OBJLoader.js 19 KB

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