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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| */ | |
| import { | |
| BufferGeometry, | |
| DefaultLoadingManager, | |
| FileLoader, | |
| Float32BufferAttribute, | |
| Group, | |
| LineBasicMaterial, | |
| LineSegments, | |
| Material, | |
| Mesh, | |
| MeshPhongMaterial, | |
| NoColors, | |
| Points, | |
| PointsMaterial, | |
| VertexColors | |
| } from "../../../build/three.module.js"; | |
| var 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 /; | |
| 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 ( 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 ); | |
| } | |
| if ( this.colors.length > 0 ) { | |
| this.addColor( 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 ) { | |
| this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; | |
| this.materials = null; | |
| } | |
| OBJLoader.prototype = { | |
| constructor: OBJLoader, | |
| load: function ( url, onLoad, onProgress, onError ) { | |
| var scope = this; | |
| var loader = new FileLoader( scope.manager ); | |
| loader.setPath( this.path ); | |
| loader.load( url, function ( text ) { | |
| onLoad( scope.parse( text ) ); | |
| }, onProgress, onError ); | |
| }, | |
| setPath: function ( value ) { | |
| this.path = value; | |
| return this; | |
| }, | |
| 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 === 8 ) { | |
| 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 ( 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 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 BufferGeometry(); | |
| buffergeometry.addAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) ); | |
| if ( geometry.normals.length > 0 ) { | |
| buffergeometry.addAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) ); | |
| } else { | |
| buffergeometry.computeVertexNormals(); | |
| } | |
| if ( geometry.colors.length > 0 ) { | |
| hasVertexColors = true; | |
| buffergeometry.addAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) ); | |
| } | |
| if ( geometry.uvs.length > 0 ) { | |
| buffergeometry.addAttribute( 'uv', new 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 LineBasicMaterial ) ) { | |
| var materialLine = new LineBasicMaterial(); | |
| Material.prototype.copy.call( materialLine, material ); | |
| materialLine.color.copy( material.color ); | |
| materialLine.lights = false; | |
| material = materialLine; | |
| } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) { | |
| var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } ); | |
| Material.prototype.copy.call( materialPoints, material ); | |
| materialPoints.color.copy( material.color ); | |
| materialPoints.map = material.map; | |
| materialPoints.lights = false; | |
| material = materialPoints; | |
| } | |
| } | |
| if ( ! material ) { | |
| if ( isLine ) { | |
| material = new LineBasicMaterial(); | |
| } else if ( isPoints ) { | |
| material = new PointsMaterial( { size: 1, sizeAttenuation: false } ); | |
| } else { | |
| material = new MeshPhongMaterial(); | |
| } | |
| material.name = sourceMaterial.name; | |
| } | |
| material.flatShading = sourceMaterial.smooth ? false : true; | |
| material.vertexColors = hasVertexColors ? VertexColors : 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 LineSegments( buffergeometry, createdMaterials ); | |
| } else if ( isPoints ) { | |
| mesh = new Points( buffergeometry, createdMaterials ); | |
| } else { | |
| mesh = new Mesh( buffergeometry, createdMaterials ); | |
| } | |
| } else { | |
| if ( isLine ) { | |
| mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] ); | |
| } else if ( isPoints ) { | |
| mesh = new Points( buffergeometry, createdMaterials[ 0 ] ); | |
| } else { | |
| mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] ); | |
| } | |
| } | |
| mesh.name = object.name; | |
| container.add( mesh ); | |
| } | |
| console.timeEnd( 'OBJLoader' ); | |
| return container; | |
| } | |
| }; | |
| return OBJLoader; | |
| } )(); | |
| export { OBJLoader }; | |