OBJLoader.js 19 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. // usemap map_name
  12. var map_use_pattern = /^usemap /;
  13. function ParserState() {
  14. var state = {
  15. objects: [],
  16. object: {},
  17. vertices: [],
  18. normals: [],
  19. colors: [],
  20. uvs: [],
  21. materialLibraries: [],
  22. startObject: function ( name, fromDeclaration ) {
  23. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  24. // file. We need to use it for the first parsed g/o to keep things in sync.
  25. if ( this.object && this.object.fromDeclaration === false ) {
  26. this.object.name = name;
  27. this.object.fromDeclaration = ( fromDeclaration !== false );
  28. return;
  29. }
  30. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  31. if ( this.object && typeof this.object._finalize === 'function' ) {
  32. this.object._finalize( true );
  33. }
  34. this.object = {
  35. name: name || '',
  36. fromDeclaration: ( fromDeclaration !== false ),
  37. geometry: {
  38. vertices: [],
  39. normals: [],
  40. colors: [],
  41. uvs: []
  42. },
  43. materials: [],
  44. smooth: true,
  45. startMaterial: function ( name, libraries ) {
  46. var previous = this._finalize( false );
  47. // New usemtl declaration overwrites an inherited material, except if faces were declared
  48. // after the material, then it must be preserved for proper MultiMaterial continuation.
  49. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  50. this.materials.splice( previous.index, 1 );
  51. }
  52. var material = {
  53. index: this.materials.length,
  54. name: name || '',
  55. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  56. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  57. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  58. groupEnd: - 1,
  59. groupCount: - 1,
  60. inherited: false,
  61. clone: function ( index ) {
  62. var cloned = {
  63. index: ( typeof index === 'number' ? index : this.index ),
  64. name: this.name,
  65. mtllib: this.mtllib,
  66. smooth: this.smooth,
  67. groupStart: 0,
  68. groupEnd: - 1,
  69. groupCount: - 1,
  70. inherited: false
  71. };
  72. cloned.clone = this.clone.bind( cloned );
  73. return cloned;
  74. }
  75. };
  76. this.materials.push( material );
  77. return material;
  78. },
  79. currentMaterial: function () {
  80. if ( this.materials.length > 0 ) {
  81. return this.materials[ this.materials.length - 1 ];
  82. }
  83. return undefined;
  84. },
  85. _finalize: function ( end ) {
  86. var lastMultiMaterial = this.currentMaterial();
  87. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  88. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  89. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  90. lastMultiMaterial.inherited = false;
  91. }
  92. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  93. if ( end && this.materials.length > 1 ) {
  94. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  95. if ( this.materials[ mi ].groupCount <= 0 ) {
  96. this.materials.splice( mi, 1 );
  97. }
  98. }
  99. }
  100. // Guarantee at least one empty material, this makes the creation later more straight forward.
  101. if ( end && this.materials.length === 0 ) {
  102. this.materials.push( {
  103. name: '',
  104. smooth: this.smooth
  105. } );
  106. }
  107. return lastMultiMaterial;
  108. }
  109. };
  110. // Inherit previous objects material.
  111. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  112. // If a usemtl declaration is encountered while this new object is being parsed, it will
  113. // overwrite the inherited material. Exception being that there was already face declarations
  114. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  115. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  116. var declared = previousMaterial.clone( 0 );
  117. declared.inherited = true;
  118. this.object.materials.push( declared );
  119. }
  120. this.objects.push( this.object );
  121. },
  122. finalize: function () {
  123. if ( this.object && typeof this.object._finalize === 'function' ) {
  124. this.object._finalize( true );
  125. }
  126. },
  127. parseVertexIndex: function ( value, len ) {
  128. var index = parseInt( value, 10 );
  129. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  130. },
  131. parseNormalIndex: function ( value, len ) {
  132. var index = parseInt( value, 10 );
  133. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  134. },
  135. parseUVIndex: function ( value, len ) {
  136. var index = parseInt( value, 10 );
  137. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  138. },
  139. addVertex: function ( a, b, c ) {
  140. var src = this.vertices;
  141. var dst = this.object.geometry.vertices;
  142. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  143. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  144. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  145. },
  146. addVertexPoint: function ( a ) {
  147. var src = this.vertices;
  148. var dst = this.object.geometry.vertices;
  149. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  150. },
  151. addVertexLine: function ( a ) {
  152. var src = this.vertices;
  153. var dst = this.object.geometry.vertices;
  154. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  155. },
  156. addNormal: function ( a, b, c ) {
  157. var src = this.normals;
  158. var dst = this.object.geometry.normals;
  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. addColor: function ( a, b, c ) {
  164. var src = this.colors;
  165. var dst = this.object.geometry.colors;
  166. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  167. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  168. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  169. },
  170. addUV: function ( a, b, c ) {
  171. var src = this.uvs;
  172. var dst = this.object.geometry.uvs;
  173. dst.push( src[ a + 0 ], src[ a + 1 ] );
  174. dst.push( src[ b + 0 ], src[ b + 1 ] );
  175. dst.push( src[ c + 0 ], src[ c + 1 ] );
  176. },
  177. addUVLine: function ( a ) {
  178. var src = this.uvs;
  179. var dst = this.object.geometry.uvs;
  180. dst.push( src[ a + 0 ], src[ a + 1 ] );
  181. },
  182. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  183. var vLen = this.vertices.length;
  184. var ia = this.parseVertexIndex( a, vLen );
  185. var ib = this.parseVertexIndex( b, vLen );
  186. var ic = this.parseVertexIndex( c, vLen );
  187. this.addVertex( ia, ib, ic );
  188. if ( this.colors.length > 0 ) {
  189. this.addColor( ia, ib, ic );
  190. }
  191. if ( ua !== undefined && ua !== '' ) {
  192. var uvLen = this.uvs.length;
  193. ia = this.parseUVIndex( ua, uvLen );
  194. ib = this.parseUVIndex( ub, uvLen );
  195. ic = this.parseUVIndex( uc, uvLen );
  196. this.addUV( ia, ib, ic );
  197. }
  198. if ( na !== undefined && na !== '' ) {
  199. // Normals are many times the same. If so, skip function call and parseInt.
  200. var nLen = this.normals.length;
  201. ia = this.parseNormalIndex( na, nLen );
  202. ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
  203. ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  204. this.addNormal( ia, ib, ic );
  205. }
  206. },
  207. addPointGeometry: function ( vertices ) {
  208. this.object.geometry.type = 'Points';
  209. var vLen = this.vertices.length;
  210. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  211. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  212. }
  213. },
  214. addLineGeometry: function ( vertices, uvs ) {
  215. this.object.geometry.type = 'Line';
  216. var vLen = this.vertices.length;
  217. var uvLen = this.uvs.length;
  218. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  219. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  220. }
  221. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  222. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  223. }
  224. }
  225. };
  226. state.startObject( '', false );
  227. return state;
  228. }
  229. //
  230. function OBJLoader( manager ) {
  231. THREE.Loader.call( this, manager );
  232. this.materials = null;
  233. }
  234. OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  235. constructor: OBJLoader,
  236. load: function ( url, onLoad, onProgress, onError ) {
  237. var scope = this;
  238. var loader = new THREE.FileLoader( scope.manager );
  239. loader.setPath( this.path );
  240. loader.load( url, function ( text ) {
  241. onLoad( scope.parse( text ) );
  242. }, onProgress, onError );
  243. },
  244. setMaterials: function ( materials ) {
  245. this.materials = materials;
  246. return this;
  247. },
  248. parse: function ( text ) {
  249. console.time( 'OBJLoader' );
  250. var state = new ParserState();
  251. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  252. // This is faster than String.split with regex that splits on both
  253. text = text.replace( /\r\n/g, '\n' );
  254. }
  255. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  256. // join lines separated by a line continuation character (\)
  257. text = text.replace( /\\\n/g, '' );
  258. }
  259. var lines = text.split( '\n' );
  260. var line = '', lineFirstChar = '';
  261. var lineLength = 0;
  262. var result = [];
  263. // Faster to just trim left side of the line. Use if available.
  264. var trimLeft = ( typeof ''.trimLeft === 'function' );
  265. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  266. line = lines[ i ];
  267. line = trimLeft ? line.trimLeft() : line.trim();
  268. lineLength = line.length;
  269. if ( lineLength === 0 ) continue;
  270. lineFirstChar = line.charAt( 0 );
  271. // @todo invoke passed in handler if any
  272. if ( lineFirstChar === '#' ) continue;
  273. if ( lineFirstChar === 'v' ) {
  274. var data = line.split( /\s+/ );
  275. switch ( data[ 0 ] ) {
  276. case 'v':
  277. state.vertices.push(
  278. parseFloat( data[ 1 ] ),
  279. parseFloat( data[ 2 ] ),
  280. parseFloat( data[ 3 ] )
  281. );
  282. if ( data.length >= 7 ) {
  283. state.colors.push(
  284. parseFloat( data[ 4 ] ),
  285. parseFloat( data[ 5 ] ),
  286. parseFloat( data[ 6 ] )
  287. );
  288. }
  289. break;
  290. case 'vn':
  291. state.normals.push(
  292. parseFloat( data[ 1 ] ),
  293. parseFloat( data[ 2 ] ),
  294. parseFloat( data[ 3 ] )
  295. );
  296. break;
  297. case 'vt':
  298. state.uvs.push(
  299. parseFloat( data[ 1 ] ),
  300. parseFloat( data[ 2 ] )
  301. );
  302. break;
  303. }
  304. } else if ( lineFirstChar === 'f' ) {
  305. var lineData = line.substr( 1 ).trim();
  306. var vertexData = lineData.split( /\s+/ );
  307. var faceVertices = [];
  308. // Parse the face vertex data into an easy to work with format
  309. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  310. var vertex = vertexData[ j ];
  311. if ( vertex.length > 0 ) {
  312. var vertexParts = vertex.split( '/' );
  313. faceVertices.push( vertexParts );
  314. }
  315. }
  316. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  317. var v1 = faceVertices[ 0 ];
  318. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  319. var v2 = faceVertices[ j ];
  320. var v3 = faceVertices[ j + 1 ];
  321. state.addFace(
  322. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  323. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  324. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  325. );
  326. }
  327. } else if ( lineFirstChar === 'l' ) {
  328. var lineParts = line.substring( 1 ).trim().split( " " );
  329. var lineVertices = [], lineUVs = [];
  330. if ( line.indexOf( "/" ) === - 1 ) {
  331. lineVertices = lineParts;
  332. } else {
  333. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  334. var parts = lineParts[ li ].split( "/" );
  335. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  336. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  337. }
  338. }
  339. state.addLineGeometry( lineVertices, lineUVs );
  340. } else if ( lineFirstChar === 'p' ) {
  341. var lineData = line.substr( 1 ).trim();
  342. var pointData = lineData.split( " " );
  343. state.addPointGeometry( pointData );
  344. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  345. // o object_name
  346. // or
  347. // g group_name
  348. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  349. // var name = result[ 0 ].substr( 1 ).trim();
  350. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  351. state.startObject( name );
  352. } else if ( material_use_pattern.test( line ) ) {
  353. // material
  354. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  355. } else if ( material_library_pattern.test( line ) ) {
  356. // mtl file
  357. state.materialLibraries.push( line.substring( 7 ).trim() );
  358. } else if ( map_use_pattern.test( line ) ) {
  359. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  360. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  361. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  362. } else if ( lineFirstChar === 's' ) {
  363. result = line.split( ' ' );
  364. // smooth shading
  365. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  366. // but does not define a usemtl for each face set.
  367. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  368. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  369. // where explicit usemtl defines geometry groups.
  370. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  371. /*
  372. * http://paulbourke.net/dataformats/obj/
  373. * or
  374. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  375. *
  376. * From chapter "Grouping" Syntax explanation "s group_number":
  377. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  378. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  379. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  380. * than 0."
  381. */
  382. if ( result.length > 1 ) {
  383. var value = result[ 1 ].trim().toLowerCase();
  384. state.object.smooth = ( value !== '0' && value !== 'off' );
  385. } else {
  386. // ZBrush can produce "s" lines #11707
  387. state.object.smooth = true;
  388. }
  389. var material = state.object.currentMaterial();
  390. if ( material ) material.smooth = state.object.smooth;
  391. } else {
  392. // Handle null terminated files without exception
  393. if ( line === '\0' ) continue;
  394. throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  395. }
  396. }
  397. state.finalize();
  398. var container = new THREE.Group();
  399. container.materialLibraries = [].concat( state.materialLibraries );
  400. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  401. var object = state.objects[ i ];
  402. var geometry = object.geometry;
  403. var materials = object.materials;
  404. var isLine = ( geometry.type === 'Line' );
  405. var isPoints = ( geometry.type === 'Points' );
  406. var hasVertexColors = false;
  407. // Skip o/g line declarations that did not follow with any faces
  408. if ( geometry.vertices.length === 0 ) continue;
  409. var buffergeometry = new THREE.BufferGeometry();
  410. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  411. if ( geometry.normals.length > 0 ) {
  412. buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  413. } else {
  414. buffergeometry.computeVertexNormals();
  415. }
  416. if ( geometry.colors.length > 0 ) {
  417. hasVertexColors = true;
  418. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  419. }
  420. if ( geometry.uvs.length > 0 ) {
  421. buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  422. }
  423. // Create materials
  424. var createdMaterials = [];
  425. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  426. var sourceMaterial = materials[ mi ];
  427. var material = undefined;
  428. if ( this.materials !== null ) {
  429. material = this.materials.create( sourceMaterial.name );
  430. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  431. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  432. var materialLine = new THREE.LineBasicMaterial();
  433. THREE.Material.prototype.copy.call( materialLine, material );
  434. materialLine.color.copy( material.color );
  435. material = materialLine;
  436. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  437. var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  438. THREE.Material.prototype.copy.call( materialPoints, material );
  439. materialPoints.color.copy( material.color );
  440. materialPoints.map = material.map;
  441. material = materialPoints;
  442. }
  443. }
  444. if ( ! material ) {
  445. if ( isLine ) {
  446. material = new THREE.LineBasicMaterial();
  447. } else if ( isPoints ) {
  448. material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  449. } else {
  450. material = new THREE.MeshPhongMaterial();
  451. }
  452. material.name = sourceMaterial.name;
  453. }
  454. material.flatShading = sourceMaterial.smooth ? false : true;
  455. material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;
  456. createdMaterials.push( material );
  457. }
  458. // Create mesh
  459. var mesh;
  460. if ( createdMaterials.length > 1 ) {
  461. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  462. var sourceMaterial = materials[ mi ];
  463. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  464. }
  465. if ( isLine ) {
  466. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  467. } else if ( isPoints ) {
  468. mesh = new THREE.Points( buffergeometry, createdMaterials );
  469. } else {
  470. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  471. }
  472. } else {
  473. if ( isLine ) {
  474. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  475. } else if ( isPoints ) {
  476. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  477. } else {
  478. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  479. }
  480. }
  481. mesh.name = object.name;
  482. container.add( mesh );
  483. }
  484. console.timeEnd( 'OBJLoader' );
  485. return container;
  486. }
  487. } );
  488. return OBJLoader;
  489. } )();