/** * @author mrdoob / http://mrdoob.com/ */ THREE.OBJLoader = ( function () { // o object_name | g group_name var object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference var material_library_pattern = /^mtllib /; // usemtl material_name var material_use_pattern = /^usemtl /; // usemap map_name var map_use_pattern = /^usemap /; function ParserState() { var state = { objects: [], object: {}, vertices: [], normals: [], colors: [], uvs: [], 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; } var 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: [] }, materials: [], smooth: true, startMaterial: function ( name, libraries ) { var 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 ); } var 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 ) { var 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 ) { var 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 ( var 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' ) { var 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 ) { var index = parseInt( value, 10 ); return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; }, parseNormalIndex: function ( value, len ) { var index = parseInt( value, 10 ); return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; }, parseUVIndex: function ( value, len ) { var index = parseInt( value, 10 ); return ( index >= 0 ? index - 1 : index + len / 2 ) * 2; }, addVertex: function ( a, b, c ) { var src = this.vertices; var 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 ) { var src = this.vertices; var dst = this.object.geometry.vertices; dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); }, addVertexLine: function ( a ) { var src = this.vertices; var dst = this.object.geometry.vertices; dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); }, addNormal: function ( a, b, c ) { var src = this.normals; var 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 ] ); }, addColor: function ( a, b, c ) { var src = this.colors; var dst = this.object.geometry.colors; 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 ] ); }, addUV: function ( a, b, c ) { var src = this.uvs; var 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 ] ); }, addUVLine: function ( a ) { var src = this.uvs; var dst = this.object.geometry.uvs; dst.push( src[ a + 0 ], src[ a + 1 ] ); }, addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) { var vLen = this.vertices.length; var ia = this.parseVertexIndex( a, vLen ); var ib = this.parseVertexIndex( b, vLen ); var ic = this.parseVertexIndex( c, vLen ); this.addVertex( ia, ib, ic ); if ( this.colors.length > 0 ) { this.addColor( ia, ib, ic ); } if ( ua !== undefined && ua !== '' ) { var uvLen = this.uvs.length; ia = this.parseUVIndex( ua, uvLen ); ib = this.parseUVIndex( ub, uvLen ); ic = this.parseUVIndex( uc, uvLen ); this.addUV( ia, ib, ic ); } if ( na !== undefined && na !== '' ) { // Normals are many times the same. If so, skip function call and parseInt. var nLen = this.normals.length; ia = this.parseNormalIndex( na, nLen ); ib = na === nb ? ia : this.parseNormalIndex( nb, nLen ); ic = na === nc ? ia : this.parseNormalIndex( nc, nLen ); this.addNormal( ia, ib, ic ); } }, addPointGeometry: function ( vertices ) { this.object.geometry.type = 'Points'; var vLen = this.vertices.length; for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) { this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) ); } }, addLineGeometry: function ( vertices, uvs ) { this.object.geometry.type = 'Line'; var vLen = this.vertices.length; var uvLen = this.uvs.length; for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) { this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) ); } for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) { this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) ); } } }; state.startObject( '', false ); return state; } // function OBJLoader( manager ) { THREE.Loader.call( this, manager ); this.materials = null; } OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), { constructor: OBJLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new THREE.FileLoader( scope.manager ); loader.setPath( this.path ); loader.load( url, function ( text ) { onLoad( scope.parse( text ) ); }, onProgress, onError ); }, setMaterials: function ( materials ) { this.materials = materials; return this; }, parse: function ( text ) { console.time( 'OBJLoader' ); var 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, '' ); } var lines = text.split( '\n' ); var line = '', lineFirstChar = ''; var lineLength = 0; var result = []; // Faster to just trim left side of the line. Use if available. var trimLeft = ( typeof ''.trimLeft === 'function' ); for ( var 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' ) { var 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 ] ) ); } 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' ) { var lineData = line.substr( 1 ).trim(); var vertexData = lineData.split( /\s+/ ); var faceVertices = []; // Parse the face vertex data into an easy to work with format for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) { var vertex = vertexData[ j ]; if ( vertex.length > 0 ) { var vertexParts = vertex.split( '/' ); faceVertices.push( vertexParts ); } } // Draw an edge between the first vertex and all subsequent vertices to form an n-gon var v1 = faceVertices[ 0 ]; for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) { var v2 = faceVertices[ j ]; var 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' ) { var lineParts = line.substring( 1 ).trim().split( " " ); var lineVertices = [], lineUVs = []; if ( line.indexOf( "/" ) === - 1 ) { lineVertices = lineParts; } else { for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) { var 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' ) { var lineData = line.substr( 1 ).trim(); var 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 // var name = result[ 0 ].substr( 1 ).trim(); var 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 ) { var value = result[ 1 ].trim().toLowerCase(); state.object.smooth = ( value !== '0' && value !== 'off' ); } else { // ZBrush can produce "s" lines #11707 state.object.smooth = true; } var material = state.object.currentMaterial(); if ( material ) material.smooth = state.object.smooth; } else { // Handle null terminated files without exception if ( line === '\0' ) continue; throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' ); } } state.finalize(); var container = new THREE.Group(); container.materialLibraries = [].concat( state.materialLibraries ); for ( var i = 0, l = state.objects.length; i < l; i ++ ) { var object = state.objects[ i ]; var geometry = object.geometry; var materials = object.materials; var isLine = ( geometry.type === 'Line' ); var isPoints = ( geometry.type === 'Points' ); var hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces if ( geometry.vertices.length === 0 ) continue; var 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 ) ); } else { buffergeometry.computeVertexNormals(); } if ( geometry.colors.length > 0 ) { hasVertexColors = true; buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) ); } if ( geometry.uvs.length > 0 ) { buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) ); } // Create materials var createdMaterials = []; for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { var sourceMaterial = materials[ mi ]; var material = undefined; 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 ) ) { var 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 ) ) { var 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 ) { 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 ? THREE.VertexColors : THREE.NoColors; createdMaterials.push( material ); } // Create mesh var mesh; if ( createdMaterials.length > 1 ) { for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { var 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 ); } console.timeEnd( 'OBJLoader' ); return container; } } ); return OBJLoader; } )();