OBJLoader.js 20 KB

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