OBJLoader.js 21 KB

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  1. console.warn( "THREE.OBJLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.OBJLoader = ( function () {
  6. // o object_name | g group_name
  7. var object_pattern = /^[og]\s*(.+)?/;
  8. // mtllib file_reference
  9. var material_library_pattern = /^mtllib /;
  10. // usemtl material_name
  11. var material_use_pattern = /^usemtl /;
  12. // usemap map_name
  13. var map_use_pattern = /^usemap /;
  14. var vA = new THREE.Vector3();
  15. var vB = new THREE.Vector3();
  16. var vC = new THREE.Vector3();
  17. var ab = new THREE.Vector3();
  18. var cb = new THREE.Vector3();
  19. function ParserState() {
  20. var state = {
  21. objects: [],
  22. object: {},
  23. vertices: [],
  24. normals: [],
  25. colors: [],
  26. uvs: [],
  27. materials: {},
  28. materialLibraries: [],
  29. startObject: function ( name, fromDeclaration ) {
  30. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  31. // file. We need to use it for the first parsed g/o to keep things in sync.
  32. if ( this.object && this.object.fromDeclaration === false ) {
  33. this.object.name = name;
  34. this.object.fromDeclaration = ( fromDeclaration !== false );
  35. return;
  36. }
  37. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  38. if ( this.object && typeof this.object._finalize === 'function' ) {
  39. this.object._finalize( true );
  40. }
  41. this.object = {
  42. name: name || '',
  43. fromDeclaration: ( fromDeclaration !== false ),
  44. geometry: {
  45. vertices: [],
  46. normals: [],
  47. colors: [],
  48. uvs: [],
  49. hasNormalIndices: false,
  50. hasUVIndices: false
  51. },
  52. materials: [],
  53. smooth: true,
  54. startMaterial: function ( name, libraries ) {
  55. var previous = this._finalize( false );
  56. // New usemtl declaration overwrites an inherited material, except if faces were declared
  57. // after the material, then it must be preserved for proper MultiMaterial continuation.
  58. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  59. this.materials.splice( previous.index, 1 );
  60. }
  61. var material = {
  62. index: this.materials.length,
  63. name: name || '',
  64. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  65. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  66. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  67. groupEnd: - 1,
  68. groupCount: - 1,
  69. inherited: false,
  70. clone: function ( index ) {
  71. var cloned = {
  72. index: ( typeof index === 'number' ? index : this.index ),
  73. name: this.name,
  74. mtllib: this.mtllib,
  75. smooth: this.smooth,
  76. groupStart: 0,
  77. groupEnd: - 1,
  78. groupCount: - 1,
  79. inherited: false
  80. };
  81. cloned.clone = this.clone.bind( cloned );
  82. return cloned;
  83. }
  84. };
  85. this.materials.push( material );
  86. return material;
  87. },
  88. currentMaterial: function () {
  89. if ( this.materials.length > 0 ) {
  90. return this.materials[ this.materials.length - 1 ];
  91. }
  92. return undefined;
  93. },
  94. _finalize: function ( end ) {
  95. var lastMultiMaterial = this.currentMaterial();
  96. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  97. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  98. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  99. lastMultiMaterial.inherited = false;
  100. }
  101. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  102. if ( end && this.materials.length > 1 ) {
  103. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  104. if ( this.materials[ mi ].groupCount <= 0 ) {
  105. this.materials.splice( mi, 1 );
  106. }
  107. }
  108. }
  109. // Guarantee at least one empty material, this makes the creation later more straight forward.
  110. if ( end && this.materials.length === 0 ) {
  111. this.materials.push( {
  112. name: '',
  113. smooth: this.smooth
  114. } );
  115. }
  116. return lastMultiMaterial;
  117. }
  118. };
  119. // Inherit previous objects material.
  120. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  121. // If a usemtl declaration is encountered while this new object is being parsed, it will
  122. // overwrite the inherited material. Exception being that there was already face declarations
  123. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  124. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  125. var declared = previousMaterial.clone( 0 );
  126. declared.inherited = true;
  127. this.object.materials.push( declared );
  128. }
  129. this.objects.push( this.object );
  130. },
  131. finalize: function () {
  132. if ( this.object && typeof this.object._finalize === 'function' ) {
  133. this.object._finalize( true );
  134. }
  135. },
  136. parseVertexIndex: function ( value, len ) {
  137. var index = parseInt( value, 10 );
  138. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  139. },
  140. parseNormalIndex: function ( value, len ) {
  141. var index = parseInt( value, 10 );
  142. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  143. },
  144. parseUVIndex: function ( value, len ) {
  145. var index = parseInt( value, 10 );
  146. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  147. },
  148. addVertex: function ( a, b, c ) {
  149. var src = this.vertices;
  150. var dst = this.object.geometry.vertices;
  151. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  152. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  153. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  154. },
  155. addVertexPoint: function ( a ) {
  156. var src = this.vertices;
  157. var dst = this.object.geometry.vertices;
  158. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  159. },
  160. addVertexLine: function ( a ) {
  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. },
  165. addNormal: function ( a, b, c ) {
  166. var src = this.normals;
  167. var dst = this.object.geometry.normals;
  168. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  169. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  170. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  171. },
  172. addFaceNormal: function ( a, b, c ) {
  173. var src = this.vertices;
  174. var dst = this.object.geometry.normals;
  175. vA.fromArray( src, a );
  176. vB.fromArray( src, b );
  177. vC.fromArray( src, c );
  178. cb.subVectors( vC, vB );
  179. ab.subVectors( vA, vB );
  180. cb.cross( ab );
  181. cb.normalize();
  182. dst.push( cb.x, cb.y, cb.z );
  183. dst.push( cb.x, cb.y, cb.z );
  184. dst.push( cb.x, cb.y, cb.z );
  185. },
  186. addColor: function ( a, b, c ) {
  187. var src = this.colors;
  188. var dst = this.object.geometry.colors;
  189. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  190. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  191. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  192. },
  193. addUV: function ( a, b, c ) {
  194. var src = this.uvs;
  195. var dst = this.object.geometry.uvs;
  196. dst.push( src[ a + 0 ], src[ a + 1 ] );
  197. dst.push( src[ b + 0 ], src[ b + 1 ] );
  198. dst.push( src[ c + 0 ], src[ c + 1 ] );
  199. },
  200. addDefaultUV: function () {
  201. var dst = this.object.geometry.uvs;
  202. dst.push( 0, 0 );
  203. dst.push( 0, 0 );
  204. dst.push( 0, 0 );
  205. },
  206. addUVLine: function ( a ) {
  207. var src = this.uvs;
  208. var dst = this.object.geometry.uvs;
  209. dst.push( src[ a + 0 ], src[ a + 1 ] );
  210. },
  211. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  212. var vLen = this.vertices.length;
  213. var ia = this.parseVertexIndex( a, vLen );
  214. var ib = this.parseVertexIndex( b, vLen );
  215. var ic = this.parseVertexIndex( c, vLen );
  216. this.addVertex( ia, ib, ic );
  217. this.addColor( ia, ib, ic );
  218. // normals
  219. if ( na !== undefined && na !== '' ) {
  220. var nLen = this.normals.length;
  221. ia = this.parseNormalIndex( na, nLen );
  222. ib = this.parseNormalIndex( nb, nLen );
  223. ic = this.parseNormalIndex( nc, nLen );
  224. this.addNormal( ia, ib, ic );
  225. this.object.geometry.hasNormalIndices = true;
  226. } else {
  227. this.addFaceNormal( ia, ib, ic );
  228. }
  229. // uvs
  230. if ( ua !== undefined && ua !== '' ) {
  231. var uvLen = this.uvs.length;
  232. ia = this.parseUVIndex( ua, uvLen );
  233. ib = this.parseUVIndex( ub, uvLen );
  234. ic = this.parseUVIndex( uc, uvLen );
  235. this.addUV( ia, ib, ic );
  236. this.object.geometry.hasUVIndices = true;
  237. } else {
  238. // add placeholder values (for inconsistent face definitions)
  239. this.addDefaultUV();
  240. }
  241. },
  242. addPointGeometry: function ( vertices ) {
  243. this.object.geometry.type = 'Points';
  244. var vLen = this.vertices.length;
  245. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  246. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  247. }
  248. },
  249. addLineGeometry: function ( vertices, uvs ) {
  250. this.object.geometry.type = 'Line';
  251. var vLen = this.vertices.length;
  252. var uvLen = this.uvs.length;
  253. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  254. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  255. }
  256. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  257. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  258. }
  259. }
  260. };
  261. state.startObject( '', false );
  262. return state;
  263. }
  264. //
  265. function OBJLoader( manager ) {
  266. THREE.Loader.call( this, manager );
  267. this.materials = null;
  268. }
  269. OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  270. constructor: OBJLoader,
  271. load: function ( url, onLoad, onProgress, onError ) {
  272. var scope = this;
  273. var loader = new THREE.FileLoader( scope.manager );
  274. loader.setPath( this.path );
  275. loader.load( url, function ( text ) {
  276. try {
  277. onLoad( scope.parse( text ) );
  278. } catch ( e ) {
  279. if ( onError ) {
  280. onError( e );
  281. } else {
  282. console.error( e );
  283. }
  284. scope.manager.itemError( url );
  285. }
  286. }, onProgress, onError );
  287. },
  288. setMaterials: function ( materials ) {
  289. this.materials = materials;
  290. return this;
  291. },
  292. parse: function ( text ) {
  293. var state = new ParserState();
  294. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  295. // This is faster than String.split with regex that splits on both
  296. text = text.replace( /\r\n/g, '\n' );
  297. }
  298. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  299. // join lines separated by a line continuation character (\)
  300. text = text.replace( /\\\n/g, '' );
  301. }
  302. var lines = text.split( '\n' );
  303. var line = '', lineFirstChar = '';
  304. var lineLength = 0;
  305. var result = [];
  306. // Faster to just trim left side of the line. Use if available.
  307. var trimLeft = ( typeof ''.trimLeft === 'function' );
  308. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  309. line = lines[ i ];
  310. line = trimLeft ? line.trimLeft() : line.trim();
  311. lineLength = line.length;
  312. if ( lineLength === 0 ) continue;
  313. lineFirstChar = line.charAt( 0 );
  314. // @todo invoke passed in handler if any
  315. if ( lineFirstChar === '#' ) continue;
  316. if ( lineFirstChar === 'v' ) {
  317. var data = line.split( /\s+/ );
  318. switch ( data[ 0 ] ) {
  319. case 'v':
  320. state.vertices.push(
  321. parseFloat( data[ 1 ] ),
  322. parseFloat( data[ 2 ] ),
  323. parseFloat( data[ 3 ] )
  324. );
  325. if ( data.length >= 7 ) {
  326. state.colors.push(
  327. parseFloat( data[ 4 ] ),
  328. parseFloat( data[ 5 ] ),
  329. parseFloat( data[ 6 ] )
  330. );
  331. } else {
  332. // if no colors are defined, add placeholders so color and vertex indices match
  333. state.colors.push( undefined, undefined, undefined );
  334. }
  335. break;
  336. case 'vn':
  337. state.normals.push(
  338. parseFloat( data[ 1 ] ),
  339. parseFloat( data[ 2 ] ),
  340. parseFloat( data[ 3 ] )
  341. );
  342. break;
  343. case 'vt':
  344. state.uvs.push(
  345. parseFloat( data[ 1 ] ),
  346. parseFloat( data[ 2 ] )
  347. );
  348. break;
  349. }
  350. } else if ( lineFirstChar === 'f' ) {
  351. var lineData = line.substr( 1 ).trim();
  352. var vertexData = lineData.split( /\s+/ );
  353. var faceVertices = [];
  354. // Parse the face vertex data into an easy to work with format
  355. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  356. var vertex = vertexData[ j ];
  357. if ( vertex.length > 0 ) {
  358. var vertexParts = vertex.split( '/' );
  359. faceVertices.push( vertexParts );
  360. }
  361. }
  362. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  363. var v1 = faceVertices[ 0 ];
  364. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  365. var v2 = faceVertices[ j ];
  366. var v3 = faceVertices[ j + 1 ];
  367. state.addFace(
  368. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  369. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  370. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  371. );
  372. }
  373. } else if ( lineFirstChar === 'l' ) {
  374. var lineParts = line.substring( 1 ).trim().split( " " );
  375. var lineVertices = [], lineUVs = [];
  376. if ( line.indexOf( "/" ) === - 1 ) {
  377. lineVertices = lineParts;
  378. } else {
  379. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  380. var parts = lineParts[ li ].split( "/" );
  381. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  382. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  383. }
  384. }
  385. state.addLineGeometry( lineVertices, lineUVs );
  386. } else if ( lineFirstChar === 'p' ) {
  387. var lineData = line.substr( 1 ).trim();
  388. var pointData = lineData.split( " " );
  389. state.addPointGeometry( pointData );
  390. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  391. // o object_name
  392. // or
  393. // g group_name
  394. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  395. // var name = result[ 0 ].substr( 1 ).trim();
  396. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  397. state.startObject( name );
  398. } else if ( material_use_pattern.test( line ) ) {
  399. // material
  400. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  401. } else if ( material_library_pattern.test( line ) ) {
  402. // mtl file
  403. state.materialLibraries.push( line.substring( 7 ).trim() );
  404. } else if ( map_use_pattern.test( line ) ) {
  405. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  406. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  407. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  408. } else if ( lineFirstChar === 's' ) {
  409. result = line.split( ' ' );
  410. // smooth shading
  411. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  412. // but does not define a usemtl for each face set.
  413. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  414. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  415. // where explicit usemtl defines geometry groups.
  416. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  417. /*
  418. * http://paulbourke.net/dataformats/obj/
  419. * or
  420. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  421. *
  422. * From chapter "Grouping" Syntax explanation "s group_number":
  423. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  424. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  425. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  426. * than 0."
  427. */
  428. if ( result.length > 1 ) {
  429. var value = result[ 1 ].trim().toLowerCase();
  430. state.object.smooth = ( value !== '0' && value !== 'off' );
  431. } else {
  432. // ZBrush can produce "s" lines #11707
  433. state.object.smooth = true;
  434. }
  435. var material = state.object.currentMaterial();
  436. if ( material ) material.smooth = state.object.smooth;
  437. } else {
  438. // Handle null terminated files without exception
  439. if ( line === '\0' ) continue;
  440. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  441. }
  442. }
  443. state.finalize();
  444. var container = new THREE.Group();
  445. container.materialLibraries = [].concat( state.materialLibraries );
  446. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  447. var object = state.objects[ i ];
  448. var geometry = object.geometry;
  449. var materials = object.materials;
  450. var isLine = ( geometry.type === 'Line' );
  451. var isPoints = ( geometry.type === 'Points' );
  452. var hasVertexColors = false;
  453. // Skip o/g line declarations that did not follow with any faces
  454. if ( geometry.vertices.length === 0 ) continue;
  455. var buffergeometry = new THREE.BufferGeometry();
  456. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  457. if ( geometry.hasNormalIndices === true ) {
  458. buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  459. }
  460. if ( geometry.colors.length > 0 ) {
  461. hasVertexColors = true;
  462. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  463. }
  464. if ( geometry.hasUVIndices === true ) {
  465. buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  466. }
  467. // Create materials
  468. var createdMaterials = [];
  469. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  470. var sourceMaterial = materials[ mi ];
  471. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  472. var material = state.materials[ materialHash ];
  473. if ( this.materials !== null ) {
  474. material = this.materials.create( sourceMaterial.name );
  475. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  476. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  477. var materialLine = new THREE.LineBasicMaterial();
  478. THREE.Material.prototype.copy.call( materialLine, material );
  479. materialLine.color.copy( material.color );
  480. material = materialLine;
  481. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  482. var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  483. THREE.Material.prototype.copy.call( materialPoints, material );
  484. materialPoints.color.copy( material.color );
  485. materialPoints.map = material.map;
  486. material = materialPoints;
  487. }
  488. }
  489. if ( material === undefined ) {
  490. if ( isLine ) {
  491. material = new THREE.LineBasicMaterial();
  492. } else if ( isPoints ) {
  493. material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  494. } else {
  495. material = new THREE.MeshPhongMaterial();
  496. }
  497. material.name = sourceMaterial.name;
  498. material.flatShading = sourceMaterial.smooth ? false : true;
  499. material.vertexColors = hasVertexColors;
  500. state.materials[ materialHash ] = material;
  501. }
  502. createdMaterials.push( material );
  503. }
  504. // Create mesh
  505. var mesh;
  506. if ( createdMaterials.length > 1 ) {
  507. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  508. var sourceMaterial = materials[ mi ];
  509. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  510. }
  511. if ( isLine ) {
  512. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  513. } else if ( isPoints ) {
  514. mesh = new THREE.Points( buffergeometry, createdMaterials );
  515. } else {
  516. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  517. }
  518. } else {
  519. if ( isLine ) {
  520. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  521. } else if ( isPoints ) {
  522. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  523. } else {
  524. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  525. }
  526. }
  527. mesh.name = object.name;
  528. container.add( mesh );
  529. }
  530. return container;
  531. }
  532. } );
  533. return OBJLoader;
  534. } )();