OBJLoader.js 7.6 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.OBJLoader = function ( manager ) {
  5. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6. };
  7. THREE.OBJLoader.prototype = {
  8. constructor: THREE.OBJLoader,
  9. load: function ( url, onLoad, onProgress, onError ) {
  10. var scope = this;
  11. var loader = new THREE.XHRLoader( scope.manager );
  12. loader.setCrossOrigin( this.crossOrigin );
  13. loader.load( url, function ( text ) {
  14. onLoad( scope.parse( text ) );
  15. }, onProgress, onError );
  16. },
  17. parse: function ( text ) {
  18. console.time( 'OBJLoader' );
  19. var object, objects = [];
  20. var geometry, material;
  21. function parseVertexIndex( value ) {
  22. var index = parseInt( value );
  23. return ( index >= 0 ? index - 1 : index + vertices.length / 3 ) * 3;
  24. }
  25. function parseNormalIndex( value ) {
  26. var index = parseInt( value );
  27. return ( index >= 0 ? index - 1 : index + normals.length / 3 ) * 3;
  28. }
  29. function parseUVIndex( value ) {
  30. var index = parseInt( value );
  31. return ( index >= 0 ? index - 1 : index + uvs.length / 2 ) * 2;
  32. }
  33. function addVertex( a, b, c ) {
  34. geometry.vertices.push(
  35. vertices[ a ], vertices[ a + 1 ], vertices[ a + 2 ],
  36. vertices[ b ], vertices[ b + 1 ], vertices[ b + 2 ],
  37. vertices[ c ], vertices[ c + 1 ], vertices[ c + 2 ]
  38. );
  39. }
  40. function addNormal( a, b, c ) {
  41. geometry.normals.push(
  42. normals[ a ], normals[ a + 1 ], normals[ a + 2 ],
  43. normals[ b ], normals[ b + 1 ], normals[ b + 2 ],
  44. normals[ c ], normals[ c + 1 ], normals[ c + 2 ]
  45. );
  46. }
  47. function addUV( a, b, c ) {
  48. geometry.uvs.push(
  49. uvs[ a ], uvs[ a + 1 ],
  50. uvs[ b ], uvs[ b + 1 ],
  51. uvs[ c ], uvs[ c + 1 ]
  52. );
  53. }
  54. function addFace( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) {
  55. var ia = parseVertexIndex( a );
  56. var ib = parseVertexIndex( b );
  57. var ic = parseVertexIndex( c );
  58. var id;
  59. if ( d === undefined ) {
  60. addVertex( ia, ib, ic );
  61. } else {
  62. id = parseVertexIndex( d );
  63. addVertex( ia, ib, id );
  64. addVertex( ib, ic, id );
  65. }
  66. if ( ua !== undefined ) {
  67. ia = parseUVIndex( ua );
  68. ib = parseUVIndex( ub );
  69. ic = parseUVIndex( uc );
  70. if ( d === undefined ) {
  71. addUV( ia, ib, ic );
  72. } else {
  73. id = parseUVIndex( ud );
  74. addUV( ia, ib, id );
  75. addUV( ib, ic, id );
  76. }
  77. }
  78. if ( na !== undefined ) {
  79. ia = parseNormalIndex( na );
  80. ib = parseNormalIndex( nb );
  81. ic = parseNormalIndex( nc );
  82. if ( d === undefined ) {
  83. addNormal( ia, ib, ic );
  84. } else {
  85. id = parseNormalIndex( nd );
  86. addNormal( ia, ib, id );
  87. addNormal( ib, ic, id );
  88. }
  89. }
  90. }
  91. // create mesh if no objects in text
  92. if ( /^o /gm.test( text ) === false ) {
  93. geometry = {
  94. vertices: [],
  95. normals: [],
  96. uvs: []
  97. };
  98. material = {
  99. name: ''
  100. };
  101. object = {
  102. name: '',
  103. geometry: geometry,
  104. material: material
  105. };
  106. objects.push( object );
  107. }
  108. var vertices = [];
  109. var normals = [];
  110. var uvs = [];
  111. // v float float float
  112. var vertex_pattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  113. // vn float float float
  114. var normal_pattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  115. // vt float float
  116. var uv_pattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  117. // f vertex vertex vertex ...
  118. var face_pattern1 = /f( +-?\d+)( +-?\d+)( +-?\d+)( +-?\d+)?/;
  119. // f vertex/uv vertex/uv vertex/uv ...
  120. var face_pattern2 = /f( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))?/;
  121. // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
  122. var face_pattern3 = /f( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))?/;
  123. // f vertex//normal vertex//normal vertex//normal ...
  124. var face_pattern4 = /f( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))?/
  125. //
  126. var lines = text.split( '\n' );
  127. for ( var i = 0; i < lines.length; i ++ ) {
  128. var line = lines[ i ];
  129. line = line.trim();
  130. var result;
  131. if ( line.length === 0 || line.charAt( 0 ) === '#' ) {
  132. continue;
  133. } else if ( ( result = vertex_pattern.exec( line ) ) !== null ) {
  134. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  135. vertices.push(
  136. parseFloat( result[ 1 ] ),
  137. parseFloat( result[ 2 ] ),
  138. parseFloat( result[ 3 ] )
  139. );
  140. } else if ( ( result = normal_pattern.exec( line ) ) !== null ) {
  141. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  142. normals.push(
  143. parseFloat( result[ 1 ] ),
  144. parseFloat( result[ 2 ] ),
  145. parseFloat( result[ 3 ] )
  146. );
  147. } else if ( ( result = uv_pattern.exec( line ) ) !== null ) {
  148. // ["vt 0.1 0.2", "0.1", "0.2"]
  149. uvs.push(
  150. parseFloat( result[ 1 ] ),
  151. parseFloat( result[ 2 ] )
  152. );
  153. } else if ( ( result = face_pattern1.exec( line ) ) !== null ) {
  154. // ["f 1 2 3", "1", "2", "3", undefined]
  155. addFace(
  156. result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ]
  157. );
  158. } else if ( ( result = face_pattern2.exec( line ) ) !== null ) {
  159. // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
  160. addFace(
  161. result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
  162. result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
  163. );
  164. } else if ( ( result = face_pattern3.exec( line ) ) !== null ) {
  165. // ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]
  166. addFace(
  167. result[ 2 ], result[ 6 ], result[ 10 ], result[ 14 ],
  168. result[ 3 ], result[ 7 ], result[ 11 ], result[ 15 ],
  169. result[ 4 ], result[ 8 ], result[ 12 ], result[ 16 ]
  170. );
  171. } else if ( ( result = face_pattern4.exec( line ) ) !== null ) {
  172. // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
  173. addFace(
  174. result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
  175. undefined, undefined, undefined, undefined,
  176. result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
  177. );
  178. } else if ( /^o /.test( line ) ) {
  179. geometry = {
  180. vertices: [],
  181. normals: [],
  182. uvs: []
  183. };
  184. material = {
  185. name: ''
  186. };
  187. object = {
  188. name: line.substring( 2 ).trim(),
  189. geometry: geometry,
  190. material: material
  191. };
  192. objects.push( object )
  193. } else if ( /^g /.test( line ) ) {
  194. // group
  195. } else if ( /^usemtl /.test( line ) ) {
  196. // material
  197. material.name = line.substring( 7 ).trim();
  198. } else if ( /^mtllib /.test( line ) ) {
  199. // mtl file
  200. } else if ( /^s /.test( line ) ) {
  201. // smooth shading
  202. } else {
  203. // THREE.log( "THREE.OBJLoader: Unhandled line " + line );
  204. }
  205. }
  206. var container = new THREE.Object3D();
  207. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  208. object = objects[ i ];
  209. geometry = object.geometry;
  210. var buffergeometry = new THREE.BufferGeometry();
  211. buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );
  212. if ( geometry.normals.length > 0 ) {
  213. buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );
  214. }
  215. if ( geometry.uvs.length > 0 ) {
  216. buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );
  217. }
  218. material = new THREE.MeshLambertMaterial();
  219. material.name = object.material.name;
  220. var mesh = new THREE.Mesh( buffergeometry, material );
  221. mesh.name = object.name;
  222. container.add( mesh );
  223. }
  224. console.timeEnd( 'OBJLoader' );
  225. return container;
  226. }
  227. };