OBJLoader.js 18 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. addVertexPoint: 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. addVertexLine: function ( a ) {
  150. var src = this.vertices;
  151. var dst = this.object.geometry.vertices;
  152. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  153. },
  154. addNormal: function ( a, b, c ) {
  155. var src = this.normals;
  156. var dst = this.object.geometry.normals;
  157. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  158. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  159. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  160. },
  161. addColor: function ( a, b, c ) {
  162. var src = this.colors;
  163. var dst = this.object.geometry.colors;
  164. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  165. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  166. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  167. },
  168. addUV: function ( a, b, c ) {
  169. var src = this.uvs;
  170. var dst = this.object.geometry.uvs;
  171. dst.push( src[ a + 0 ], src[ a + 1 ] );
  172. dst.push( src[ b + 0 ], src[ b + 1 ] );
  173. dst.push( src[ c + 0 ], src[ c + 1 ] );
  174. },
  175. addUVLine: function ( a ) {
  176. var src = this.uvs;
  177. var dst = this.object.geometry.uvs;
  178. dst.push( src[ a + 0 ], src[ a + 1 ] );
  179. },
  180. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  181. var vLen = this.vertices.length;
  182. var ia = this.parseVertexIndex( a, vLen );
  183. var ib = this.parseVertexIndex( b, vLen );
  184. var ic = this.parseVertexIndex( c, vLen );
  185. this.addVertex( ia, ib, ic );
  186. if ( ua !== undefined && ua !== '' ) {
  187. var uvLen = this.uvs.length;
  188. ia = this.parseUVIndex( ua, uvLen );
  189. ib = this.parseUVIndex( ub, uvLen );
  190. ic = this.parseUVIndex( uc, uvLen );
  191. this.addUV( ia, ib, ic );
  192. }
  193. if ( na !== undefined && na !== '' ) {
  194. // Normals are many times the same. If so, skip function call and parseInt.
  195. var nLen = this.normals.length;
  196. ia = this.parseNormalIndex( na, nLen );
  197. ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
  198. ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
  199. this.addNormal( ia, ib, ic );
  200. }
  201. if ( this.colors.length > 0 ) {
  202. this.addColor( ia, ib, ic );
  203. }
  204. },
  205. addPointGeometry: function ( vertices ) {
  206. this.object.geometry.type = 'Points';
  207. var vLen = this.vertices.length;
  208. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  209. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  210. }
  211. },
  212. addLineGeometry: function ( vertices, uvs ) {
  213. this.object.geometry.type = 'Line';
  214. var vLen = this.vertices.length;
  215. var uvLen = this.uvs.length;
  216. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  217. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  218. }
  219. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  220. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  221. }
  222. }
  223. };
  224. state.startObject( '', false );
  225. return state;
  226. }
  227. //
  228. function OBJLoader( manager ) {
  229. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  230. this.materials = null;
  231. }
  232. OBJLoader.prototype = {
  233. constructor: OBJLoader,
  234. load: function ( url, onLoad, onProgress, onError ) {
  235. var scope = this;
  236. var loader = new THREE.FileLoader( scope.manager );
  237. loader.setPath( this.path );
  238. loader.load( url, function ( text ) {
  239. onLoad( scope.parse( text ) );
  240. }, onProgress, onError );
  241. },
  242. setPath: function ( value ) {
  243. this.path = value;
  244. },
  245. setMaterials: function ( materials ) {
  246. this.materials = materials;
  247. return this;
  248. },
  249. parse: function ( text ) {
  250. console.time( 'OBJLoader' );
  251. var state = new ParserState();
  252. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  253. // This is faster than String.split with regex that splits on both
  254. text = text.replace( /\r\n/g, '\n' );
  255. }
  256. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  257. // join lines separated by a line continuation character (\)
  258. text = text.replace( /\\\n/g, '' );
  259. }
  260. var lines = text.split( '\n' );
  261. var line = '', lineFirstChar = '';
  262. var lineLength = 0;
  263. var result = [];
  264. // Faster to just trim left side of the line. Use if available.
  265. var trimLeft = ( typeof ''.trimLeft === 'function' );
  266. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  267. line = lines[ i ];
  268. line = trimLeft ? line.trimLeft() : line.trim();
  269. lineLength = line.length;
  270. if ( lineLength === 0 ) continue;
  271. lineFirstChar = line.charAt( 0 );
  272. // @todo invoke passed in handler if any
  273. if ( lineFirstChar === '#' ) continue;
  274. if ( lineFirstChar === 'v' ) {
  275. var data = line.split( /\s+/ );
  276. switch ( data[ 0 ] ) {
  277. case 'v':
  278. state.vertices.push(
  279. parseFloat( data[ 1 ] ),
  280. parseFloat( data[ 2 ] ),
  281. parseFloat( data[ 3 ] )
  282. );
  283. if ( data.length === 8 ) {
  284. state.colors.push(
  285. parseFloat( data[ 4 ] ),
  286. parseFloat( data[ 5 ] ),
  287. parseFloat( data[ 6 ] )
  288. );
  289. }
  290. break;
  291. case 'vn':
  292. state.normals.push(
  293. parseFloat( data[ 1 ] ),
  294. parseFloat( data[ 2 ] ),
  295. parseFloat( data[ 3 ] )
  296. );
  297. break;
  298. case 'vt':
  299. state.uvs.push(
  300. parseFloat( data[ 1 ] ),
  301. parseFloat( data[ 2 ] )
  302. );
  303. break;
  304. }
  305. } else if ( lineFirstChar === 'f' ) {
  306. var lineData = line.substr( 1 ).trim();
  307. var vertexData = lineData.split( /\s+/ );
  308. var faceVertices = [];
  309. // Parse the face vertex data into an easy to work with format
  310. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  311. var vertex = vertexData[ j ];
  312. if ( vertex.length > 0 ) {
  313. var vertexParts = vertex.split( '/' );
  314. faceVertices.push( vertexParts );
  315. }
  316. }
  317. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  318. var v1 = faceVertices[ 0 ];
  319. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  320. var v2 = faceVertices[ j ];
  321. var v3 = faceVertices[ j + 1 ];
  322. state.addFace(
  323. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  324. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  325. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  326. );
  327. }
  328. } else if ( lineFirstChar === 'l' ) {
  329. var lineParts = line.substring( 1 ).trim().split( " " );
  330. var lineVertices = [], lineUVs = [];
  331. if ( line.indexOf( "/" ) === - 1 ) {
  332. lineVertices = lineParts;
  333. } else {
  334. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  335. var parts = lineParts[ li ].split( "/" );
  336. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  337. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  338. }
  339. }
  340. state.addLineGeometry( lineVertices, lineUVs );
  341. } else if ( lineFirstChar === 'p' ) {
  342. var lineData = line.substr( 1 ).trim();
  343. var pointData = lineData.split( " " );
  344. state.addPointGeometry( pointData );
  345. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  346. // o object_name
  347. // or
  348. // g group_name
  349. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  350. // var name = result[ 0 ].substr( 1 ).trim();
  351. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  352. state.startObject( name );
  353. } else if ( material_use_pattern.test( line ) ) {
  354. // material
  355. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  356. } else if ( material_library_pattern.test( line ) ) {
  357. // mtl file
  358. state.materialLibraries.push( line.substring( 7 ).trim() );
  359. } else if ( lineFirstChar === 's' ) {
  360. result = line.split( ' ' );
  361. // smooth shading
  362. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  363. // but does not define a usemtl for each face set.
  364. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  365. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  366. // where explicit usemtl defines geometry groups.
  367. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  368. /*
  369. * http://paulbourke.net/dataformats/obj/
  370. * or
  371. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  372. *
  373. * From chapter "Grouping" Syntax explanation "s group_number":
  374. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  375. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  376. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  377. * than 0."
  378. */
  379. if ( result.length > 1 ) {
  380. var value = result[ 1 ].trim().toLowerCase();
  381. state.object.smooth = ( value !== '0' && value !== 'off' );
  382. } else {
  383. // ZBrush can produce "s" lines #11707
  384. state.object.smooth = true;
  385. }
  386. var material = state.object.currentMaterial();
  387. if ( material ) material.smooth = state.object.smooth;
  388. } else {
  389. // Handle null terminated files without exception
  390. if ( line === '\0' ) continue;
  391. throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  392. }
  393. }
  394. state.finalize();
  395. var container = new THREE.Group();
  396. container.materialLibraries = [].concat( state.materialLibraries );
  397. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  398. var object = state.objects[ i ];
  399. var geometry = object.geometry;
  400. var materials = object.materials;
  401. var isLine = ( geometry.type === 'Line' );
  402. var isPoints = ( geometry.type === 'Points' );
  403. var hasVertexColors = false;
  404. // Skip o/g line declarations that did not follow with any faces
  405. if ( geometry.vertices.length === 0 ) continue;
  406. var buffergeometry = new THREE.BufferGeometry();
  407. buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  408. if ( geometry.normals.length > 0 ) {
  409. buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  410. } else {
  411. buffergeometry.computeVertexNormals();
  412. }
  413. if ( geometry.colors.length > 0 ) {
  414. hasVertexColors = true;
  415. buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  416. }
  417. if ( geometry.uvs.length > 0 ) {
  418. buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  419. }
  420. // Create materials
  421. var createdMaterials = [];
  422. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  423. var sourceMaterial = materials[ mi ];
  424. var material = undefined;
  425. if ( this.materials !== null ) {
  426. material = this.materials.create( sourceMaterial.name );
  427. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  428. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  429. var materialLine = new THREE.LineBasicMaterial();
  430. materialLine.copy( material );
  431. materialLine.lights = false; // TOFIX
  432. material = materialLine;
  433. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  434. var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  435. materialLine.copy( material );
  436. material = materialPoints;
  437. }
  438. }
  439. if ( ! material ) {
  440. if ( isLine ) {
  441. material = new THREE.LineBasicMaterial();
  442. } else if ( isPoints ) {
  443. material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  444. } else {
  445. material = new THREE.MeshPhongMaterial();
  446. }
  447. material.name = sourceMaterial.name;
  448. }
  449. material.flatShading = sourceMaterial.smooth ? false : true;
  450. material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;
  451. createdMaterials.push( material );
  452. }
  453. // Create mesh
  454. var mesh;
  455. if ( createdMaterials.length > 1 ) {
  456. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  457. var sourceMaterial = materials[ mi ];
  458. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  459. }
  460. if ( isLine ) {
  461. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  462. } else if ( isPoints ) {
  463. mesh = new THREE.Points( buffergeometry, createdMaterials );
  464. } else {
  465. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  466. }
  467. } else {
  468. if ( isLine ) {
  469. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  470. } else if ( isPoints ) {
  471. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  472. } else {
  473. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  474. }
  475. }
  476. mesh.name = object.name;
  477. container.add( mesh );
  478. }
  479. console.timeEnd( 'OBJLoader' );
  480. return container;
  481. }
  482. };
  483. return OBJLoader;
  484. } )();