OBJLoader.js 18 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.OBJLoader = ( function () {
  5. // v float float float
  6. var vertex_pattern = /^v\s+([\d\.\+\-eE]+)\s+([\d\.\+\-eE]+)\s+([\d\.\+\-eE]+)/;
  7. // vn float float float
  8. var normal_pattern = /^vn\s+([\d\.\+\-eE]+)\s+([\d\.\+\-eE]+)\s+([\d\.\+\-eE]+)/;
  9. // vt float float
  10. var uv_pattern = /^vt\s+([\d\.\+\-eE]+)\s+([\d\.\+\-eE]+)/;
  11. // o object_name | g group_name
  12. var object_pattern = /^[og]\s*(.+)?/;
  13. // mtllib file_reference
  14. var material_library_pattern = /^mtllib /;
  15. // usemtl material_name
  16. var material_use_pattern = /^usemtl /;
  17. function ParserState() {
  18. var state = {
  19. objects : [],
  20. object : {},
  21. vertices : [],
  22. normals : [],
  23. uvs : [],
  24. materialLibraries : [],
  25. startObject: function ( name, fromDeclaration ) {
  26. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  27. // file. We need to use it for the first parsed g/o to keep things in sync.
  28. if ( this.object && this.object.fromDeclaration === false ) {
  29. this.object.name = name;
  30. this.object.fromDeclaration = ( fromDeclaration !== false );
  31. return;
  32. }
  33. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  34. if ( this.object && typeof this.object._finalize === 'function' ) {
  35. this.object._finalize( true );
  36. }
  37. this.object = {
  38. name : name || '',
  39. fromDeclaration : ( fromDeclaration !== false ),
  40. geometry : {
  41. vertices : [],
  42. normals : [],
  43. uvs : []
  44. },
  45. materials : [],
  46. smooth : true,
  47. startMaterial : function( name, libraries ) {
  48. var previous = this._finalize( false );
  49. // New usemtl declaration overwrites an inherited material, except if faces were declared
  50. // after the material, then it must be preserved for proper MultiMaterial continuation.
  51. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  52. this.materials.splice( previous.index, 1 );
  53. }
  54. var material = {
  55. index : this.materials.length,
  56. name : name || '',
  57. mtllib : ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  58. smooth : ( previous !== undefined ? previous.smooth : this.smooth ),
  59. groupStart : ( previous !== undefined ? previous.groupEnd : 0 ),
  60. groupEnd : -1,
  61. groupCount : -1,
  62. inherited : false,
  63. clone : function( index ) {
  64. var cloned = {
  65. index : ( typeof index === 'number' ? index : this.index ),
  66. name : this.name,
  67. mtllib : this.mtllib,
  68. smooth : this.smooth,
  69. groupStart : 0,
  70. groupEnd : -1,
  71. groupCount : -1,
  72. inherited : false
  73. };
  74. cloned.clone = this.clone.bind(cloned);
  75. return cloned;
  76. }
  77. };
  78. this.materials.push( material );
  79. return material;
  80. },
  81. currentMaterial : function() {
  82. if ( this.materials.length > 0 ) {
  83. return this.materials[ this.materials.length - 1 ];
  84. }
  85. return undefined;
  86. },
  87. _finalize : function( end ) {
  88. var lastMultiMaterial = this.currentMaterial();
  89. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === -1 ) {
  90. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  91. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  92. lastMultiMaterial.inherited = false;
  93. }
  94. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  95. if ( end && this.materials.length > 1 ) {
  96. for ( var mi = this.materials.length - 1; mi >= 0; mi-- ) {
  97. if ( this.materials[ mi ].groupCount <= 0 ) {
  98. this.materials.splice( mi, 1 );
  99. }
  100. }
  101. }
  102. // Guarantee at least one empty material, this makes the creation later more straight forward.
  103. if ( end && this.materials.length === 0 ) {
  104. this.materials.push({
  105. name : '',
  106. smooth : this.smooth
  107. });
  108. }
  109. return lastMultiMaterial;
  110. }
  111. };
  112. // Inherit previous objects material.
  113. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  114. // If a usemtl declaration is encountered while this new object is being parsed, it will
  115. // overwrite the inherited material. Exception being that there was already face declarations
  116. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  117. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === "function" ) {
  118. var declared = previousMaterial.clone( 0 );
  119. declared.inherited = true;
  120. this.object.materials.push( declared );
  121. }
  122. this.objects.push( this.object );
  123. },
  124. finalize : function() {
  125. if ( this.object && typeof this.object._finalize === 'function' ) {
  126. this.object._finalize( true );
  127. }
  128. },
  129. parseVertexIndex: function ( value, len ) {
  130. var index = parseInt( value, 10 );
  131. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  132. },
  133. parseNormalIndex: function ( value, len ) {
  134. var index = parseInt( value, 10 );
  135. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  136. },
  137. parseUVIndex: function ( value, len ) {
  138. var index = parseInt( value, 10 );
  139. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  140. },
  141. addVertex: function ( a, b, c ) {
  142. var src = this.vertices;
  143. var dst = this.object.geometry.vertices;
  144. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  145. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  146. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  147. },
  148. addVertexLine: function ( a ) {
  149. var src = this.vertices;
  150. var dst = this.object.geometry.vertices;
  151. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  152. },
  153. addNormal : function ( a, b, c ) {
  154. var src = this.normals;
  155. var dst = this.object.geometry.normals;
  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. addUV: function ( a, b, c ) {
  161. var src = this.uvs;
  162. var dst = this.object.geometry.uvs;
  163. dst.push( src[ a + 0 ], src[ a + 1 ] );
  164. dst.push( src[ b + 0 ], src[ b + 1 ] );
  165. dst.push( src[ c + 0 ], src[ c + 1 ] );
  166. },
  167. addUVLine: function ( a ) {
  168. var src = this.uvs;
  169. var dst = this.object.geometry.uvs;
  170. dst.push( src[ a + 0 ], src[ a + 1 ] );
  171. },
  172. addFace: function ( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) {
  173. var vLen = this.vertices.length;
  174. var ia = this.parseVertexIndex( a, vLen );
  175. var ib = this.parseVertexIndex( b, vLen );
  176. var ic = this.parseVertexIndex( c, vLen );
  177. var id;
  178. if ( d === undefined ) {
  179. this.addVertex( ia, ib, ic );
  180. } else {
  181. id = this.parseVertexIndex( d, vLen );
  182. this.addVertex( ia, ib, id );
  183. this.addVertex( ib, ic, id );
  184. }
  185. if ( ua !== undefined ) {
  186. var uvLen = this.uvs.length;
  187. ia = this.parseUVIndex( ua, uvLen );
  188. ib = this.parseUVIndex( ub, uvLen );
  189. ic = this.parseUVIndex( uc, uvLen );
  190. if ( d === undefined ) {
  191. this.addUV( ia, ib, ic );
  192. } else {
  193. id = this.parseUVIndex( ud, uvLen );
  194. this.addUV( ia, ib, id );
  195. this.addUV( ib, ic, id );
  196. }
  197. }
  198. if ( na !== undefined ) {
  199. // Normals are many times the same. If so, skip function call and parseInt.
  200. var nLen = this.normals.length;
  201. ia = this.parseNormalIndex( na, nLen );
  202. ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
  203. ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  204. if ( d === undefined ) {
  205. this.addNormal( ia, ib, ic );
  206. } else {
  207. id = this.parseNormalIndex( nd, nLen );
  208. this.addNormal( ia, ib, id );
  209. this.addNormal( ib, ic, id );
  210. }
  211. }
  212. },
  213. addLineGeometry: function ( vertices, uvs ) {
  214. this.object.geometry.type = 'Line';
  215. var vLen = this.vertices.length;
  216. var uvLen = this.uvs.length;
  217. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  218. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  219. }
  220. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  221. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  222. }
  223. }
  224. };
  225. state.startObject( '', false );
  226. return state;
  227. }
  228. //
  229. function OBJLoader( manager ) {
  230. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  231. this.materials = null;
  232. };
  233. OBJLoader.prototype = {
  234. constructor: OBJLoader,
  235. load: function ( url, onLoad, onProgress, onError ) {
  236. var scope = this;
  237. var loader = new THREE.FileLoader( scope.manager );
  238. loader.setPath( this.path );
  239. loader.load( url, function ( text ) {
  240. onLoad( scope.parse( text ) );
  241. }, onProgress, onError );
  242. },
  243. setPath: function ( value ) {
  244. this.path = value;
  245. },
  246. setMaterials: function ( materials ) {
  247. this.materials = materials;
  248. return this;
  249. },
  250. parse: function ( text ) {
  251. console.time( 'OBJLoader' );
  252. var state = new ParserState();
  253. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  254. // This is faster than String.split with regex that splits on both
  255. text = text.replace( /\r\n/g, '\n' );
  256. }
  257. if ( text.indexOf( '\\\n' ) !== - 1) {
  258. // join lines separated by a line continuation character (\)
  259. text = text.replace( /\\\n/g, '' );
  260. }
  261. var lines = text.split( '\n' );
  262. var line = '', lineFirstChar = '', lineSecondChar = '';
  263. var lineLength = 0;
  264. var result = [];
  265. // Faster to just trim left side of the line. Use if available.
  266. var trimLeft = ( typeof ''.trimLeft === 'function' );
  267. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  268. line = lines[ i ];
  269. line = trimLeft ? line.trimLeft() : line.trim();
  270. lineLength = line.length;
  271. if ( lineLength === 0 ) continue;
  272. lineFirstChar = line.charAt( 0 );
  273. // @todo invoke passed in handler if any
  274. if ( lineFirstChar === '#' ) continue;
  275. if ( lineFirstChar === 'v' ) {
  276. lineSecondChar = line.charAt( 1 );
  277. if ( lineSecondChar === ' ' && ( result = vertex_pattern.exec( line ) ) !== null ) {
  278. // 0 1 2 3
  279. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  280. state.vertices.push(
  281. parseFloat( result[ 1 ] ),
  282. parseFloat( result[ 2 ] ),
  283. parseFloat( result[ 3 ] )
  284. );
  285. } else if ( lineSecondChar === 'n' && ( result = normal_pattern.exec( line ) ) !== null ) {
  286. // 0 1 2 3
  287. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  288. state.normals.push(
  289. parseFloat( result[ 1 ] ),
  290. parseFloat( result[ 2 ] ),
  291. parseFloat( result[ 3 ] )
  292. );
  293. } else if ( lineSecondChar === 't' && ( result = uv_pattern.exec( line ) ) !== null ) {
  294. // 0 1 2
  295. // ["vt 0.1 0.2", "0.1", "0.2"]
  296. state.uvs.push(
  297. parseFloat( result[ 1 ] ),
  298. parseFloat( result[ 2 ] )
  299. );
  300. } else {
  301. throw new Error( "Unexpected vertex/normal/uv line: '" + line + "'" );
  302. }
  303. } else if ( lineFirstChar === "f" ) {
  304. var lineData = line.substr(1).trim(),
  305. vertexData = lineData.split(' '),
  306. faceVertices = [];
  307. // Parse the face vertex data into an easy to work with format
  308. for (var idx = 0; idx < vertexData.length; idx++) {
  309. if (vertexData[idx].length > 0) {
  310. var vertexParts = vertexData[idx].split('/');
  311. faceVertices.push(vertexParts);
  312. }
  313. }
  314. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  315. var v1 = faceVertices[0],
  316. numFaces = faceVertices.length - 1;
  317. for (var idx = 1; idx < numFaces; idx++) {
  318. var v2 = faceVertices[idx],
  319. v3 = faceVertices[idx+1];
  320. state.addFace(
  321. v1[ 0 ], v2[ 0 ], v3[ 0 ], undefined,
  322. v1[ 1 ], v2[ 1 ], v3[ 1 ], undefined,
  323. v1[ 2 ], v2[ 2 ], v3[ 2 ], undefined
  324. );
  325. }
  326. } else if ( lineFirstChar === "l" ) {
  327. var lineParts = line.substring( 1 ).trim().split( " " );
  328. var lineVertices = [], lineUVs = [];
  329. if ( line.indexOf( "/" ) === - 1 ) {
  330. lineVertices = lineParts;
  331. } else {
  332. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  333. var parts = lineParts[ li ].split( "/" );
  334. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  335. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  336. }
  337. }
  338. state.addLineGeometry( lineVertices, lineUVs );
  339. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  340. // o object_name
  341. // or
  342. // g group_name
  343. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  344. // var name = result[ 0 ].substr( 1 ).trim();
  345. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  346. state.startObject( name );
  347. } else if ( material_use_pattern.test( line ) ) {
  348. // material
  349. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  350. } else if ( material_library_pattern.test( line ) ) {
  351. // mtl file
  352. state.materialLibraries.push( line.substring( 7 ).trim() );
  353. } else if ( lineFirstChar === "s" ) {
  354. result = line.split( ' ' );
  355. // smooth shading
  356. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  357. // but does not define a usemtl for each face set.
  358. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  359. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  360. // where explicit usemtl defines geometry groups.
  361. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  362. /*
  363. * http://paulbourke.net/dataformats/obj/
  364. * or
  365. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  366. *
  367. * From chapter "Grouping" Syntax explanation "s group_number":
  368. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  369. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  370. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  371. * than 0."
  372. */
  373. if ( result.length > 1 ) {
  374. var value = result[ 1 ].trim().toLowerCase();
  375. state.object.smooth = ( value !== '0' && value !== 'off' );
  376. } else {
  377. // ZBrush can produce "s" lines #11707
  378. state.object.smooth = true;
  379. }
  380. var material = state.object.currentMaterial();
  381. if ( material ) material.smooth = state.object.smooth;
  382. } else {
  383. // Handle null terminated files without exception
  384. if ( line === '\0' ) continue;
  385. throw new Error( "Unexpected line: '" + line + "'" );
  386. }
  387. }
  388. state.finalize();
  389. var container = new THREE.Group();
  390. container.materialLibraries = [].concat( state.materialLibraries );
  391. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  392. var object = state.objects[ i ];
  393. var geometry = object.geometry;
  394. var materials = object.materials;
  395. var isLine = ( geometry.type === 'Line' );
  396. // Skip o/g line declarations that did not follow with any faces
  397. if ( geometry.vertices.length === 0 ) continue;
  398. var buffergeometry = new THREE.BufferGeometry();
  399. buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );
  400. if ( geometry.normals.length > 0 ) {
  401. buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );
  402. } else {
  403. buffergeometry.computeVertexNormals();
  404. }
  405. if ( geometry.uvs.length > 0 ) {
  406. buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );
  407. }
  408. // Create materials
  409. var createdMaterials = [];
  410. for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {
  411. var sourceMaterial = materials[ mi ];
  412. var material = undefined;
  413. if ( this.materials !== null ) {
  414. material = this.materials.create( sourceMaterial.name );
  415. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  416. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  417. var materialLine = new THREE.LineBasicMaterial();
  418. materialLine.copy( material );
  419. material = materialLine;
  420. }
  421. }
  422. if ( ! material ) {
  423. material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
  424. material.name = sourceMaterial.name;
  425. }
  426. material.flatShading = sourceMaterial.smooth ? false : true;
  427. createdMaterials.push(material);
  428. }
  429. // Create mesh
  430. var mesh;
  431. if ( createdMaterials.length > 1 ) {
  432. for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {
  433. var sourceMaterial = materials[ mi ];
  434. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  435. }
  436. mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials ) : new THREE.LineSegments( buffergeometry, createdMaterials ) );
  437. } else {
  438. mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) );
  439. }
  440. mesh.name = object.name;
  441. container.add( mesh );
  442. }
  443. console.timeEnd( 'OBJLoader' );
  444. return container;
  445. }
  446. };
  447. return OBJLoader;
  448. } )();