OBJLoader.js 20 KB

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