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. Points,
  16. PointsMaterial
  17. } from "../../../build/three.module.js";
  18. var OBJLoader = ( function () {
  19. // o object_name | g group_name
  20. var object_pattern = /^[og]\s*(.+)?/;
  21. // mtllib file_reference
  22. var material_library_pattern = /^mtllib /;
  23. // usemtl material_name
  24. var material_use_pattern = /^usemtl /;
  25. // usemap map_name
  26. var map_use_pattern = /^usemap /;
  27. function ParserState() {
  28. var state = {
  29. objects: [],
  30. object: {},
  31. vertices: [],
  32. normals: [],
  33. colors: [],
  34. uvs: [],
  35. materials: {},
  36. materialLibraries: [],
  37. startObject: function ( name, fromDeclaration ) {
  38. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  39. // file. We need to use it for the first parsed g/o to keep things in sync.
  40. if ( this.object && this.object.fromDeclaration === false ) {
  41. this.object.name = name;
  42. this.object.fromDeclaration = ( fromDeclaration !== false );
  43. return;
  44. }
  45. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  46. if ( this.object && typeof this.object._finalize === 'function' ) {
  47. this.object._finalize( true );
  48. }
  49. this.object = {
  50. name: name || '',
  51. fromDeclaration: ( fromDeclaration !== false ),
  52. geometry: {
  53. vertices: [],
  54. normals: [],
  55. colors: [],
  56. uvs: []
  57. },
  58. materials: [],
  59. smooth: true,
  60. startMaterial: function ( name, libraries ) {
  61. var previous = this._finalize( false );
  62. // New usemtl declaration overwrites an inherited material, except if faces were declared
  63. // after the material, then it must be preserved for proper MultiMaterial continuation.
  64. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  65. this.materials.splice( previous.index, 1 );
  66. }
  67. var material = {
  68. index: this.materials.length,
  69. name: name || '',
  70. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  71. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  72. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  73. groupEnd: - 1,
  74. groupCount: - 1,
  75. inherited: false,
  76. clone: function ( index ) {
  77. var cloned = {
  78. index: ( typeof index === 'number' ? index : this.index ),
  79. name: this.name,
  80. mtllib: this.mtllib,
  81. smooth: this.smooth,
  82. groupStart: 0,
  83. groupEnd: - 1,
  84. groupCount: - 1,
  85. inherited: false
  86. };
  87. cloned.clone = this.clone.bind( cloned );
  88. return cloned;
  89. }
  90. };
  91. this.materials.push( material );
  92. return material;
  93. },
  94. currentMaterial: function () {
  95. if ( this.materials.length > 0 ) {
  96. return this.materials[ this.materials.length - 1 ];
  97. }
  98. return undefined;
  99. },
  100. _finalize: function ( end ) {
  101. var lastMultiMaterial = this.currentMaterial();
  102. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  103. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  104. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  105. lastMultiMaterial.inherited = false;
  106. }
  107. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  108. if ( end && this.materials.length > 1 ) {
  109. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  110. if ( this.materials[ mi ].groupCount <= 0 ) {
  111. this.materials.splice( mi, 1 );
  112. }
  113. }
  114. }
  115. // Guarantee at least one empty material, this makes the creation later more straight forward.
  116. if ( end && this.materials.length === 0 ) {
  117. this.materials.push( {
  118. name: '',
  119. smooth: this.smooth
  120. } );
  121. }
  122. return lastMultiMaterial;
  123. }
  124. };
  125. // Inherit previous objects material.
  126. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  127. // If a usemtl declaration is encountered while this new object is being parsed, it will
  128. // overwrite the inherited material. Exception being that there was already face declarations
  129. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  130. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  131. var declared = previousMaterial.clone( 0 );
  132. declared.inherited = true;
  133. this.object.materials.push( declared );
  134. }
  135. this.objects.push( this.object );
  136. },
  137. finalize: function () {
  138. if ( this.object && typeof this.object._finalize === 'function' ) {
  139. this.object._finalize( true );
  140. }
  141. },
  142. parseVertexIndex: function ( value, len ) {
  143. var index = parseInt( value, 10 );
  144. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  145. },
  146. parseNormalIndex: function ( value, len ) {
  147. var index = parseInt( value, 10 );
  148. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  149. },
  150. parseUVIndex: function ( value, len ) {
  151. var index = parseInt( value, 10 );
  152. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  153. },
  154. addVertex: function ( a, b, c ) {
  155. var src = this.vertices;
  156. var dst = this.object.geometry.vertices;
  157. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  158. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  159. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  160. },
  161. addVertexPoint: function ( a ) {
  162. var src = this.vertices;
  163. var dst = this.object.geometry.vertices;
  164. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  165. },
  166. addVertexLine: function ( a ) {
  167. var src = this.vertices;
  168. var dst = this.object.geometry.vertices;
  169. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  170. },
  171. addNormal: function ( a, b, c ) {
  172. var src = this.normals;
  173. var dst = this.object.geometry.normals;
  174. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  175. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  176. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  177. },
  178. addColor: function ( a, b, c ) {
  179. var src = this.colors;
  180. var dst = this.object.geometry.colors;
  181. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  182. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  183. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  184. },
  185. addUV: function ( a, b, c ) {
  186. var src = this.uvs;
  187. var dst = this.object.geometry.uvs;
  188. dst.push( src[ a + 0 ], src[ a + 1 ] );
  189. dst.push( src[ b + 0 ], src[ b + 1 ] );
  190. dst.push( src[ c + 0 ], src[ c + 1 ] );
  191. },
  192. addUVLine: function ( a ) {
  193. var src = this.uvs;
  194. var dst = this.object.geometry.uvs;
  195. dst.push( src[ a + 0 ], src[ a + 1 ] );
  196. },
  197. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  198. var vLen = this.vertices.length;
  199. var ia = this.parseVertexIndex( a, vLen );
  200. var ib = this.parseVertexIndex( b, vLen );
  201. var ic = this.parseVertexIndex( c, vLen );
  202. this.addVertex( ia, ib, ic );
  203. if ( this.colors.length > 0 ) {
  204. this.addColor( ia, ib, ic );
  205. }
  206. if ( ua !== undefined && ua !== '' ) {
  207. var uvLen = this.uvs.length;
  208. ia = this.parseUVIndex( ua, uvLen );
  209. ib = this.parseUVIndex( ub, uvLen );
  210. ic = this.parseUVIndex( uc, uvLen );
  211. this.addUV( ia, ib, ic );
  212. }
  213. if ( na !== undefined && na !== '' ) {
  214. // Normals are many times the same. If so, skip function call and parseInt.
  215. var nLen = this.normals.length;
  216. ia = this.parseNormalIndex( na, nLen );
  217. ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
  218. ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  219. this.addNormal( ia, ib, ic );
  220. }
  221. },
  222. addPointGeometry: function ( vertices ) {
  223. this.object.geometry.type = 'Points';
  224. var vLen = this.vertices.length;
  225. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  226. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  227. }
  228. },
  229. addLineGeometry: function ( vertices, uvs ) {
  230. this.object.geometry.type = 'Line';
  231. var vLen = this.vertices.length;
  232. var uvLen = this.uvs.length;
  233. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  234. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  235. }
  236. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  237. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  238. }
  239. }
  240. };
  241. state.startObject( '', false );
  242. return state;
  243. }
  244. //
  245. function OBJLoader( manager ) {
  246. Loader.call( this, manager );
  247. this.materials = null;
  248. }
  249. OBJLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  250. constructor: OBJLoader,
  251. load: function ( url, onLoad, onProgress, onError ) {
  252. var scope = this;
  253. var loader = new FileLoader( scope.manager );
  254. loader.setPath( this.path );
  255. loader.load( url, function ( text ) {
  256. onLoad( scope.parse( text ) );
  257. }, onProgress, onError );
  258. },
  259. setMaterials: function ( materials ) {
  260. this.materials = materials;
  261. return this;
  262. },
  263. parse: function ( text ) {
  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 ( map_use_pattern.test( line ) ) {
  373. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  374. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  375. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  376. } else if ( lineFirstChar === 's' ) {
  377. result = line.split( ' ' );
  378. // smooth shading
  379. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  380. // but does not define a usemtl for each face set.
  381. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  382. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  383. // where explicit usemtl defines geometry groups.
  384. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  385. /*
  386. * http://paulbourke.net/dataformats/obj/
  387. * or
  388. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  389. *
  390. * From chapter "Grouping" Syntax explanation "s group_number":
  391. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  392. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  393. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  394. * than 0."
  395. */
  396. if ( result.length > 1 ) {
  397. var value = result[ 1 ].trim().toLowerCase();
  398. state.object.smooth = ( value !== '0' && value !== 'off' );
  399. } else {
  400. // ZBrush can produce "s" lines #11707
  401. state.object.smooth = true;
  402. }
  403. var material = state.object.currentMaterial();
  404. if ( material ) material.smooth = state.object.smooth;
  405. } else {
  406. // Handle null terminated files without exception
  407. if ( line === '\0' ) continue;
  408. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  409. }
  410. }
  411. state.finalize();
  412. var container = new Group();
  413. container.materialLibraries = [].concat( state.materialLibraries );
  414. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  415. var object = state.objects[ i ];
  416. var geometry = object.geometry;
  417. var materials = object.materials;
  418. var isLine = ( geometry.type === 'Line' );
  419. var isPoints = ( geometry.type === 'Points' );
  420. var hasVertexColors = false;
  421. // Skip o/g line declarations that did not follow with any faces
  422. if ( geometry.vertices.length === 0 ) continue;
  423. var buffergeometry = new BufferGeometry();
  424. buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
  425. if ( geometry.normals.length > 0 ) {
  426. buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
  427. } else {
  428. buffergeometry.computeVertexNormals();
  429. }
  430. if ( geometry.colors.length > 0 ) {
  431. hasVertexColors = true;
  432. buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
  433. }
  434. if ( geometry.uvs.length > 0 ) {
  435. buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );
  436. }
  437. // Create materials
  438. var createdMaterials = [];
  439. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  440. var sourceMaterial = materials[ mi ];
  441. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  442. var material = state.materials[ materialHash ];
  443. if ( this.materials !== null ) {
  444. material = this.materials.create( sourceMaterial.name );
  445. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  446. if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) {
  447. var materialLine = new LineBasicMaterial();
  448. Material.prototype.copy.call( materialLine, material );
  449. materialLine.color.copy( material.color );
  450. material = materialLine;
  451. } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
  452. var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
  453. Material.prototype.copy.call( materialPoints, material );
  454. materialPoints.color.copy( material.color );
  455. materialPoints.map = material.map;
  456. material = materialPoints;
  457. }
  458. }
  459. if ( material === undefined ) {
  460. if ( isLine ) {
  461. material = new LineBasicMaterial();
  462. } else if ( isPoints ) {
  463. material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
  464. } else {
  465. material = new MeshPhongMaterial();
  466. }
  467. material.name = sourceMaterial.name;
  468. material.flatShading = sourceMaterial.smooth ? false : true;
  469. material.vertexColors = hasVertexColors;
  470. state.materials[ materialHash ] = material;
  471. }
  472. createdMaterials.push( material );
  473. }
  474. // Create mesh
  475. var mesh;
  476. if ( createdMaterials.length > 1 ) {
  477. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  478. var sourceMaterial = materials[ mi ];
  479. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  480. }
  481. if ( isLine ) {
  482. mesh = new LineSegments( buffergeometry, createdMaterials );
  483. } else if ( isPoints ) {
  484. mesh = new Points( buffergeometry, createdMaterials );
  485. } else {
  486. mesh = new Mesh( buffergeometry, createdMaterials );
  487. }
  488. } else {
  489. if ( isLine ) {
  490. mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
  491. } else if ( isPoints ) {
  492. mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
  493. } else {
  494. mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
  495. }
  496. }
  497. mesh.name = object.name;
  498. container.add( mesh );
  499. }
  500. return container;
  501. }
  502. } );
  503. return OBJLoader;
  504. } )();
  505. export { OBJLoader };