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. },
  64. materials: [],
  65. smooth: true,
  66. startMaterial: function ( name, libraries ) {
  67. var previous = this._finalize( false );
  68. // New usemtl declaration overwrites an inherited material, except if faces were declared
  69. // after the material, then it must be preserved for proper MultiMaterial continuation.
  70. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  71. this.materials.splice( previous.index, 1 );
  72. }
  73. var material = {
  74. index: this.materials.length,
  75. name: name || '',
  76. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  77. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  78. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  79. groupEnd: - 1,
  80. groupCount: - 1,
  81. inherited: false,
  82. clone: function ( index ) {
  83. var cloned = {
  84. index: ( typeof index === 'number' ? index : this.index ),
  85. name: this.name,
  86. mtllib: this.mtllib,
  87. smooth: this.smooth,
  88. groupStart: 0,
  89. groupEnd: - 1,
  90. groupCount: - 1,
  91. inherited: false
  92. };
  93. cloned.clone = this.clone.bind( cloned );
  94. return cloned;
  95. }
  96. };
  97. this.materials.push( material );
  98. return material;
  99. },
  100. currentMaterial: function () {
  101. if ( this.materials.length > 0 ) {
  102. return this.materials[ this.materials.length - 1 ];
  103. }
  104. return undefined;
  105. },
  106. _finalize: function ( end ) {
  107. var lastMultiMaterial = this.currentMaterial();
  108. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  109. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  110. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  111. lastMultiMaterial.inherited = false;
  112. }
  113. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  114. if ( end && this.materials.length > 1 ) {
  115. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  116. if ( this.materials[ mi ].groupCount <= 0 ) {
  117. this.materials.splice( mi, 1 );
  118. }
  119. }
  120. }
  121. // Guarantee at least one empty material, this makes the creation later more straight forward.
  122. if ( end && this.materials.length === 0 ) {
  123. this.materials.push( {
  124. name: '',
  125. smooth: this.smooth
  126. } );
  127. }
  128. return lastMultiMaterial;
  129. }
  130. };
  131. // Inherit previous objects material.
  132. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  133. // If a usemtl declaration is encountered while this new object is being parsed, it will
  134. // overwrite the inherited material. Exception being that there was already face declarations
  135. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  136. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  137. var declared = previousMaterial.clone( 0 );
  138. declared.inherited = true;
  139. this.object.materials.push( declared );
  140. }
  141. this.objects.push( this.object );
  142. },
  143. finalize: function () {
  144. if ( this.object && typeof this.object._finalize === 'function' ) {
  145. this.object._finalize( true );
  146. }
  147. },
  148. parseVertexIndex: function ( value, len ) {
  149. var index = parseInt( value, 10 );
  150. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  151. },
  152. parseNormalIndex: function ( value, len ) {
  153. var index = parseInt( value, 10 );
  154. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  155. },
  156. parseUVIndex: function ( value, len ) {
  157. var index = parseInt( value, 10 );
  158. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  159. },
  160. addVertex: function ( a, b, c ) {
  161. var src = this.vertices;
  162. var dst = this.object.geometry.vertices;
  163. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  164. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  165. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  166. },
  167. addVertexPoint: function ( a ) {
  168. var src = this.vertices;
  169. var dst = this.object.geometry.vertices;
  170. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  171. },
  172. addVertexLine: function ( a ) {
  173. var src = this.vertices;
  174. var dst = this.object.geometry.vertices;
  175. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  176. },
  177. addNormal: function ( a, b, c ) {
  178. var src = this.normals;
  179. var dst = this.object.geometry.normals;
  180. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  181. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  182. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  183. },
  184. addFaceNormal: function ( a, b, c ) {
  185. var src = this.vertices;
  186. var dst = this.object.geometry.normals;
  187. vA.fromArray( src, a );
  188. vB.fromArray( src, b );
  189. vC.fromArray( src, c );
  190. cb.subVectors( vC, vB );
  191. ab.subVectors( vA, vB );
  192. cb.cross( ab );
  193. cb.normalize();
  194. dst.push( cb.x, cb.y, cb.z );
  195. dst.push( cb.x, cb.y, cb.z );
  196. dst.push( cb.x, cb.y, cb.z );
  197. },
  198. addColor: function ( a, b, c ) {
  199. var src = this.colors;
  200. var dst = this.object.geometry.colors;
  201. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  202. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  203. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  204. },
  205. addUV: function ( a, b, c ) {
  206. var src = this.uvs;
  207. var dst = this.object.geometry.uvs;
  208. dst.push( src[ a + 0 ], src[ a + 1 ] );
  209. dst.push( src[ b + 0 ], src[ b + 1 ] );
  210. dst.push( src[ c + 0 ], src[ c + 1 ] );
  211. },
  212. addDefaultUV: function () {
  213. var dst = this.object.geometry.uvs;
  214. dst.push( 0, 0 );
  215. dst.push( 0, 0 );
  216. dst.push( 0, 0 );
  217. },
  218. addUVLine: function ( a ) {
  219. var src = this.uvs;
  220. var dst = this.object.geometry.uvs;
  221. dst.push( src[ a + 0 ], src[ a + 1 ] );
  222. },
  223. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  224. var vLen = this.vertices.length;
  225. var ia = this.parseVertexIndex( a, vLen );
  226. var ib = this.parseVertexIndex( b, vLen );
  227. var ic = this.parseVertexIndex( c, vLen );
  228. this.addVertex( ia, ib, ic );
  229. this.addColor( ia, ib, ic );
  230. // normals
  231. if ( na !== undefined && na !== '' ) {
  232. var nLen = this.normals.length;
  233. ia = this.parseNormalIndex( na, nLen );
  234. ib = this.parseNormalIndex( nb, nLen );
  235. ic = this.parseNormalIndex( nc, nLen );
  236. this.addNormal( ia, ib, ic );
  237. } else {
  238. this.addFaceNormal( ia, ib, ic );
  239. }
  240. // uvs
  241. if ( ua !== undefined && ua !== '' ) {
  242. var uvLen = this.uvs.length;
  243. ia = this.parseUVIndex( ua, uvLen );
  244. ib = this.parseUVIndex( ub, uvLen );
  245. ic = this.parseUVIndex( uc, uvLen );
  246. this.addUV( ia, ib, ic );
  247. } else {
  248. // add placeholder values (for inconsistent face definitions)
  249. this.addDefaultUV();
  250. }
  251. },
  252. addPointGeometry: function ( vertices ) {
  253. this.object.geometry.type = 'Points';
  254. var vLen = this.vertices.length;
  255. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  256. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  257. }
  258. },
  259. addLineGeometry: function ( vertices, uvs ) {
  260. this.object.geometry.type = 'Line';
  261. var vLen = this.vertices.length;
  262. var uvLen = this.uvs.length;
  263. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  264. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  265. }
  266. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  267. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  268. }
  269. }
  270. };
  271. state.startObject( '', false );
  272. return state;
  273. }
  274. //
  275. function OBJLoader( manager ) {
  276. Loader.call( this, manager );
  277. this.materials = null;
  278. }
  279. OBJLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  280. constructor: OBJLoader,
  281. load: function ( url, onLoad, onProgress, onError ) {
  282. var scope = this;
  283. var loader = new FileLoader( scope.manager );
  284. loader.setPath( this.path );
  285. loader.load( url, function ( text ) {
  286. onLoad( scope.parse( text ) );
  287. }, onProgress, onError );
  288. },
  289. setMaterials: function ( materials ) {
  290. this.materials = materials;
  291. return this;
  292. },
  293. parse: function ( text ) {
  294. var state = new ParserState();
  295. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  296. // This is faster than String.split with regex that splits on both
  297. text = text.replace( /\r\n/g, '\n' );
  298. }
  299. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  300. // join lines separated by a line continuation character (\)
  301. text = text.replace( /\\\n/g, '' );
  302. }
  303. var lines = text.split( '\n' );
  304. var line = '', lineFirstChar = '';
  305. var lineLength = 0;
  306. var result = [];
  307. // Faster to just trim left side of the line. Use if available.
  308. var trimLeft = ( typeof ''.trimLeft === 'function' );
  309. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  310. line = lines[ i ];
  311. line = trimLeft ? line.trimLeft() : line.trim();
  312. lineLength = line.length;
  313. if ( lineLength === 0 ) continue;
  314. lineFirstChar = line.charAt( 0 );
  315. // @todo invoke passed in handler if any
  316. if ( lineFirstChar === '#' ) continue;
  317. if ( lineFirstChar === 'v' ) {
  318. var data = line.split( /\s+/ );
  319. switch ( data[ 0 ] ) {
  320. case 'v':
  321. state.vertices.push(
  322. parseFloat( data[ 1 ] ),
  323. parseFloat( data[ 2 ] ),
  324. parseFloat( data[ 3 ] )
  325. );
  326. if ( data.length >= 7 ) {
  327. state.colors.push(
  328. parseFloat( data[ 4 ] ),
  329. parseFloat( data[ 5 ] ),
  330. parseFloat( data[ 6 ] )
  331. );
  332. } else {
  333. // if no colors are defined, add placeholders so color and vertex indices match
  334. state.colors.push( undefined, undefined, undefined );
  335. }
  336. break;
  337. case 'vn':
  338. state.normals.push(
  339. parseFloat( data[ 1 ] ),
  340. parseFloat( data[ 2 ] ),
  341. parseFloat( data[ 3 ] )
  342. );
  343. break;
  344. case 'vt':
  345. state.uvs.push(
  346. parseFloat( data[ 1 ] ),
  347. parseFloat( data[ 2 ] )
  348. );
  349. break;
  350. }
  351. } else if ( lineFirstChar === 'f' ) {
  352. var lineData = line.substr( 1 ).trim();
  353. var vertexData = lineData.split( /\s+/ );
  354. var faceVertices = [];
  355. // Parse the face vertex data into an easy to work with format
  356. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  357. var vertex = vertexData[ j ];
  358. if ( vertex.length > 0 ) {
  359. var vertexParts = vertex.split( '/' );
  360. faceVertices.push( vertexParts );
  361. }
  362. }
  363. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  364. var v1 = faceVertices[ 0 ];
  365. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  366. var v2 = faceVertices[ j ];
  367. var v3 = faceVertices[ j + 1 ];
  368. state.addFace(
  369. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  370. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  371. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  372. );
  373. }
  374. } else if ( lineFirstChar === 'l' ) {
  375. var lineParts = line.substring( 1 ).trim().split( " " );
  376. var lineVertices = [], lineUVs = [];
  377. if ( line.indexOf( "/" ) === - 1 ) {
  378. lineVertices = lineParts;
  379. } else {
  380. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  381. var parts = lineParts[ li ].split( "/" );
  382. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  383. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  384. }
  385. }
  386. state.addLineGeometry( lineVertices, lineUVs );
  387. } else if ( lineFirstChar === 'p' ) {
  388. var lineData = line.substr( 1 ).trim();
  389. var pointData = lineData.split( " " );
  390. state.addPointGeometry( pointData );
  391. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  392. // o object_name
  393. // or
  394. // g group_name
  395. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  396. // var name = result[ 0 ].substr( 1 ).trim();
  397. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  398. state.startObject( name );
  399. } else if ( material_use_pattern.test( line ) ) {
  400. // material
  401. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  402. } else if ( material_library_pattern.test( line ) ) {
  403. // mtl file
  404. state.materialLibraries.push( line.substring( 7 ).trim() );
  405. } else if ( map_use_pattern.test( line ) ) {
  406. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  407. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  408. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  409. } else if ( lineFirstChar === 's' ) {
  410. result = line.split( ' ' );
  411. // smooth shading
  412. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  413. // but does not define a usemtl for each face set.
  414. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  415. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  416. // where explicit usemtl defines geometry groups.
  417. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  418. /*
  419. * http://paulbourke.net/dataformats/obj/
  420. * or
  421. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  422. *
  423. * From chapter "Grouping" Syntax explanation "s group_number":
  424. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  425. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  426. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  427. * than 0."
  428. */
  429. if ( result.length > 1 ) {
  430. var value = result[ 1 ].trim().toLowerCase();
  431. state.object.smooth = ( value !== '0' && value !== 'off' );
  432. } else {
  433. // ZBrush can produce "s" lines #11707
  434. state.object.smooth = true;
  435. }
  436. var material = state.object.currentMaterial();
  437. if ( material ) material.smooth = state.object.smooth;
  438. } else {
  439. // Handle null terminated files without exception
  440. if ( line === '\0' ) continue;
  441. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  442. }
  443. }
  444. state.finalize();
  445. var container = new Group();
  446. container.materialLibraries = [].concat( state.materialLibraries );
  447. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  448. var object = state.objects[ i ];
  449. var geometry = object.geometry;
  450. var materials = object.materials;
  451. var isLine = ( geometry.type === 'Line' );
  452. var isPoints = ( geometry.type === 'Points' );
  453. var hasVertexColors = false;
  454. // Skip o/g line declarations that did not follow with any faces
  455. if ( geometry.vertices.length === 0 ) continue;
  456. var buffergeometry = new BufferGeometry();
  457. buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
  458. if ( geometry.normals.length > 0 ) {
  459. buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
  460. } else {
  461. buffergeometry.computeVertexNormals();
  462. }
  463. if ( geometry.colors.length > 0 ) {
  464. hasVertexColors = true;
  465. buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
  466. }
  467. if ( geometry.uvs.length > 0 ) {
  468. buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );
  469. }
  470. // Create materials
  471. var createdMaterials = [];
  472. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  473. var sourceMaterial = materials[ mi ];
  474. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  475. var material = state.materials[ materialHash ];
  476. if ( this.materials !== null ) {
  477. material = this.materials.create( sourceMaterial.name );
  478. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  479. if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) {
  480. var materialLine = new LineBasicMaterial();
  481. Material.prototype.copy.call( materialLine, material );
  482. materialLine.color.copy( material.color );
  483. material = materialLine;
  484. } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
  485. var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
  486. Material.prototype.copy.call( materialPoints, material );
  487. materialPoints.color.copy( material.color );
  488. materialPoints.map = material.map;
  489. material = materialPoints;
  490. }
  491. }
  492. if ( material === undefined ) {
  493. if ( isLine ) {
  494. material = new LineBasicMaterial();
  495. } else if ( isPoints ) {
  496. material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
  497. } else {
  498. material = new MeshPhongMaterial();
  499. }
  500. material.name = sourceMaterial.name;
  501. material.flatShading = sourceMaterial.smooth ? false : true;
  502. material.vertexColors = hasVertexColors;
  503. state.materials[ materialHash ] = material;
  504. }
  505. createdMaterials.push( material );
  506. }
  507. // Create mesh
  508. var mesh;
  509. if ( createdMaterials.length > 1 ) {
  510. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  511. var sourceMaterial = materials[ mi ];
  512. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  513. }
  514. if ( isLine ) {
  515. mesh = new LineSegments( buffergeometry, createdMaterials );
  516. } else if ( isPoints ) {
  517. mesh = new Points( buffergeometry, createdMaterials );
  518. } else {
  519. mesh = new Mesh( buffergeometry, createdMaterials );
  520. }
  521. } else {
  522. if ( isLine ) {
  523. mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
  524. } else if ( isPoints ) {
  525. mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
  526. } else {
  527. mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
  528. }
  529. }
  530. mesh.name = object.name;
  531. container.add( mesh );
  532. }
  533. return container;
  534. }
  535. } );
  536. return OBJLoader;
  537. } )();
  538. export { OBJLoader };