ) {
  201. // group
  202. } else if ( /^usemtl /.test( line ) ) {
  203. // material
  204. material.name = line.substring( 7 ).trim();
  205. } else if ( /^mtllib /.test( line ) ) {
  206. // mtl file
  207. } else if ( /^s /.test( line ) ) {
  208. // smooth shading
  209. } else {
  210. // console.log( "THREE.OBJLoader: Unhandled line " + line );
  211. }
  212. }
  213. var container = new THREE.Object3D();
  214. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  215. object = objects[ i ];
  216. geometry = object.geometry;
  217. var buffergeometry = new THREE.BufferGeometry();
  218. buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );
  219. if ( geometry.normals.length > 0 ) {
  220. buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );
  221. }
  222. if ( geometry.uvs.length > 0 ) {
  223. buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );
  224. }
  225. var material;
  226. if ( this.materials !== null ) {
  227. material = this.materials.create( object.material.name );
  228. }
  229. if ( !material ) {
  230. material = new THREE.MeshPhongMaterial();
  231. material.name = object.material.name;
  232. }
  233. material = new THREE.MeshLambertMaterial();
  234. material.name = object.material.name;
  235. var mesh = new THREE.Mesh( buffergeometry, material );
  236. mesh.name = object.name;
  237. container.add( mesh );
  238. }
  239. console.timeEnd( 'OBJLoader' );
  240. return container;
  241. }
  242. };