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- ( function () {
- const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference
- const _material_library_pattern = /^mtllib /; // usemtl material_name
- const _material_use_pattern = /^usemtl /; // usemap map_name
- const _map_use_pattern = /^usemap /;
- const _vA = new THREE.Vector3();
- const _vB = new THREE.Vector3();
- const _vC = new THREE.Vector3();
- const _ab = new THREE.Vector3();
- const _cb = new THREE.Vector3();
- function ParserState() {
- const state = {
- objects: [],
- object: {},
- vertices: [],
- normals: [],
- colors: [],
- uvs: [],
- materials: {},
- materialLibraries: [],
- startObject: function ( name, fromDeclaration ) {
- // If the current object (initial from reset) is not from a g/o declaration in the parsed
- // file. We need to use it for the first parsed g/o to keep things in sync.
- if ( this.object && this.object.fromDeclaration === false ) {
- this.object.name = name;
- this.object.fromDeclaration = fromDeclaration !== false;
- return;
- }
- const previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;
- if ( this.object && typeof this.object._finalize === 'function' ) {
- this.object._finalize( true );
- }
- this.object = {
- name: name || '',
- fromDeclaration: fromDeclaration !== false,
- geometry: {
- vertices: [],
- normals: [],
- colors: [],
- uvs: [],
- hasUVIndices: false
- },
- materials: [],
- smooth: true,
- startMaterial: function ( name, libraries ) {
- const previous = this._finalize( false ); // New usemtl declaration overwrites an inherited material, except if faces were declared
- // after the material, then it must be preserved for proper MultiMaterial continuation.
- if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
- this.materials.splice( previous.index, 1 );
- }
- const material = {
- index: this.materials.length,
- name: name || '',
- mtllib: Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '',
- smooth: previous !== undefined ? previous.smooth : this.smooth,
- groupStart: previous !== undefined ? previous.groupEnd : 0,
- groupEnd: - 1,
- groupCount: - 1,
- inherited: false,
- clone: function ( index ) {
- const cloned = {
- index: typeof index === 'number' ? index : this.index,
- name: this.name,
- mtllib: this.mtllib,
- smooth: this.smooth,
- groupStart: 0,
- groupEnd: - 1,
- groupCount: - 1,
- inherited: false
- };
- cloned.clone = this.clone.bind( cloned );
- return cloned;
- }
- };
- this.materials.push( material );
- return material;
- },
- currentMaterial: function () {
- if ( this.materials.length > 0 ) {
- return this.materials[ this.materials.length - 1 ];
- }
- return undefined;
- },
- _finalize: function ( end ) {
- const lastMultiMaterial = this.currentMaterial();
- if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
- lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
- lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
- lastMultiMaterial.inherited = false;
- } // Ignore objects tail materials if no face declarations followed them before a new o/g started.
- if ( end && this.materials.length > 1 ) {
- for ( let mi = this.materials.length - 1; mi >= 0; mi -- ) {
- if ( this.materials[ mi ].groupCount <= 0 ) {
- this.materials.splice( mi, 1 );
- }
- }
- } // Guarantee at least one empty material, this makes the creation later more straight forward.
- if ( end && this.materials.length === 0 ) {
- this.materials.push( {
- name: '',
- smooth: this.smooth
- } );
- }
- return lastMultiMaterial;
- }
- }; // Inherit previous objects material.
- // Spec tells us that a declared material must be set to all objects until a new material is declared.
- // If a usemtl declaration is encountered while this new object is being parsed, it will
- // overwrite the inherited material. Exception being that there was already face declarations
- // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
- if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
- const declared = previousMaterial.clone( 0 );
- declared.inherited = true;
- this.object.materials.push( declared );
- }
- this.objects.push( this.object );
- },
- finalize: function () {
- if ( this.object && typeof this.object._finalize === 'function' ) {
- this.object._finalize( true );
- }
- },
- parseVertexIndex: function ( value, len ) {
- const index = parseInt( value, 10 );
- return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
- },
- parseNormalIndex: function ( value, len ) {
- const index = parseInt( value, 10 );
- return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
- },
- parseUVIndex: function ( value, len ) {
- const index = parseInt( value, 10 );
- return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
- },
- addVertex: function ( a, b, c ) {
- const src = this.vertices;
- const dst = this.object.geometry.vertices;
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
- dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
- dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
- },
- addVertexPoint: function ( a ) {
- const src = this.vertices;
- const dst = this.object.geometry.vertices;
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
- },
- addVertexLine: function ( a ) {
- const src = this.vertices;
- const dst = this.object.geometry.vertices;
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
- },
- addNormal: function ( a, b, c ) {
- const src = this.normals;
- const dst = this.object.geometry.normals;
- dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
- dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
- dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
- },
- addFaceNormal: function ( a, b, c ) {
- const src = this.vertices;
- const dst = this.object.geometry.normals;
- _vA.fromArray( src, a );
- _vB.fromArray( src, b );
- _vC.fromArray( src, c );
- _cb.subVectors( _vC, _vB );
- _ab.subVectors( _vA, _vB );
- _cb.cross( _ab );
- _cb.normalize();
- dst.push( _cb.x, _cb.y, _cb.z );
- dst.push( _cb.x, _cb.y, _cb.z );
- dst.push( _cb.x, _cb.y, _cb.z );
- },
- addColor: function ( a, b, c ) {
- const src = this.colors;
- const dst = this.object.geometry.colors;
- if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
- if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
- if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
- },
- addUV: function ( a, b, c ) {
- const src = this.uvs;
- const dst = this.object.geometry.uvs;
- dst.push( src[ a + 0 ], src[ a + 1 ] );
- dst.push( src[ b + 0 ], src[ b + 1 ] );
- dst.push( src[ c + 0 ], src[ c + 1 ] );
- },
- addDefaultUV: function () {
- const dst = this.object.geometry.uvs;
- dst.push( 0, 0 );
- dst.push( 0, 0 );
- dst.push( 0, 0 );
- },
- addUVLine: function ( a ) {
- const src = this.uvs;
- const dst = this.object.geometry.uvs;
- dst.push( src[ a + 0 ], src[ a + 1 ] );
- },
- addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
- const vLen = this.vertices.length;
- let ia = this.parseVertexIndex( a, vLen );
- let ib = this.parseVertexIndex( b, vLen );
- let ic = this.parseVertexIndex( c, vLen );
- this.addVertex( ia, ib, ic );
- this.addColor( ia, ib, ic ); // normals
- if ( na !== undefined && na !== '' ) {
- const nLen = this.normals.length;
- ia = this.parseNormalIndex( na, nLen );
- ib = this.parseNormalIndex( nb, nLen );
- ic = this.parseNormalIndex( nc, nLen );
- this.addNormal( ia, ib, ic );
- } else {
- this.addFaceNormal( ia, ib, ic );
- } // uvs
- if ( ua !== undefined && ua !== '' ) {
- const uvLen = this.uvs.length;
- ia = this.parseUVIndex( ua, uvLen );
- ib = this.parseUVIndex( ub, uvLen );
- ic = this.parseUVIndex( uc, uvLen );
- this.addUV( ia, ib, ic );
- this.object.geometry.hasUVIndices = true;
- } else {
- // add placeholder values (for inconsistent face definitions)
- this.addDefaultUV();
- }
- },
- addPointGeometry: function ( vertices ) {
- this.object.geometry.type = 'Points';
- const vLen = this.vertices.length;
- for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
- const index = this.parseVertexIndex( vertices[ vi ], vLen );
- this.addVertexPoint( index );
- this.addColor( index );
- }
- },
- addLineGeometry: function ( vertices, uvs ) {
- this.object.geometry.type = 'Line';
- const vLen = this.vertices.length;
- const uvLen = this.uvs.length;
- for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
- this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
- }
- for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
- this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
- }
- }
- };
- state.startObject( '', false );
- return state;
- } //
- class OBJLoader extends THREE.Loader {
- constructor( manager ) {
- super( manager );
- this.materials = null;
- }
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new THREE.FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( text ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- setMaterials( materials ) {
- this.materials = materials;
- return this;
- }
- parse( text ) {
- const state = new ParserState();
- if ( text.indexOf( '\r\n' ) !== - 1 ) {
- // This is faster than String.split with regex that splits on both
- text = text.replace( /\r\n/g, '\n' );
- }
- if ( text.indexOf( '\\\n' ) !== - 1 ) {
- // join lines separated by a line continuation character (\)
- text = text.replace( /\\\n/g, '' );
- }
- const lines = text.split( '\n' );
- let line = '',
- lineFirstChar = '';
- let lineLength = 0;
- let result = []; // Faster to just trim left side of the line. Use if available.
- const trimLeft = typeof ''.trimLeft === 'function';
- for ( let i = 0, l = lines.length; i < l; i ++ ) {
- line = lines[ i ];
- line = trimLeft ? line.trimLeft() : line.trim();
- lineLength = line.length;
- if ( lineLength === 0 ) continue;
- lineFirstChar = line.charAt( 0 ); // @todo invoke passed in handler if any
- if ( lineFirstChar === '#' ) continue;
- if ( lineFirstChar === 'v' ) {
- const data = line.split( /\s+/ );
- switch ( data[ 0 ] ) {
- case 'v':
- state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
- if ( data.length >= 7 ) {
- state.colors.push( parseFloat( data[ 4 ] ), parseFloat( data[ 5 ] ), parseFloat( data[ 6 ] ) );
- } else {
- // if no colors are defined, add placeholders so color and vertex indices match
- state.colors.push( undefined, undefined, undefined );
- }
- break;
- case 'vn':
- state.normals.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
- break;
- case 'vt':
- state.uvs.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ) );
- break;
- }
- } else if ( lineFirstChar === 'f' ) {
- const lineData = line.substr( 1 ).trim();
- const vertexData = lineData.split( /\s+/ );
- const faceVertices = []; // Parse the face vertex data into an easy to work with format
- for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {
- const vertex = vertexData[ j ];
- if ( vertex.length > 0 ) {
- const vertexParts = vertex.split( '/' );
- faceVertices.push( vertexParts );
- }
- } // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
- const v1 = faceVertices[ 0 ];
- for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
- const v2 = faceVertices[ j ];
- const v3 = faceVertices[ j + 1 ];
- state.addFace( v1[ 0 ], v2[ 0 ], v3[ 0 ], v1[ 1 ], v2[ 1 ], v3[ 1 ], v1[ 2 ], v2[ 2 ], v3[ 2 ] );
- }
- } else if ( lineFirstChar === 'l' ) {
- const lineParts = line.substring( 1 ).trim().split( ' ' );
- let lineVertices = [];
- const lineUVs = [];
- if ( line.indexOf( '/' ) === - 1 ) {
- lineVertices = lineParts;
- } else {
- for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {
- const parts = lineParts[ li ].split( '/' );
- if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );
- if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );
- }
- }
- state.addLineGeometry( lineVertices, lineUVs );
- } else if ( lineFirstChar === 'p' ) {
- const lineData = line.substr( 1 ).trim();
- const pointData = lineData.split( ' ' );
- state.addPointGeometry( pointData );
- } else if ( ( result = _object_pattern.exec( line ) ) !== null ) {
- // o object_name
- // or
- // g group_name
- // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
- // let name = result[ 0 ].substr( 1 ).trim();
- const name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
- state.startObject( name );
- } else if ( _material_use_pattern.test( line ) ) {
- // material
- state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
- } else if ( _material_library_pattern.test( line ) ) {
- // mtl file
- state.materialLibraries.push( line.substring( 7 ).trim() );
- } else if ( _map_use_pattern.test( line ) ) {
- // the line is parsed but ignored since the loader assumes textures are defined MTL files
- // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
- console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
- } else if ( lineFirstChar === 's' ) {
- result = line.split( ' ' ); // smooth shading
- // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
- // but does not define a usemtl for each face set.
- // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
- // This requires some care to not create extra material on each smooth value for "normal" obj files.
- // where explicit usemtl defines geometry groups.
- // Example asset: examples/models/obj/cerberus/Cerberus.obj
- /*
- * http://paulbourke.net/dataformats/obj/
- * or
- * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
- *
- * From chapter "Grouping" Syntax explanation "s group_number":
- * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
- * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
- * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
- * than 0."
- */
- if ( result.length > 1 ) {
- const value = result[ 1 ].trim().toLowerCase();
- state.object.smooth = value !== '0' && value !== 'off';
- } else {
- // ZBrush can produce "s" lines #11707
- state.object.smooth = true;
- }
- const material = state.object.currentMaterial();
- if ( material ) material.smooth = state.object.smooth;
- } else {
- // Handle null terminated files without exception
- if ( line === '\0' ) continue;
- console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
- }
- }
- state.finalize();
- const container = new THREE.Group();
- container.materialLibraries = [].concat( state.materialLibraries );
- const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );
- if ( hasPrimitives === true ) {
- for ( let i = 0, l = state.objects.length; i < l; i ++ ) {
- const object = state.objects[ i ];
- const geometry = object.geometry;
- const materials = object.materials;
- const isLine = geometry.type === 'Line';
- const isPoints = geometry.type === 'Points';
- let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces
- if ( geometry.vertices.length === 0 ) continue;
- const buffergeometry = new THREE.BufferGeometry();
- buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
- if ( geometry.normals.length > 0 ) {
- buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
- }
- if ( geometry.colors.length > 0 ) {
- hasVertexColors = true;
- buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
- }
- if ( geometry.hasUVIndices === true ) {
- buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
- } // Create materials
- const createdMaterials = [];
- for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
- const sourceMaterial = materials[ mi ];
- const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
- let material = state.materials[ materialHash ];
- if ( this.materials !== null ) {
- material = this.materials.create( sourceMaterial.name ); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
- if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
- const materialLine = new THREE.LineBasicMaterial();
- THREE.Material.prototype.copy.call( materialLine, material );
- materialLine.color.copy( material.color );
- material = materialLine;
- } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
- const materialPoints = new THREE.PointsMaterial( {
- size: 10,
- sizeAttenuation: false
- } );
- THREE.Material.prototype.copy.call( materialPoints, material );
- materialPoints.color.copy( material.color );
- materialPoints.map = material.map;
- material = materialPoints;
- }
- }
- if ( material === undefined ) {
- if ( isLine ) {
- material = new THREE.LineBasicMaterial();
- } else if ( isPoints ) {
- material = new THREE.PointsMaterial( {
- size: 1,
- sizeAttenuation: false
- } );
- } else {
- material = new THREE.MeshPhongMaterial();
- }
- material.name = sourceMaterial.name;
- material.flatShading = sourceMaterial.smooth ? false : true;
- material.vertexColors = hasVertexColors;
- state.materials[ materialHash ] = material;
- }
- createdMaterials.push( material );
- } // Create mesh
- let mesh;
- if ( createdMaterials.length > 1 ) {
- for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
- const sourceMaterial = materials[ mi ];
- buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
- }
- if ( isLine ) {
- mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
- } else if ( isPoints ) {
- mesh = new THREE.Points( buffergeometry, createdMaterials );
- } else {
- mesh = new THREE.Mesh( buffergeometry, createdMaterials );
- }
- } else {
- if ( isLine ) {
- mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
- } else if ( isPoints ) {
- mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
- } else {
- mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
- }
- }
- mesh.name = object.name;
- container.add( mesh );
- }
- } else {
- // if there is only the default parser state object with no geometry data, interpret data as point cloud
- if ( state.vertices.length > 0 ) {
- const material = new THREE.PointsMaterial( {
- size: 1,
- sizeAttenuation: false
- } );
- const buffergeometry = new THREE.BufferGeometry();
- buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( state.vertices, 3 ) );
- if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {
- buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( state.colors, 3 ) );
- material.vertexColors = true;
- }
- const points = new THREE.Points( buffergeometry, material );
- container.add( points );
- }
- }
- return container;
- }
- }
- THREE.OBJLoader = OBJLoader;
- } )();
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