OBJLoader.js 20 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. Points,
  16. PointsMaterial,
  17. Vector3
  18. } from "../../../build/three.module.js";
  19. var OBJLoader = ( function () {
  20. // o object_name | g group_name
  21. var object_pattern = /^[og]\s*(.+)?/;
  22. // mtllib file_reference
  23. var material_library_pattern = /^mtllib /;
  24. // usemtl material_name
  25. var material_use_pattern = /^usemtl /;
  26. // usemap map_name
  27. var map_use_pattern = /^usemap /;
  28. var vA = new Vector3();
  29. var vB = new Vector3();
  30. var vC = new Vector3();
  31. var ab = new Vector3();
  32. var cb = new Vector3();
  33. function ParserState() {
  34. var state = {
  35. objects: [],
  36. object: {},
  37. vertices: [],
  38. normals: [],
  39. colors: [],
  40. uvs: [],
  41. materials: {},
  42. materialLibraries: [],
  43. startObject: function ( name, fromDeclaration ) {
  44. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  45. // file. We need to use it for the first parsed g/o to keep things in sync.
  46. if ( this.object && this.object.fromDeclaration === false ) {
  47. this.object.name = name;
  48. this.object.fromDeclaration = ( fromDeclaration !== false );
  49. return;
  50. }
  51. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  52. if ( this.object && typeof this.object._finalize === 'function' ) {
  53. this.object._finalize( true );
  54. }
  55. this.object = {
  56. name: name || '',
  57. fromDeclaration: ( fromDeclaration !== false ),
  58. geometry: {
  59. vertices: [],
  60. normals: [],
  61. colors: [],
  62. uvs: [],
  63. hasNormalIndices: false,
  64. hasUVIndices: false
  65. },
  66. materials: [],
  67. smooth: true,
  68. startMaterial: function ( name, libraries ) {
  69. var previous = this._finalize( false );
  70. // New usemtl declaration overwrites an inherited material, except if faces were declared
  71. // after the material, then it must be preserved for proper MultiMaterial continuation.
  72. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  73. this.materials.splice( previous.index, 1 );
  74. }
  75. var material = {
  76. index: this.materials.length,
  77. name: name || '',
  78. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  79. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  80. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  81. groupEnd: - 1,
  82. groupCount: - 1,
  83. inherited: false,
  84. clone: function ( index ) {
  85. var cloned = {
  86. index: ( typeof index === 'number' ? index : this.index ),
  87. name: this.name,
  88. mtllib: this.mtllib,
  89. smooth: this.smooth,
  90. groupStart: 0,
  91. groupEnd: - 1,
  92. groupCount: - 1,
  93. inherited: false
  94. };
  95. cloned.clone = this.clone.bind( cloned );
  96. return cloned;
  97. }
  98. };
  99. this.materials.push( material );
  100. return material;
  101. },
  102. currentMaterial: function () {
  103. if ( this.materials.length > 0 ) {
  104. return this.materials[ this.materials.length - 1 ];
  105. }
  106. return undefined;
  107. },
  108. _finalize: function ( end ) {
  109. var lastMultiMaterial = this.currentMaterial();
  110. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  111. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  112. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  113. lastMultiMaterial.inherited = false;
  114. }
  115. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  116. if ( end && this.materials.length > 1 ) {
  117. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  118. if ( this.materials[ mi ].groupCount <= 0 ) {
  119. this.materials.splice( mi, 1 );
  120. }
  121. }
  122. }
  123. // Guarantee at least one empty material, this makes the creation later more straight forward.
  124. if ( end && this.materials.length === 0 ) {
  125. this.materials.push( {
  126. name: '',
  127. smooth: this.smooth
  128. } );
  129. }
  130. return lastMultiMaterial;
  131. }
  132. };
  133. // Inherit previous objects material.
  134. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  135. // If a usemtl declaration is encountered while this new object is being parsed, it will
  136. // overwrite the inherited material. Exception being that there was already face declarations
  137. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  138. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  139. var declared = previousMaterial.clone( 0 );
  140. declared.inherited = true;
  141. this.object.materials.push( declared );
  142. }
  143. this.objects.push( this.object );
  144. },
  145. finalize: function () {
  146. if ( this.object && typeof this.object._finalize === 'function' ) {
  147. this.object._finalize( true );
  148. }
  149. },
  150. parseVertexIndex: function ( value, len ) {
  151. var index = parseInt( value, 10 );
  152. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  153. },
  154. parseNormalIndex: function ( value, len ) {
  155. var index = parseInt( value, 10 );
  156. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  157. },
  158. parseUVIndex: function ( value, len ) {
  159. var index = parseInt( value, 10 );
  160. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  161. },
  162. addVertex: function ( a, b, c ) {
  163. var src = this.vertices;
  164. var dst = this.object.geometry.vertices;
  165. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  166. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  167. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  168. },
  169. addVertexPoint: function ( a ) {
  170. var src = this.vertices;
  171. var dst = this.object.geometry.vertices;
  172. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  173. },
  174. addVertexLine: function ( a ) {
  175. var src = this.vertices;
  176. var dst = this.object.geometry.vertices;
  177. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  178. },
  179. addNormal: function ( a, b, c ) {
  180. var src = this.normals;
  181. var dst = this.object.geometry.normals;
  182. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  183. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  184. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  185. },
  186. addFaceNormal: function ( a, b, c ) {
  187. var src = this.vertices;
  188. var dst = this.object.geometry.normals;
  189. vA.fromArray( src, a );
  190. vB.fromArray( src, b );
  191. vC.fromArray( src, c );
  192. cb.subVectors( vC, vB );
  193. ab.subVectors( vA, vB );
  194. cb.cross( ab );
  195. cb.normalize();
  196. dst.push( cb.x, cb.y, cb.z );
  197. dst.push( cb.x, cb.y, cb.z );
  198. dst.push( cb.x, cb.y, cb.z );
  199. },
  200. addColor: function ( a, b, c ) {
  201. var src = this.colors;
  202. var dst = this.object.geometry.colors;
  203. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  204. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  205. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  206. },
  207. addUV: function ( a, b, c ) {
  208. var src = this.uvs;
  209. var dst = this.object.geometry.uvs;
  210. dst.push( src[ a + 0 ], src[ a + 1 ] );
  211. dst.push( src[ b + 0 ], src[ b + 1 ] );
  212. dst.push( src[ c + 0 ], src[ c + 1 ] );
  213. },
  214. addDefaultUV: function () {
  215. var dst = this.object.geometry.uvs;
  216. dst.push( 0, 0 );
  217. dst.push( 0, 0 );
  218. dst.push( 0, 0 );
  219. },
  220. addUVLine: function ( a ) {
  221. var src = this.uvs;
  222. var dst = this.object.geometry.uvs;
  223. dst.push( src[ a + 0 ], src[ a + 1 ] );
  224. },
  225. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  226. var vLen = this.vertices.length;
  227. var ia = this.parseVertexIndex( a, vLen );
  228. var ib = this.parseVertexIndex( b, vLen );
  229. var ic = this.parseVertexIndex( c, vLen );
  230. this.addVertex( ia, ib, ic );
  231. this.addColor( ia, ib, ic );
  232. // normals
  233. if ( na !== undefined && na !== '' ) {
  234. var nLen = this.normals.length;
  235. ia = this.parseNormalIndex( na, nLen );
  236. ib = this.parseNormalIndex( nb, nLen );
  237. ic = this.parseNormalIndex( nc, nLen );
  238. this.addNormal( ia, ib, ic );
  239. this.object.geometry.hasNormalIndices = true;
  240. } else {
  241. this.addFaceNormal( ia, ib, ic );
  242. }
  243. // uvs
  244. if ( ua !== undefined && ua !== '' ) {
  245. var uvLen = this.uvs.length;
  246. ia = this.parseUVIndex( ua, uvLen );
  247. ib = this.parseUVIndex( ub, uvLen );
  248. ic = this.parseUVIndex( uc, uvLen );
  249. this.addUV( ia, ib, ic );
  250. this.object.geometry.hasUVIndices = true;
  251. } else {
  252. // add placeholder values (for inconsistent face definitions)
  253. this.addDefaultUV();
  254. }
  255. },
  256. addPointGeometry: function ( vertices ) {
  257. this.object.geometry.type = 'Points';
  258. var vLen = this.vertices.length;
  259. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  260. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  261. }
  262. },
  263. addLineGeometry: function ( vertices, uvs ) {
  264. this.object.geometry.type = 'Line';
  265. var vLen = this.vertices.length;
  266. var uvLen = this.uvs.length;
  267. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  268. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  269. }
  270. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  271. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  272. }
  273. }
  274. };
  275. state.startObject( '', false );
  276. return state;
  277. }
  278. //
  279. function OBJLoader( manager ) {
  280. Loader.call( this, manager );
  281. this.materials = null;
  282. }
  283. OBJLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  284. constructor: OBJLoader,
  285. load: function ( url, onLoad, onProgress, onError ) {
  286. var scope = this;
  287. var loader = new FileLoader( scope.manager );
  288. loader.setPath( this.path );
  289. loader.load( url, function ( text ) {
  290. onLoad( scope.parse( text ) );
  291. }, onProgress, onError );
  292. },
  293. setMaterials: function ( materials ) {
  294. this.materials = materials;
  295. return this;
  296. },
  297. parse: function ( text ) {
  298. var state = new ParserState();
  299. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  300. // This is faster than String.split with regex that splits on both
  301. text = text.replace( /\r\n/g, '\n' );
  302. }
  303. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  304. // join lines separated by a line continuation character (\)
  305. text = text.replace( /\\\n/g, '' );
  306. }
  307. var lines = text.split( '\n' );
  308. var line = '', lineFirstChar = '';
  309. var lineLength = 0;
  310. var result = [];
  311. // Faster to just trim left side of the line. Use if available.
  312. var trimLeft = ( typeof ''.trimLeft === 'function' );
  313. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  314. line = lines[ i ];
  315. line = trimLeft ? line.trimLeft() : line.trim();
  316. lineLength = line.length;
  317. if ( lineLength === 0 ) continue;
  318. lineFirstChar = line.charAt( 0 );
  319. // @todo invoke passed in handler if any
  320. if ( lineFirstChar === '#' ) continue;
  321. if ( lineFirstChar === 'v' ) {
  322. var data = line.split( /\s+/ );
  323. switch ( data[ 0 ] ) {
  324. case 'v':
  325. state.vertices.push(
  326. parseFloat( data[ 1 ] ),
  327. parseFloat( data[ 2 ] ),
  328. parseFloat( data[ 3 ] )
  329. );
  330. if ( data.length >= 7 ) {
  331. state.colors.push(
  332. parseFloat( data[ 4 ] ),
  333. parseFloat( data[ 5 ] ),
  334. parseFloat( data[ 6 ] )
  335. );
  336. } else {
  337. // if no colors are defined, add placeholders so color and vertex indices match
  338. state.colors.push( undefined, undefined, undefined );
  339. }
  340. break;
  341. case 'vn':
  342. state.normals.push(
  343. parseFloat( data[ 1 ] ),
  344. parseFloat( data[ 2 ] ),
  345. parseFloat( data[ 3 ] )
  346. );
  347. break;
  348. case 'vt':
  349. state.uvs.push(
  350. parseFloat( data[ 1 ] ),
  351. parseFloat( data[ 2 ] )
  352. );
  353. break;
  354. }
  355. } else if ( lineFirstChar === 'f' ) {
  356. var lineData = line.substr( 1 ).trim();
  357. var vertexData = lineData.split( /\s+/ );
  358. var faceVertices = [];
  359. // Parse the face vertex data into an easy to work with format
  360. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  361. var vertex = vertexData[ j ];
  362. if ( vertex.length > 0 ) {
  363. var vertexParts = vertex.split( '/' );
  364. faceVertices.push( vertexParts );
  365. }
  366. }
  367. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  368. var v1 = faceVertices[ 0 ];
  369. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  370. var v2 = faceVertices[ j ];
  371. var v3 = faceVertices[ j + 1 ];
  372. state.addFace(
  373. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  374. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  375. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  376. );
  377. }
  378. } else if ( lineFirstChar === 'l' ) {
  379. var lineParts = line.substring( 1 ).trim().split( " " );
  380. var lineVertices = [], lineUVs = [];
  381. if ( line.indexOf( "/" ) === - 1 ) {
  382. lineVertices = lineParts;
  383. } else {
  384. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  385. var parts = lineParts[ li ].split( "/" );
  386. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  387. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  388. }
  389. }
  390. state.addLineGeometry( lineVertices, lineUVs );
  391. } else if ( lineFirstChar === 'p' ) {
  392. var lineData = line.substr( 1 ).trim();
  393. var pointData = lineData.split( " " );
  394. state.addPointGeometry( pointData );
  395. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  396. // o object_name
  397. // or
  398. // g group_name
  399. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  400. // var name = result[ 0 ].substr( 1 ).trim();
  401. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  402. state.startObject( name );
  403. } else if ( material_use_pattern.test( line ) ) {
  404. // material
  405. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  406. } else if ( material_library_pattern.test( line ) ) {
  407. // mtl file
  408. state.materialLibraries.push( line.substring( 7 ).trim() );
  409. } else if ( map_use_pattern.test( line ) ) {
  410. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  411. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  412. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  413. } else if ( lineFirstChar === 's' ) {
  414. result = line.split( ' ' );
  415. // smooth shading
  416. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  417. // but does not define a usemtl for each face set.
  418. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  419. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  420. // where explicit usemtl defines geometry groups.
  421. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  422. /*
  423. * http://paulbourke.net/dataformats/obj/
  424. * or
  425. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  426. *
  427. * From chapter "Grouping" Syntax explanation "s group_number":
  428. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  429. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  430. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  431. * than 0."
  432. */
  433. if ( result.length > 1 ) {
  434. var value = result[ 1 ].trim().toLowerCase();
  435. state.object.smooth = ( value !== '0' && value !== 'off' );
  436. } else {
  437. // ZBrush can produce "s" lines #11707
  438. state.object.smooth = true;
  439. }
  440. var material = state.object.currentMaterial();
  441. if ( material ) material.smooth = state.object.smooth;
  442. } else {
  443. // Handle null terminated files without exception
  444. if ( line === '\0' ) continue;
  445. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  446. }
  447. }
  448. state.finalize();
  449. var container = new Group();
  450. container.materialLibraries = [].concat( state.materialLibraries );
  451. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  452. var object = state.objects[ i ];
  453. var geometry = object.geometry;
  454. var materials = object.materials;
  455. var isLine = ( geometry.type === 'Line' );
  456. var isPoints = ( geometry.type === 'Points' );
  457. var hasVertexColors = false;
  458. // Skip o/g line declarations that did not follow with any faces
  459. if ( geometry.vertices.length === 0 ) continue;
  460. var buffergeometry = new BufferGeometry();
  461. buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
  462. if ( geometry.hasNormalIndices === true ) {
  463. buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
  464. }
  465. if ( geometry.colors.length > 0 ) {
  466. hasVertexColors = true;
  467. buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
  468. }
  469. if ( geometry.hasUVIndices === true ) {
  470. buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );
  471. }
  472. // Create materials
  473. var createdMaterials = [];
  474. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  475. var sourceMaterial = materials[ mi ];
  476. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  477. var material = state.materials[ materialHash ];
  478. if ( this.materials !== null ) {
  479. material = this.materials.create( sourceMaterial.name );
  480. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  481. if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) {
  482. var materialLine = new LineBasicMaterial();
  483. Material.prototype.copy.call( materialLine, material );
  484. materialLine.color.copy( material.color );
  485. material = materialLine;
  486. } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
  487. var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
  488. Material.prototype.copy.call( materialPoints, material );
  489. materialPoints.color.copy( material.color );
  490. materialPoints.map = material.map;
  491. material = materialPoints;
  492. }
  493. }
  494. if ( material === undefined ) {
  495. if ( isLine ) {
  496. material = new LineBasicMaterial();
  497. } else if ( isPoints ) {
  498. material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
  499. } else {
  500. material = new MeshPhongMaterial();
  501. }
  502. material.name = sourceMaterial.name;
  503. material.flatShading = sourceMaterial.smooth ? false : true;
  504. material.vertexColors = hasVertexColors;
  505. state.materials[ materialHash ] = material;
  506. }
  507. createdMaterials.push( material );
  508. }
  509. // Create mesh
  510. var mesh;
  511. if ( createdMaterials.length > 1 ) {
  512. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  513. var sourceMaterial = materials[ mi ];
  514. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  515. }
  516. if ( isLine ) {
  517. mesh = new LineSegments( buffergeometry, createdMaterials );
  518. } else if ( isPoints ) {
  519. mesh = new Points( buffergeometry, createdMaterials );
  520. } else {
  521. mesh = new Mesh( buffergeometry, createdMaterials );
  522. }
  523. } else {
  524. if ( isLine ) {
  525. mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
  526. } else if ( isPoints ) {
  527. mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
  528. } else {
  529. mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
  530. }
  531. }
  532. mesh.name = object.name;
  533. container.add( mesh );
  534. }
  535. return container;
  536. }
  537. } );
  538. return OBJLoader;
  539. } )();
  540. export { OBJLoader };