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- /**
- * @author Kai Salmen / https://kaisalmen.de
- * Development repository: https://github.com/kaisalmen/WWOBJLoader
- */
- import {
- FileLoader,
- Object3D,
- Loader
- } from "../../../build/three.module.js";
- import { OBJLoader2Parser } from "./obj2/worker/parallel/OBJLoader2Parser.js";
- import { MeshReceiver } from "./obj2/shared/MeshReceiver.js";
- import { MaterialHandler } from "./obj2/shared/MaterialHandler.js";
- /**
- * Creates a new OBJLoader2. Use it to load OBJ data from files or to parse OBJ data from arraybuffer or text.
- *
- * @param {LoadingManager} [manager] The loadingManager for the loader to use. Default is {@link LoadingManager}
- * @constructor
- */
- const OBJLoader2 = function ( manager ) {
- Loader.call( this, manager );
- this.parser = new OBJLoader2Parser();
- this.modelName = '';
- this.instanceNo = 0;
- this.baseObject3d = new Object3D();
- this.materialHandler = new MaterialHandler();
- this.meshReceiver = new MeshReceiver( this.materialHandler );
- // as OBJLoader2 is no longer derived from OBJLoader2Parser, we need to override the default onAssetAvailable callback
- let scope = this;
- let defaultOnAssetAvailable = function ( payload ) {
- scope._onAssetAvailable( payload );
- };
- this.parser.setCallbackOnAssetAvailable( defaultOnAssetAvailable );
- };
- OBJLoader2.OBJLOADER2_VERSION = '3.1.1';
- console.info( 'Using OBJLoader2 version: ' + OBJLoader2.OBJLOADER2_VERSION );
- OBJLoader2.prototype = Object.assign( Object.create( Loader.prototype ), {
- constructor: OBJLoader2,
- /**
- * See {@link OBJLoader2Parser.setLogging}
- * @return {OBJLoader2}
- */
- setLogging: function ( enabled, debug ) {
- this.parser.setLogging( enabled, debug );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setMaterialPerSmoothingGroup}
- * @return {OBJLoader2}
- */
- setMaterialPerSmoothingGroup: function ( materialPerSmoothingGroup ) {
- this.parser.setMaterialPerSmoothingGroup( materialPerSmoothingGroup );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setUseOAsMesh}
- * @return {OBJLoader2}
- */
- setUseOAsMesh: function ( useOAsMesh ) {
- this.parser.setUseOAsMesh( useOAsMesh );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setUseIndices}
- * @return {OBJLoader2}
- */
- setUseIndices: function ( useIndices ) {
- this.parser.setUseIndices( useIndices );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setDisregardNormals}
- * @return {OBJLoader2}
- */
- setDisregardNormals: function ( disregardNormals ) {
- this.parser.setDisregardNormals( disregardNormals );
- return this;
- },
- /**
- * Set the name of the model.
- *
- * @param {string} modelName
- * @return {OBJLoader2}
- */
- setModelName: function ( modelName ) {
- this.modelName = modelName ? modelName : this.modelName;
- return this;
- },
- /**
- * Set the node where the loaded objects will be attached directly.
- *
- * @param {Object3D} baseObject3d Object already attached to scenegraph where new meshes will be attached to
- * @return {OBJLoader2}
- */
- setBaseObject3d: function ( baseObject3d ) {
- this.baseObject3d = ( baseObject3d === undefined || baseObject3d === null ) ? this.baseObject3d : baseObject3d;
- return this;
- },
- /**
- * Add materials as associated array.
- *
- * @param {Object} materials Object with named {@link Material}
- * @param overrideExisting boolean Override existing material
- * @return {OBJLoader2}
- */
- addMaterials: function ( materials, overrideExisting ) {
- this.materialHandler.addMaterials( materials, overrideExisting );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setCallbackOnAssetAvailable}
- * @return {OBJLoader2}
- */
- setCallbackOnAssetAvailable: function ( onAssetAvailable ) {
- this.parser.setCallbackOnAssetAvailable( onAssetAvailable );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setCallbackOnProgress}
- * @return {OBJLoader2}
- */
- setCallbackOnProgress: function ( onProgress ) {
- this.parser.setCallbackOnProgress( onProgress );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setCallbackOnError}
- * @return {OBJLoader2}
- */
- setCallbackOnError: function ( onError ) {
- this.parser.setCallbackOnError( onError );
- return this;
- },
- /**
- * See {@link OBJLoader2Parser.setCallbackOnLoad}
- * @return {OBJLoader2}
- */
- setCallbackOnLoad: function ( onLoad ) {
- this.parser.setCallbackOnLoad( onLoad );
- return this;
- },
- /**
- * Register a function that is called once a single mesh is available and it could be altered by the supplied function.
- *
- * @param {Function} [onMeshAlter]
- * @return {OBJLoader2}
- */
- setCallbackOnMeshAlter: function ( onMeshAlter ) {
- this.meshReceiver._setCallbacks( this.parser.callbacks.onProgress, onMeshAlter );
- return this;
- },
- /**
- * Register a function that is called once all materials have been loaded and they could be altered by the supplied function.
- *
- * @param {Function} [onLoadMaterials]
- * @return {OBJLoader2}
- */
- setCallbackOnLoadMaterials: function ( onLoadMaterials ) {
- this.materialHandler._setCallbacks( onLoadMaterials );
- return this;
- },
- /**
- * Use this convenient method to load a file at the given URL. By default the fileLoader uses an ArrayBuffer.
- *
- * @param {string} url A string containing the path/URL of the file to be loaded.
- * @param {function} onLoad A function to be called after loading is successfully completed. The function receives loaded Object3D as an argument.
- * @param {function} [onFileLoadProgress] A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains total and Integer bytes.
- * @param {function} [onError] A function to be called if an error occurs during loading. The function receives the error as an argument.
- * @param {function} [onMeshAlter] Called after every single mesh is made available by the parser
- */
- load: function ( url, onLoad, onFileLoadProgress, onError, onMeshAlter ) {
- let scope = this;
- if ( onLoad === null || onLoad === undefined || ! ( onLoad instanceof Function ) ) {
- let errorMessage = 'onLoad is not a function! Aborting...';
- scope.parser.callbacks.onError( errorMessage );
- throw errorMessage;
- } else {
- this.parser.setCallbackOnLoad( onLoad );
- }
- if ( onError === null || onError === undefined || ! ( onError instanceof Function ) ) {
- onError = function ( event ) {
- let errorMessage = event;
- if ( event.currentTarget && event.currentTarget.statusText !== null ) {
- errorMessage = 'Error occurred while downloading!\nurl: ' + event.currentTarget.responseURL + '\nstatus: ' + event.currentTarget.statusText;
- }
- scope.parser.callbacks.onError( errorMessage );
- };
- }
- if ( ! url ) {
- onError( 'An invalid url was provided. Unable to continue!' );
- }
- let urlFull = new URL( url, window.location.href ).href;
- let filename = urlFull;
- let urlParts = urlFull.split( '/' );
- if ( urlParts.length > 2 ) {
- filename = urlParts[ urlParts.length - 1 ];
- let urlPartsPath = urlParts.slice( 0, urlParts.length - 1 ).join( '/' ) + '/';
- if ( urlPartsPath !== undefined && urlPartsPath !== null ) this.path = urlPartsPath;
- }
- if ( onFileLoadProgress === null || onFileLoadProgress === undefined || ! ( onFileLoadProgress instanceof Function ) ) {
- let numericalValueRef = 0;
- let numericalValue = 0;
- onFileLoadProgress = function ( event ) {
- if ( ! event.lengthComputable ) return;
- numericalValue = event.loaded / event.total;
- if ( numericalValue > numericalValueRef ) {
- numericalValueRef = numericalValue;
- let output = 'Download of "' + url + '": ' + ( numericalValue * 100 ).toFixed( 2 ) + '%';
- scope.parser.callbacks.onProgress( 'progressLoad', output, numericalValue );
- }
- };
- }
- this.setCallbackOnMeshAlter( onMeshAlter );
- let fileLoaderOnLoad = function ( content ) {
- scope.parser.callbacks.onLoad( scope.parse( content ), "OBJLoader2#load: Parsing completed" );
- };
- let fileLoader = new FileLoader( this.manager );
- fileLoader.setPath( this.path || this.resourcePath );
- fileLoader.setResponseType( 'arraybuffer' );
- fileLoader.load( filename, fileLoaderOnLoad, onFileLoadProgress, onError );
- },
- /**
- * Parses OBJ data synchronously from arraybuffer or string and returns the {@link Object3D}.
- *
- * @param {arraybuffer|string} content OBJ data as Uint8Array or String
- * @return {Object3D}
- */
- parse: function ( content ) {
- // fast-fail in case of illegal data
- if ( content === null || content === undefined ) {
- throw 'Provided content is not a valid ArrayBuffer or String. Unable to continue parsing';
- }
- if ( this.parser.logging.enabled ) {
- console.time( 'OBJLoader parse: ' + this.modelName );
- }
- // Create default materials beforehand, but do not override previously set materials (e.g. during init)
- this.materialHandler.createDefaultMaterials( false );
- // code works directly on the material references, parser clear its materials before updating
- this.parser.setMaterials( this.materialHandler.getMaterials() );
- if ( content instanceof ArrayBuffer || content instanceof Uint8Array ) {
- if ( this.parser.logging.enabled ) console.info( 'Parsing arrayBuffer...' );
- this.parser.execute( content );
- } else if ( typeof ( content ) === 'string' || content instanceof String ) {
- if ( this.parser.logging.enabled ) console.info( 'Parsing text...' );
- this.parser.executeLegacy( content );
- } else {
- this.parser.callbacks.onError( 'Provided content was neither of type String nor Uint8Array! Aborting...' );
- }
- if ( this.parser.logging.enabled ) {
- console.timeEnd( 'OBJLoader parse: ' + this.modelName );
- }
- return this.baseObject3d;
- },
- _onAssetAvailable: function ( payload ) {
- if ( payload.cmd !== 'assetAvailable' ) return;
- if ( payload.type === 'mesh' ) {
- let meshes = this.meshReceiver.buildMeshes( payload );
- for ( let mesh of meshes ) {
- this.baseObject3d.add( mesh );
- }
- } else if ( payload.type === 'material' ) {
- this.materialHandler.addPayloadMaterials( payload );
- }
- }
- } );
- export { OBJLoader2 };
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