OBJLoader.js 17 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.OBJLoader = ( function () {
  5. // o object_name | g group_name
  6. var object_pattern = /^[og]\s*(.+)?/;
  7. // mtllib file_reference
  8. var material_library_pattern = /^mtllib /;
  9. // usemtl material_name
  10. var material_use_pattern = /^usemtl /;
  11. function ParserState() {
  12. var state = {
  13. objects: [],
  14. object: {},
  15. vertices: [],
  16. normals: [],
  17. colors: [],
  18. uvs: [],
  19. materialLibraries: [],
  20. startObject: function ( name, fromDeclaration ) {
  21. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  22. // file. We need to use it for the first parsed g/o to keep things in sync.
  23. if ( this.object && this.object.fromDeclaration === false ) {
  24. this.object.name = name;
  25. this.object.fromDeclaration = ( fromDeclaration !== false );
  26. return;
  27. }
  28. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  29. if ( this.object && typeof this.object._finalize === 'function' ) {
  30. this.object._finalize( true );
  31. }
  32. this.object = {
  33. name: name || '',
  34. fromDeclaration: ( fromDeclaration !== false ),
  35. geometry: {
  36. vertices: [],
  37. normals: [],
  38. colors: [],
  39. uvs: []
  40. },
  41. materials: [],
  42. smooth: true,
  43. startMaterial: function ( name, libraries ) {
  44. var previous = this._finalize( false );
  45. // New usemtl declaration overwrites an inherited material, except if faces were declared
  46. // after the material, then it must be preserved for proper MultiMaterial continuation.
  47. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  48. this.materials.splice( previous.index, 1 );
  49. }
  50. var material = {
  51. index: this.materials.length,
  52. name: name || '',
  53. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  54. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  55. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  56. groupEnd: - 1,
  57. groupCount: - 1,
  58. inherited: false,
  59. clone: function ( index ) {
  60. var cloned = {
  61. index: ( typeof index === 'number' ? index : this.index ),
  62. name: this.name,
  63. mtllib: this.mtllib,
  64. smooth: this.smooth,
  65. groupStart: 0,
  66. groupEnd: - 1,
  67. groupCount: - 1,
  68. inherited: false
  69. };
  70. cloned.clone = this.clone.bind( cloned );
  71. return cloned;
  72. }
  73. };
  74. this.materials.push( material );
  75. return material;
  76. },
  77. currentMaterial: function () {
  78. if ( this.materials.length > 0 ) {
  79. return this.materials[ this.materials.length - 1 ];
  80. }
  81. return undefined;
  82. },
  83. _finalize: function ( end ) {
  84. var lastMultiMaterial = this.currentMaterial();
  85. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  86. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  87. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  88. lastMultiMaterial.inherited = false;
  89. }
  90. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  91. if ( end && this.materials.length > 1 ) {
  92. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  93. if ( this.materials[ mi ].groupCount <= 0 ) {
  94. this.materials.splice( mi, 1 );
  95. }
  96. }
  97. }
  98. // Guarantee at least one empty material, this makes the creation later more straight forward.
  99. if ( end && this.materials.length === 0 ) {
  100. this.materials.push( {
  101. name: '',
  102. smooth: this.smooth
  103. } );
  104. }
  105. return lastMultiMaterial;
  106. }
  107. };
  108. // Inherit previous objects material.
  109. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  110. // If a usemtl declaration is encountered while this new object is being parsed, it will
  111. // overwrite the inherited material. Exception being that there was already face declarations
  112. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  113. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  114. var declared = previousMaterial.clone( 0 );
  115. declared.inherited = true;
  116. this.object.materials.push( declared );
  117. }
  118. this.objects.push( this.object );
  119. },
  120. finalize: function () {
  121. if ( this.object && typeof this.object._finalize === 'function' ) {
  122. this.object._finalize( true );
  123. }
  124. },
  125. parseVertexIndex: function ( value, len ) {
  126. var index = parseInt( value, 10 );
  127. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  128. },
  129. parseNormalIndex: function ( value, len ) {
  130. var index = parseInt( value, 10 );
  131. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  132. },
  133. parseUVIndex: function ( value, len ) {
  134. var index = parseInt( value, 10 );
  135. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  136. },
  137. addVertex: function ( a, b, c ) {
  138. var src = this.vertices;
  139. var dst = this.object.geometry.vertices;
  140. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  141. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  142. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  143. },
  144. addVertexLine: function ( a ) {
  145. var src = this.vertices;
  146. var dst = this.object.geometry.vertices;
  147. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  148. },
  149. addNormal: function ( a, b, c ) {
  150. var src = this.normals;
  151. var dst = this.object.geometry.normals;
  152. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  153. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  154. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  155. },
  156. addColor: function ( a, b, c ) {
  157. var src = this.colors;
  158. var dst = this.object.geometry.colors;
  159. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  160. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  161. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  162. },
  163. addUV: function ( a, b, c ) {
  164. var src = this.uvs;
  165. var dst = this.object.geometry.uvs;
  166. dst.push( src[ a + 0 ], src[ a + 1 ] );
  167. dst.push( src[ b + 0 ], src[ b + 1 ] );
  168. dst.push( src[ c + 0 ], src[ c + 1 ] );
  169. },
  170. addUVLine: function ( a ) {
  171. var src = this.uvs;
  172. var dst = this.object.geometry.uvs;
  173. dst.push( src[ a + 0 ], src[ a + 1 ] );
  174. },
  175. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  176. var vLen = this.vertices.length;
  177. var ia = this.parseVertexIndex( a, vLen );
  178. var ib = this.parseVertexIndex( b, vLen );
  179. var ic = this.parseVertexIndex( c, vLen );
  180. this.addVertex( ia, ib, ic );
  181. if ( ua !== undefined ) {
  182. var uvLen = this.uvs.length;
  183. ia = this.parseUVIndex( ua, uvLen );
  184. ib = this.parseUVIndex( ub, uvLen );
  185. ic = this.parseUVIndex( uc, uvLen );
  186. this.addUV( ia, ib, ic );
  187. }
  188. if ( na !== undefined ) {
  189. // Normals are many times the same. If so, skip function call and parseInt.
  190. var nLen = this.normals.length;
  191. ia = this.parseNormalIndex( na, nLen );
  192. ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
  193. ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  194. this.addNormal( ia, ib, ic );
  195. }
  196. if ( this.colors.length > 0 ) {
  197. this.addColor( ia, ib, ic );
  198. }
  199. },
  200. addLineGeometry: function ( vertices, uvs ) {
  201. this.object.geometry.type = 'Line';
  202. var vLen = this.vertices.length;
  203. var uvLen = this.uvs.length;
  204. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  205. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  206. }
  207. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  208. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  209. }
  210. }
  211. };
  212. state.startObject( '', false );
  213. return state;
  214. }
  215. //
  216. function OBJLoader( manager ) {
  217. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  218. this.materials = null;
  219. }
  220. OBJLoader.prototype = {
  221. constructor: OBJLoader,
  222. load: function ( url, onLoad, onProgress, onError ) {
  223. var scope = this;
  224. var loader = new THREE.FileLoader( scope.manager );
  225. loader.setPath( this.path );
  226. loader.load( url, function ( text ) {
  227. onLoad( scope.parse( text ) );
  228. }, onProgress, onError );
  229. },
  230. setPath: function ( value ) {
  231. this.path = value;
  232. },
  233. setMaterials: function ( materials ) {
  234. this.materials = materials;
  235. return this;
  236. },
  237. parse: function ( text ) {
  238. console.time( 'OBJLoader' );
  239. var state = new ParserState();
  240. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  241. // This is faster than String.split with regex that splits on both
  242. text = text.replace( /\r\n/g, '\n' );
  243. }
  244. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  245. // join lines separated by a line continuation character (\)
  246. text = text.replace( /\\\n/g, '' );
  247. }
  248. var lines = text.split( '\n' );
  249. var line = '', lineFirstChar = '';
  250. var lineLength = 0;
  251. var result = [];
  252. // Faster to just trim left side of the line. Use if available.
  253. var trimLeft = ( typeof ''.trimLeft === 'function' );
  254. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  255. line = lines[ i ];
  256. line = trimLeft ? line.trimLeft() : line.trim();
  257. lineLength = line.length;
  258. if ( lineLength === 0 ) continue;
  259. lineFirstChar = line.charAt( 0 );
  260. // @todo invoke passed in handler if any
  261. if ( lineFirstChar === '#' ) continue;
  262. if ( lineFirstChar === 'v' ) {
  263. var data = line.split( /\s+/ );
  264. switch ( data[ 0 ] ) {
  265. case 'v':
  266. state.vertices.push(
  267. parseFloat( data[ 1 ] ),
  268. parseFloat( data[ 2 ] ),
  269. parseFloat( data[ 3 ] )
  270. );
  271. if ( data.length === 8 ) {
  272. state.colors.push(
  273. parseFloat( data[ 4 ] ),
  274. parseFloat( data[ 5 ] ),
  275. parseFloat( data[ 6 ] )
  276. );
  277. }
  278. break;
  279. case 'vn':
  280. state.normals.push(
  281. parseFloat( data[ 1 ] ),
  282. parseFloat( data[ 2 ] ),
  283. parseFloat( data[ 3 ] )
  284. );
  285. break;
  286. case 'vt':
  287. state.uvs.push(
  288. parseFloat( data[ 1 ] ),
  289. parseFloat( data[ 2 ] )
  290. );
  291. break;
  292. }
  293. } else if ( lineFirstChar === 'f' ) {
  294. var lineData = line.substr( 1 ).trim();
  295. var vertexData = lineData.split( /\s+/ );
  296. var faceVertices = [];
  297. // Parse the face vertex data into an easy to work with format
  298. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  299. var vertex = vertexData[ j ];
  300. if ( vertex.length > 0 ) {
  301. var vertexParts = vertex.split( '/' );
  302. faceVertices.push( vertexParts );
  303. }
  304. }
  305. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  306. var v1 = faceVertices[ 0 ];
  307. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  308. var v2 = faceVertices[ j ];
  309. var v3 = faceVertices[ j + 1 ];
  310. state.addFace(
  311. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  312. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  313. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  314. );
  315. }
  316. } else if ( lineFirstChar === 'l' ) {
  317. var lineParts = line.substring( 1 ).trim().split( " " );
  318. var lineVertices = [], lineUVs = [];
  319. if ( line.indexOf( "/" ) === - 1 ) {
  320. lineVertices = lineParts;
  321. } else {
  322. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  323. var parts = lineParts[ li ].split( "/" );
  324. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  325. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  326. }
  327. }
  328. state.addLineGeometry( lineVertices, lineUVs );
  329. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  330. // o object_name
  331. // or
  332. // g group_name
  333. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  334. // var name = result[ 0 ].substr( 1 ).trim();
  335. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  336. state.startObject( name );
  337. } else if ( material_use_pattern.test( line ) ) {
  338. // material
  339. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  340. } else if ( material_library_pattern.test( line ) ) {
  341. // mtl file
  342. state.materialLibraries.push( line.substring( 7 ).trim() );
  343. } else if ( lineFirstChar === 's' ) {
  344. result = line.split( ' ' );
  345. // smooth shading
  346. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  347. // but does not define a usemtl for each face set.
  348. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  349. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  350. // where explicit usemtl defines geometry groups.
  351. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  352. /*
  353. * http://paulbourke.net/dataformats/obj/
  354. * or
  355. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  356. *
  357. * From chapter "Grouping" Syntax explanation "s group_number":
  358. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  359. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  360. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  361. * than 0."
  362. */
  363. if ( result.length > 1 ) {
  364. var value = result[ 1 ].trim().toLowerCase();
  365. state.object.smooth = ( value !== '0' && value !== 'off' );
  366. } else {
  367. // ZBrush can produce "s" lines #11707
  368. state.object.smooth = true;
  369. }
  370. var material = state.object.currentMaterial();
  371. if ( material ) material.smooth = state.object.smooth;
  372. } else {
  373. // Handle null terminated files without exception
  374. if ( line === '\0' ) continue;
  375. throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  376. }
  377. }
  378. state.finalize();
  379. var container = new THREE.Group();
  380. container.materialLibraries = [].concat( state.materialLibraries );
  381. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  382. var object = state.objects[ i ];
  383. var geometry = object.geometry;
  384. var materials = object.materials;
  385. var isLine = ( geometry.type === 'Line' );
  386. // Skip o/g line declarations that did not follow with any faces
  387. if ( geometry.vertices.length === 0 ) continue;
  388. var buffergeometry = new THREE.BufferGeometry();
  389. buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  390. if ( geometry.normals.length > 0 ) {
  391. buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  392. } else {
  393. buffergeometry.computeVertexNormals();
  394. }
  395. if ( geometry.colors.length > 0 ) {
  396. buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  397. }
  398. if ( geometry.uvs.length > 0 ) {
  399. buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  400. }
  401. // Create materials
  402. var createdMaterials = [];
  403. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  404. var sourceMaterial = materials[ mi ];
  405. var material = undefined;
  406. if ( this.materials !== null ) {
  407. material = this.materials.create( sourceMaterial.name );
  408. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  409. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  410. var materialLine = new THREE.LineBasicMaterial();
  411. materialLine.copy( material );
  412. materialLine.lights = false; // TOFIX
  413. material = materialLine;
  414. }
  415. }
  416. if ( ! material ) {
  417. material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
  418. material.name = sourceMaterial.name;
  419. }
  420. material.flatShading = sourceMaterial.smooth ? false : true;
  421. createdMaterials.push( material );
  422. }
  423. // Create mesh
  424. var mesh;
  425. if ( createdMaterials.length > 1 ) {
  426. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  427. var sourceMaterial = materials[ mi ];
  428. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  429. }
  430. mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials ) : new THREE.LineSegments( buffergeometry, createdMaterials ) );
  431. } else {
  432. mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) );
  433. }
  434. mesh.name = object.name;
  435. container.add( mesh );
  436. }
  437. console.timeEnd( 'OBJLoader' );
  438. return container;
  439. }
  440. };
  441. return OBJLoader;
  442. } )();