OBJLoader.js 7.7 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( this.manager );
  12. loader.setCrossOrigin( this.crossOrigin );
  13. loader.load( url, function ( text ) {
  14. onLoad( scope.parse( text ) );
  15. }, onProgress, onError );
  16. },
  17. setCrossOrigin: function ( value ) {
  18. this.crossOrigin = value;
  19. },
  20. parse: function ( text ) {
  21. console.time( 'OBJLoader' );
  22. var object, objects = [];
  23. var geometry, material;
  24. function parseVertexIndex( value ) {
  25. var index = parseInt( value );
  26. return ( index >= 0 ? index - 1 : index + vertices.length / 3 ) * 3;
  27. }
  28. function parseNormalIndex( value ) {
  29. var index = parseInt( value );
  30. return ( index >= 0 ? index - 1 : index + normals.length / 3 ) * 3;
  31. }
  32. function parseUVIndex( value ) {
  33. var index = parseInt( value );
  34. return ( index >= 0 ? index - 1 : index + uvs.length / 2 ) * 2;
  35. }
  36. function addVertex( a, b, c ) {
  37. geometry.vertices.push(
  38. vertices[ a ], vertices[ a + 1 ], vertices[ a + 2 ],
  39. vertices[ b ], vertices[ b + 1 ], vertices[ b + 2 ],
  40. vertices[ c ], vertices[ c + 1 ], vertices[ c + 2 ]
  41. );
  42. }
  43. function addNormal( a, b, c ) {
  44. geometry.normals.push(
  45. normals[ a ], normals[ a + 1 ], normals[ a + 2 ],
  46. normals[ b ], normals[ b + 1 ], normals[ b + 2 ],
  47. normals[ c ], normals[ c + 1 ], normals[ c + 2 ]
  48. );
  49. }
  50. function addUV( a, b, c ) {
  51. geometry.uvs.push(
  52. uvs[ a ], uvs[ a + 1 ],
  53. uvs[ b ], uvs[ b + 1 ],
  54. uvs[ c ], uvs[ c + 1 ]
  55. );
  56. }
  57. function addFace( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) {
  58. var ia = parseVertexIndex( a );
  59. var ib = parseVertexIndex( b );
  60. var ic = parseVertexIndex( c );
  61. if ( d === undefined ) {
  62. addVertex( ia, ib, ic );
  63. } else {
  64. var id = parseVertexIndex( d );
  65. addVertex( ia, ib, id );
  66. addVertex( ib, ic, id );
  67. }
  68. if ( ua !== undefined ) {
  69. var ia = parseUVIndex( ua );
  70. var ib = parseUVIndex( ub );
  71. var ic = parseUVIndex( uc );
  72. if ( d === undefined ) {
  73. addUV( ia, ib, ic );
  74. } else {
  75. var id = parseUVIndex( ud );
  76. addUV( ia, ib, id );
  77. addUV( ib, ic, id );
  78. }
  79. }
  80. if ( na !== undefined ) {
  81. var ia = parseNormalIndex( na );
  82. var ib = parseNormalIndex( nb );
  83. var ic = parseNormalIndex( nc );
  84. if ( d === undefined ) {
  85. addNormal( ia, ib, ic );
  86. } else {
  87. var id = parseNormalIndex( nd );
  88. addNormal( ia, ib, id );
  89. addNormal( ib, ic, id );
  90. }
  91. }
  92. }
  93. // create mesh if no objects in text
  94. if ( /^o /gm.test( text ) === false ) {
  95. geometry = {
  96. vertices: [],
  97. normals: [],
  98. uvs: []
  99. };
  100. material = {
  101. name: ''
  102. };
  103. object = {
  104. name: '',
  105. geometry: geometry,
  106. material: material
  107. };
  108. objects.push( object );
  109. }
  110. var vertices = [];
  111. var normals = [];
  112. var uvs = [];
  113. // v float float float
  114. var vertex_pattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  115. // vn float float float
  116. var normal_pattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  117. // vt float float
  118. var uv_pattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  119. // f vertex vertex vertex ...
  120. var face_pattern1 = /f( +-?\d+)( +-?\d+)( +-?\d+)( +-?\d+)?/;
  121. // f vertex/uv vertex/uv vertex/uv ...
  122. var face_pattern2 = /f( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+))?/;
  123. // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
  124. var face_pattern3 = /f( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))( +(-?\d+)\/(-?\d+)\/(-?\d+))?/;
  125. // f vertex//normal vertex//normal vertex//normal ...
  126. var face_pattern4 = /f( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))( +(-?\d+)\/\/(-?\d+))?/
  127. //
  128. var lines = text.split( '\n' );
  129. for ( var i = 0; i < lines.length; i ++ ) {
  130. var line = lines[ i ];
  131. line = line.trim();
  132. var result;
  133. if ( line.length === 0 || line.charAt( 0 ) === '#' ) {
  134. continue;
  135. } else if ( ( result = vertex_pattern.exec( line ) ) !== null ) {
  136. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  137. vertices.push(
  138. parseFloat( result[ 1 ] ),
  139. parseFloat( result[ 2 ] ),
  140. parseFloat( result[ 3 ] )
  141. );
  142. } else if ( ( result = normal_pattern.exec( line ) ) !== null ) {
  143. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  144. normals.push(
  145. parseFloat( result[ 1 ] ),
  146. parseFloat( result[ 2 ] ),
  147. parseFloat( result[ 3 ] )
  148. );
  149. } else if ( ( result = uv_pattern.exec( line ) ) !== null ) {
  150. // ["vt 0.1 0.2", "0.1", "0.2"]
  151. uvs.push(
  152. parseFloat( result[ 1 ] ),
  153. parseFloat( result[ 2 ] )
  154. );
  155. } else if ( ( result = face_pattern1.exec( line ) ) !== null ) {
  156. // ["f 1 2 3", "1", "2", "3", undefined]
  157. addFace(
  158. result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ]
  159. );
  160. } else if ( ( result = face_pattern2.exec( line ) ) !== null ) {
  161. // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
  162. addFace(
  163. result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
  164. result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
  165. );
  166. } else if ( ( result = face_pattern3.exec( line ) ) !== null ) {
  167. // ["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]
  168. addFace(
  169. result[ 2 ], result[ 6 ], result[ 10 ], result[ 14 ],
  170. result[ 3 ], result[ 7 ], result[ 11 ], result[ 15 ],
  171. result[ 4 ], result[ 8 ], result[ 12 ], result[ 16 ]
  172. );
  173. } else if ( ( result = face_pattern4.exec( line ) ) !== null ) {
  174. // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
  175. addFace(
  176. result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
  177. undefined, undefined, undefined, undefined,
  178. result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
  179. );
  180. } else if ( /^o /.test( line ) ) {
  181. geometry = {
  182. vertices: [],
  183. normals: [],
  184. uvs: []
  185. };
  186. material = {
  187. name: ''
  188. };
  189. object = {
  190. name: line.substring( 2 ).trim(),
  191. geometry: geometry,
  192. material: material
  193. };
  194. objects.push( object )
  195. } else if ( /^g /.test( line ) ) {
  196. // group
  197. } else if ( /^usemtl /.test( line ) ) {
  198. // material
  199. material.name = line.substring( 7 ).trim();
  200. } else if ( /^mtllib /.test( line ) ) {
  201. // mtl file
  202. } else if ( /^s /.test( line ) ) {
  203. // smooth shading
  204. } else {
  205. // console.log( "THREE.OBJLoader: Unhandled line " + line );
  206. }
  207. }
  208. var container = new THREE.Object3D();
  209. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  210. var object = objects[ i ];
  211. var geometry = object.geometry;
  212. var buffergeometry = new THREE.BufferGeometry();
  213. buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );
  214. if ( geometry.normals.length > 0 ) {
  215. buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );
  216. }
  217. if ( geometry.uvs.length > 0 ) {
  218. buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );
  219. }
  220. var material = new THREE.MeshLambertMaterial();
  221. material.name = object.material.name;
  222. var mesh = new THREE.Mesh( buffergeometry, material );
  223. mesh.name = object.name;
  224. container.add( mesh );
  225. }
  226. console.timeEnd( 'OBJLoader' );
  227. return container;
  228. }
  229. };