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. try {
  291. onLoad( scope.parse( text ) );
  292. } catch ( e ) {
  293. if ( onError ) {
  294. onError( e );
  295. } else {
  296. console.error( e );
  297. }
  298. scope.manager.itemError( url );
  299. }
  300. }, onProgress, onError );
  301. },
  302. setMaterials: function ( materials ) {
  303. this.materials = materials;
  304. return this;
  305. },
  306. parse: function ( text ) {
  307. var state = new ParserState();
  308. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  309. // This is faster than String.split with regex that splits on both
  310. text = text.replace( /\r\n/g, '\n' );
  311. }
  312. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  313. // join lines separated by a line continuation character (\)
  314. text = text.replace( /\\\n/g, '' );
  315. }
  316. var lines = text.split( '\n' );
  317. var line = '', lineFirstChar = '';
  318. var lineLength = 0;
  319. var result = [];
  320. // Faster to just trim left side of the line. Use if available.
  321. var trimLeft = ( typeof ''.trimLeft === 'function' );
  322. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  323. line = lines[ i ];
  324. line = trimLeft ? line.trimLeft() : line.trim();
  325. lineLength = line.length;
  326. if ( lineLength === 0 ) continue;
  327. lineFirstChar = line.charAt( 0 );
  328. // @todo invoke passed in handler if any
  329. if ( lineFirstChar === '#' ) continue;
  330. if ( lineFirstChar === 'v' ) {
  331. var data = line.split( /\s+/ );
  332. switch ( data[ 0 ] ) {
  333. case 'v':
  334. state.vertices.push(
  335. parseFloat( data[ 1 ] ),
  336. parseFloat( data[ 2 ] ),
  337. parseFloat( data[ 3 ] )
  338. );
  339. if ( data.length >= 7 ) {
  340. state.colors.push(
  341. parseFloat( data[ 4 ] ),
  342. parseFloat( data[ 5 ] ),
  343. parseFloat( data[ 6 ] )
  344. );
  345. } else {
  346. // if no colors are defined, add placeholders so color and vertex indices match
  347. state.colors.push( undefined, undefined, undefined );
  348. }
  349. break;
  350. case 'vn':
  351. state.normals.push(
  352. parseFloat( data[ 1 ] ),
  353. parseFloat( data[ 2 ] ),
  354. parseFloat( data[ 3 ] )
  355. );
  356. break;
  357. case 'vt':
  358. state.uvs.push(
  359. parseFloat( data[ 1 ] ),
  360. parseFloat( data[ 2 ] )
  361. );
  362. break;
  363. }
  364. } else if ( lineFirstChar === 'f' ) {
  365. var lineData = line.substr( 1 ).trim();
  366. var vertexData = lineData.split( /\s+/ );
  367. var faceVertices = [];
  368. // Parse the face vertex data into an easy to work with format
  369. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  370. var vertex = vertexData[ j ];
  371. if ( vertex.length > 0 ) {
  372. var vertexParts = vertex.split( '/' );
  373. faceVertices.push( vertexParts );
  374. }
  375. }
  376. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  377. var v1 = faceVertices[ 0 ];
  378. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  379. var v2 = faceVertices[ j ];
  380. var v3 = faceVertices[ j + 1 ];
  381. state.addFace(
  382. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  383. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  384. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  385. );
  386. }
  387. } else if ( lineFirstChar === 'l' ) {
  388. var lineParts = line.substring( 1 ).trim().split( " " );
  389. var lineVertices = [], lineUVs = [];
  390. if ( line.indexOf( "/" ) === - 1 ) {
  391. lineVertices = lineParts;
  392. } else {
  393. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  394. var parts = lineParts[ li ].split( "/" );
  395. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  396. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  397. }
  398. }
  399. state.addLineGeometry( lineVertices, lineUVs );
  400. } else if ( lineFirstChar === 'p' ) {
  401. var lineData = line.substr( 1 ).trim();
  402. var pointData = lineData.split( " " );
  403. state.addPointGeometry( pointData );
  404. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  405. // o object_name
  406. // or
  407. // g group_name
  408. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  409. // var name = result[ 0 ].substr( 1 ).trim();
  410. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  411. state.startObject( name );
  412. } else if ( material_use_pattern.test( line ) ) {
  413. // material
  414. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  415. } else if ( material_library_pattern.test( line ) ) {
  416. // mtl file
  417. state.materialLibraries.push( line.substring( 7 ).trim() );
  418. } else if ( map_use_pattern.test( line ) ) {
  419. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  420. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  421. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  422. } else if ( lineFirstChar === 's' ) {
  423. result = line.split( ' ' );
  424. // smooth shading
  425. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  426. // but does not define a usemtl for each face set.
  427. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  428. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  429. // where explicit usemtl defines geometry groups.
  430. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  431. /*
  432. * http://paulbourke.net/dataformats/obj/
  433. * or
  434. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  435. *
  436. * From chapter "Grouping" Syntax explanation "s group_number":
  437. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  438. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  439. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  440. * than 0."
  441. */
  442. if ( result.length > 1 ) {
  443. var value = result[ 1 ].trim().toLowerCase();
  444. state.object.smooth = ( value !== '0' && value !== 'off' );
  445. } else {
  446. // ZBrush can produce "s" lines #11707
  447. state.object.smooth = true;
  448. }
  449. var material = state.object.currentMaterial();
  450. if ( material ) material.smooth = state.object.smooth;
  451. } else {
  452. // Handle null terminated files without exception
  453. if ( line === '\0' ) continue;
  454. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  455. }
  456. }
  457. state.finalize();
  458. var container = new Group();
  459. container.materialLibraries = [].concat( state.materialLibraries );
  460. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  461. var object = state.objects[ i ];
  462. var geometry = object.geometry;
  463. var materials = object.materials;
  464. var isLine = ( geometry.type === 'Line' );
  465. var isPoints = ( geometry.type === 'Points' );
  466. var hasVertexColors = false;
  467. // Skip o/g line declarations that did not follow with any faces
  468. if ( geometry.vertices.length === 0 ) continue;
  469. var buffergeometry = new BufferGeometry();
  470. buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
  471. if ( geometry.hasNormalIndices === true ) {
  472. buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
  473. }
  474. if ( geometry.colors.length > 0 ) {
  475. hasVertexColors = true;
  476. buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
  477. }
  478. if ( geometry.hasUVIndices === true ) {
  479. buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );
  480. }
  481. // Create materials
  482. var createdMaterials = [];
  483. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  484. var sourceMaterial = materials[ mi ];
  485. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  486. var material = state.materials[ materialHash ];
  487. if ( this.materials !== null ) {
  488. material = this.materials.create( sourceMaterial.name );
  489. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  490. if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) {
  491. var materialLine = new LineBasicMaterial();
  492. Material.prototype.copy.call( materialLine, material );
  493. materialLine.color.copy( material.color );
  494. material = materialLine;
  495. } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
  496. var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
  497. Material.prototype.copy.call( materialPoints, material );
  498. materialPoints.color.copy( material.color );
  499. materialPoints.map = material.map;
  500. material = materialPoints;
  501. }
  502. }
  503. if ( material === undefined ) {
  504. if ( isLine ) {
  505. material = new LineBasicMaterial();
  506. } else if ( isPoints ) {
  507. material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
  508. } else {
  509. material = new MeshPhongMaterial();
  510. }
  511. material.name = sourceMaterial.name;
  512. material.flatShading = sourceMaterial.smooth ? false : true;
  513. material.vertexColors = hasVertexColors;
  514. state.materials[ materialHash ] = material;
  515. }
  516. createdMaterials.push( material );
  517. }
  518. // Create mesh
  519. var mesh;
  520. if ( createdMaterials.length > 1 ) {
  521. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  522. var sourceMaterial = materials[ mi ];
  523. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  524. }
  525. if ( isLine ) {
  526. mesh = new LineSegments( buffergeometry, createdMaterials );
  527. } else if ( isPoints ) {
  528. mesh = new Points( buffergeometry, createdMaterials );
  529. } else {
  530. mesh = new Mesh( buffergeometry, createdMaterials );
  531. }
  532. } else {
  533. if ( isLine ) {
  534. mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
  535. } else if ( isPoints ) {
  536. mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
  537. } else {
  538. mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
  539. }
  540. }
  541. mesh.name = object.name;
  542. container.add( mesh );
  543. }
  544. return container;
  545. }
  546. } );
  547. return OBJLoader;
  548. } )();
  549. export { OBJLoader };