OBJLoader.js 20 KB

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  1. console.warn( "THREE.OBJLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. THREE.OBJLoader = ( function () {
  3. // o object_name | g group_name
  4. var object_pattern = /^[og]\s*(.+)?/;
  5. // mtllib file_reference
  6. var material_library_pattern = /^mtllib /;
  7. // usemtl material_name
  8. var material_use_pattern = /^usemtl /;
  9. // usemap map_name
  10. var map_use_pattern = /^usemap /;
  11. var vA = new THREE.Vector3();
  12. var vB = new THREE.Vector3();
  13. var vC = new THREE.Vector3();
  14. var ab = new THREE.Vector3();
  15. var cb = new THREE.Vector3();
  16. function ParserState() {
  17. var state = {
  18. objects: [],
  19. object: {},
  20. vertices: [],
  21. normals: [],
  22. colors: [],
  23. uvs: [],
  24. materials: {},
  25. materialLibraries: [],
  26. startObject: function ( name, fromDeclaration ) {
  27. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  28. // file. We need to use it for the first parsed g/o to keep things in sync.
  29. if ( this.object && this.object.fromDeclaration === false ) {
  30. this.object.name = name;
  31. this.object.fromDeclaration = ( fromDeclaration !== false );
  32. return;
  33. }
  34. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  35. if ( this.object && typeof this.object._finalize === 'function' ) {
  36. this.object._finalize( true );
  37. }
  38. this.object = {
  39. name: name || '',
  40. fromDeclaration: ( fromDeclaration !== false ),
  41. geometry: {
  42. vertices: [],
  43. normals: [],
  44. colors: [],
  45. uvs: [],
  46. hasUVIndices: false
  47. },
  48. materials: [],
  49. smooth: true,
  50. startMaterial: function ( name, libraries ) {
  51. var previous = this._finalize( false );
  52. // New usemtl declaration overwrites an inherited material, except if faces were declared
  53. // after the material, then it must be preserved for proper MultiMaterial continuation.
  54. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  55. this.materials.splice( previous.index, 1 );
  56. }
  57. var material = {
  58. index: this.materials.length,
  59. name: name || '',
  60. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  61. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  62. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  63. groupEnd: - 1,
  64. groupCount: - 1,
  65. inherited: false,
  66. clone: function ( index ) {
  67. var cloned = {
  68. index: ( typeof index === 'number' ? index : this.index ),
  69. name: this.name,
  70. mtllib: this.mtllib,
  71. smooth: this.smooth,
  72. groupStart: 0,
  73. groupEnd: - 1,
  74. groupCount: - 1,
  75. inherited: false
  76. };
  77. cloned.clone = this.clone.bind( cloned );
  78. return cloned;
  79. }
  80. };
  81. this.materials.push( material );
  82. return material;
  83. },
  84. currentMaterial: function () {
  85. if ( this.materials.length > 0 ) {
  86. return this.materials[ this.materials.length - 1 ];
  87. }
  88. return undefined;
  89. },
  90. _finalize: function ( end ) {
  91. var lastMultiMaterial = this.currentMaterial();
  92. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  93. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  94. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  95. lastMultiMaterial.inherited = false;
  96. }
  97. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  98. if ( end && this.materials.length > 1 ) {
  99. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  100. if ( this.materials[ mi ].groupCount <= 0 ) {
  101. this.materials.splice( mi, 1 );
  102. }
  103. }
  104. }
  105. // Guarantee at least one empty material, this makes the creation later more straight forward.
  106. if ( end && this.materials.length === 0 ) {
  107. this.materials.push( {
  108. name: '',
  109. smooth: this.smooth
  110. } );
  111. }
  112. return lastMultiMaterial;
  113. }
  114. };
  115. // Inherit previous objects material.
  116. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  117. // If a usemtl declaration is encountered while this new object is being parsed, it will
  118. // overwrite the inherited material. Exception being that there was already face declarations
  119. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  120. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  121. var declared = previousMaterial.clone( 0 );
  122. declared.inherited = true;
  123. this.object.materials.push( declared );
  124. }
  125. this.objects.push( this.object );
  126. },
  127. finalize: function () {
  128. if ( this.object && typeof this.object._finalize === 'function' ) {
  129. this.object._finalize( true );
  130. }
  131. },
  132. parseVertexIndex: function ( value, len ) {
  133. var index = parseInt( value, 10 );
  134. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  135. },
  136. parseNormalIndex: function ( value, len ) {
  137. var index = parseInt( value, 10 );
  138. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  139. },
  140. parseUVIndex: function ( value, len ) {
  141. var index = parseInt( value, 10 );
  142. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  143. },
  144. addVertex: function ( a, b, c ) {
  145. var src = this.vertices;
  146. var dst = this.object.geometry.vertices;
  147. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  148. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  149. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  150. },
  151. addVertexPoint: function ( a ) {
  152. var src = this.vertices;
  153. var dst = this.object.geometry.vertices;
  154. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  155. },
  156. addVertexLine: function ( a ) {
  157. var src = this.vertices;
  158. var dst = this.object.geometry.vertices;
  159. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  160. },
  161. addNormal: function ( a, b, c ) {
  162. var src = this.normals;
  163. var dst = this.object.geometry.normals;
  164. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  165. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  166. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  167. },
  168. addFaceNormal: function ( a, b, c ) {
  169. var src = this.vertices;
  170. var dst = this.object.geometry.normals;
  171. vA.fromArray( src, a );
  172. vB.fromArray( src, b );
  173. vC.fromArray( src, c );
  174. cb.subVectors( vC, vB );
  175. ab.subVectors( vA, vB );
  176. cb.cross( ab );
  177. cb.normalize();
  178. dst.push( cb.x, cb.y, cb.z );
  179. dst.push( cb.x, cb.y, cb.z );
  180. dst.push( cb.x, cb.y, cb.z );
  181. },
  182. addColor: function ( a, b, c ) {
  183. var src = this.colors;
  184. var dst = this.object.geometry.colors;
  185. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  186. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  187. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  188. },
  189. addUV: function ( a, b, c ) {
  190. var src = this.uvs;
  191. var dst = this.object.geometry.uvs;
  192. dst.push( src[ a + 0 ], src[ a + 1 ] );
  193. dst.push( src[ b + 0 ], src[ b + 1 ] );
  194. dst.push( src[ c + 0 ], src[ c + 1 ] );
  195. },
  196. addDefaultUV: function () {
  197. var dst = this.object.geometry.uvs;
  198. dst.push( 0, 0 );
  199. dst.push( 0, 0 );
  200. dst.push( 0, 0 );
  201. },
  202. addUVLine: function ( a ) {
  203. var src = this.uvs;
  204. var dst = this.object.geometry.uvs;
  205. dst.push( src[ a + 0 ], src[ a + 1 ] );
  206. },
  207. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  208. var vLen = this.vertices.length;
  209. var ia = this.parseVertexIndex( a, vLen );
  210. var ib = this.parseVertexIndex( b, vLen );
  211. var ic = this.parseVertexIndex( c, vLen );
  212. this.addVertex( ia, ib, ic );
  213. this.addColor( ia, ib, ic );
  214. // normals
  215. if ( na !== undefined && na !== '' ) {
  216. var nLen = this.normals.length;
  217. ia = this.parseNormalIndex( na, nLen );
  218. ib = this.parseNormalIndex( nb, nLen );
  219. ic = this.parseNormalIndex( nc, nLen );
  220. this.addNormal( ia, ib, ic );
  221. } else {
  222. this.addFaceNormal( ia, ib, ic );
  223. }
  224. // uvs
  225. if ( ua !== undefined && ua !== '' ) {
  226. var uvLen = this.uvs.length;
  227. ia = this.parseUVIndex( ua, uvLen );
  228. ib = this.parseUVIndex( ub, uvLen );
  229. ic = this.parseUVIndex( uc, uvLen );
  230. this.addUV( ia, ib, ic );
  231. this.object.geometry.hasUVIndices = true;
  232. } else {
  233. // add placeholder values (for inconsistent face definitions)
  234. this.addDefaultUV();
  235. }
  236. },
  237. addPointGeometry: function ( vertices ) {
  238. this.object.geometry.type = 'Points';
  239. var vLen = this.vertices.length;
  240. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  241. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  242. }
  243. },
  244. addLineGeometry: function ( vertices, uvs ) {
  245. this.object.geometry.type = 'Line';
  246. var vLen = this.vertices.length;
  247. var uvLen = this.uvs.length;
  248. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  249. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  250. }
  251. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  252. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  253. }
  254. }
  255. };
  256. state.startObject( '', false );
  257. return state;
  258. }
  259. //
  260. function OBJLoader( manager ) {
  261. THREE.Loader.call( this, manager );
  262. this.materials = null;
  263. }
  264. OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  265. constructor: OBJLoader,
  266. load: function ( url, onLoad, onProgress, onError ) {
  267. var scope = this;
  268. var loader = new THREE.FileLoader( this.manager );
  269. loader.setPath( this.path );
  270. loader.setRequestHeader( this.requestHeader );
  271. loader.setWithCredentials( this.withCredentials );
  272. loader.load( url, function ( text ) {
  273. try {
  274. onLoad( scope.parse( text ) );
  275. } catch ( e ) {
  276. if ( onError ) {
  277. onError( e );
  278. } else {
  279. console.error( e );
  280. }
  281. scope.manager.itemError( url );
  282. }
  283. }, onProgress, onError );
  284. },
  285. setMaterials: function ( materials ) {
  286. this.materials = materials;
  287. return this;
  288. },
  289. parse: function ( text ) {
  290. var state = new ParserState();
  291. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  292. // This is faster than String.split with regex that splits on both
  293. text = text.replace( /\r\n/g, '\n' );
  294. }
  295. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  296. // join lines separated by a line continuation character (\)
  297. text = text.replace( /\\\n/g, '' );
  298. }
  299. var lines = text.split( '\n' );
  300. var line = '', lineFirstChar = '';
  301. var lineLength = 0;
  302. var result = [];
  303. // Faster to just trim left side of the line. Use if available.
  304. var trimLeft = ( typeof ''.trimLeft === 'function' );
  305. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  306. line = lines[ i ];
  307. line = trimLeft ? line.trimLeft() : line.trim();
  308. lineLength = line.length;
  309. if ( lineLength === 0 ) continue;
  310. lineFirstChar = line.charAt( 0 );
  311. // @todo invoke passed in handler if any
  312. if ( lineFirstChar === '#' ) continue;
  313. if ( lineFirstChar === 'v' ) {
  314. var data = line.split( /\s+/ );
  315. switch ( data[ 0 ] ) {
  316. case 'v':
  317. state.vertices.push(
  318. parseFloat( data[ 1 ] ),
  319. parseFloat( data[ 2 ] ),
  320. parseFloat( data[ 3 ] )
  321. );
  322. if ( data.length >= 7 ) {
  323. state.colors.push(
  324. parseFloat( data[ 4 ] ),
  325. parseFloat( data[ 5 ] ),
  326. parseFloat( data[ 6 ] )
  327. );
  328. } else {
  329. // if no colors are defined, add placeholders so color and vertex indices match
  330. state.colors.push( undefined, undefined, undefined );
  331. }
  332. break;
  333. case 'vn':
  334. state.normals.push(
  335. parseFloat( data[ 1 ] ),
  336. parseFloat( data[ 2 ] ),
  337. parseFloat( data[ 3 ] )
  338. );
  339. break;
  340. case 'vt':
  341. state.uvs.push(
  342. parseFloat( data[ 1 ] ),
  343. parseFloat( data[ 2 ] )
  344. );
  345. break;
  346. }
  347. } else if ( lineFirstChar === 'f' ) {
  348. var lineData = line.substr( 1 ).trim();
  349. var vertexData = lineData.split( /\s+/ );
  350. var faceVertices = [];
  351. // Parse the face vertex data into an easy to work with format
  352. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  353. var vertex = vertexData[ j ];
  354. if ( vertex.length > 0 ) {
  355. var vertexParts = vertex.split( '/' );
  356. faceVertices.push( vertexParts );
  357. }
  358. }
  359. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  360. var v1 = faceVertices[ 0 ];
  361. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  362. var v2 = faceVertices[ j ];
  363. var v3 = faceVertices[ j + 1 ];
  364. state.addFace(
  365. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  366. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  367. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  368. );
  369. }
  370. } else if ( lineFirstChar === 'l' ) {
  371. var lineParts = line.substring( 1 ).trim().split( " " );
  372. var lineVertices = [], lineUVs = [];
  373. if ( line.indexOf( "/" ) === - 1 ) {
  374. lineVertices = lineParts;
  375. } else {
  376. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  377. var parts = lineParts[ li ].split( "/" );
  378. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  379. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  380. }
  381. }
  382. state.addLineGeometry( lineVertices, lineUVs );
  383. } else if ( lineFirstChar === 'p' ) {
  384. var lineData = line.substr( 1 ).trim();
  385. var pointData = lineData.split( " " );
  386. state.addPointGeometry( pointData );
  387. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  388. // o object_name
  389. // or
  390. // g group_name
  391. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  392. // var name = result[ 0 ].substr( 1 ).trim();
  393. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  394. state.startObject( name );
  395. } else if ( material_use_pattern.test( line ) ) {
  396. // material
  397. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  398. } else if ( material_library_pattern.test( line ) ) {
  399. // mtl file
  400. state.materialLibraries.push( line.substring( 7 ).trim() );
  401. } else if ( map_use_pattern.test( line ) ) {
  402. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  403. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  404. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  405. } else if ( lineFirstChar === 's' ) {
  406. result = line.split( ' ' );
  407. // smooth shading
  408. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  409. // but does not define a usemtl for each face set.
  410. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  411. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  412. // where explicit usemtl defines geometry groups.
  413. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  414. /*
  415. * http://paulbourke.net/dataformats/obj/
  416. * or
  417. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  418. *
  419. * From chapter "Grouping" Syntax explanation "s group_number":
  420. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  421. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  422. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  423. * than 0."
  424. */
  425. if ( result.length > 1 ) {
  426. var value = result[ 1 ].trim().toLowerCase();
  427. state.object.smooth = ( value !== '0' && value !== 'off' );
  428. } else {
  429. // ZBrush can produce "s" lines #11707
  430. state.object.smooth = true;
  431. }
  432. var material = state.object.currentMaterial();
  433. if ( material ) material.smooth = state.object.smooth;
  434. } else {
  435. // Handle null terminated files without exception
  436. if ( line === '\0' ) continue;
  437. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  438. }
  439. }
  440. state.finalize();
  441. var container = new THREE.Group();
  442. container.materialLibraries = [].concat( state.materialLibraries );
  443. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  444. var object = state.objects[ i ];
  445. var geometry = object.geometry;
  446. var materials = object.materials;
  447. var isLine = ( geometry.type === 'Line' );
  448. var isPoints = ( geometry.type === 'Points' );
  449. var hasVertexColors = false;
  450. // Skip o/g line declarations that did not follow with any faces
  451. if ( geometry.vertices.length === 0 ) continue;
  452. var buffergeometry = new THREE.BufferGeometry();
  453. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  454. buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  455. if ( geometry.colors.length > 0 ) {
  456. hasVertexColors = true;
  457. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  458. }
  459. if ( geometry.hasUVIndices === true ) {
  460. buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  461. }
  462. // Create materials
  463. var createdMaterials = [];
  464. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  465. var sourceMaterial = materials[ mi ];
  466. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  467. var material = state.materials[ materialHash ];
  468. if ( this.materials !== null ) {
  469. material = this.materials.create( sourceMaterial.name );
  470. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  471. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  472. var materialLine = new THREE.LineBasicMaterial();
  473. THREE.Material.prototype.copy.call( materialLine, material );
  474. materialLine.color.copy( material.color );
  475. material = materialLine;
  476. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  477. var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  478. THREE.Material.prototype.copy.call( materialPoints, material );
  479. materialPoints.color.copy( material.color );
  480. materialPoints.map = material.map;
  481. material = materialPoints;
  482. }
  483. }
  484. if ( material === undefined ) {
  485. if ( isLine ) {
  486. material = new THREE.LineBasicMaterial();
  487. } else if ( isPoints ) {
  488. material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  489. } else {
  490. material = new THREE.MeshPhongMaterial();
  491. }
  492. material.name = sourceMaterial.name;
  493. material.flatShading = sourceMaterial.smooth ? false : true;
  494. material.vertexColors = hasVertexColors;
  495. state.materials[ materialHash ] = material;
  496. }
  497. createdMaterials.push( material );
  498. }
  499. // Create mesh
  500. var mesh;
  501. if ( createdMaterials.length > 1 ) {
  502. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  503. var sourceMaterial = materials[ mi ];
  504. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  505. }
  506. if ( isLine ) {
  507. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  508. } else if ( isPoints ) {
  509. mesh = new THREE.Points( buffergeometry, createdMaterials );
  510. } else {
  511. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  512. }
  513. } else {
  514. if ( isLine ) {
  515. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  516. } else if ( isPoints ) {
  517. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  518. } else {
  519. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  520. }
  521. }
  522. mesh.name = object.name;
  523. container.add( mesh );
  524. }
  525. return container;
  526. }
  527. } );
  528. return OBJLoader;
  529. } )();