/** * @author mrdoob / http://mrdoob.com/ */ THREE.OBJLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; this.materials = null; this.regexp = { // v float float float vertex_pattern : /^v\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/, // vn float float float normal_pattern : /^vn\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/, // vt float float uv_pattern : /^vt\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/, // f vertex vertex vertex face_vertex : /^f\s+(-?\d+)\s+(-?\d+)\s+(-?\d+)(?:\s+(-?\d+))?/, // f vertex/uv vertex/uv vertex/uv face_vertex_uv : /^f\s+(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)(?:\s+(-?\d+)\/(-?\d+))?/, // f vertex/uv/normal vertex/uv/normal vertex/uv/normal face_vertex_uv_normal : /^f\s+(-?\d+)\/(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\/(-?\d+)(?:\s+(-?\d+)\/(-?\d+)\/(-?\d+))?/, // f vertex//normal vertex//normal vertex//normal face_vertex_normal : /^f\s+(-?\d+)\/\/(-?\d+)\s+(-?\d+)\/\/(-?\d+)\s+(-?\d+)\/\/(-?\d+)(?:\s+(-?\d+)\/\/(-?\d+))?/, // o object_name | g group_name object_pattern : /^[og]\s*(.+)?/, // s boolean smoothing_pattern : /^s\s+(\d+|on|off)/, // mtllib file_reference material_library_pattern : /^mtllib /, // usemtl material_name material_use_pattern : /^usemtl / }; }; THREE.OBJLoader.prototype = { constructor: THREE.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 ); }, setPath: function ( value ) { this.path = value; }, setMaterials: function ( materials ) { this.materials = materials; }, _createParserState : function () { var state = { objects : [], object : {}, vertices : [], normals : [], 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 : [], 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 ] ); dst.push( src[ a + 1 ] ); dst.push( src[ a + 2 ] ); dst.push( src[ b + 0 ] ); dst.push( src[ b + 1 ] ); dst.push( src[ b + 2 ] ); dst.push( src[ c + 0 ] ); dst.push( src[ c + 1 ] ); dst.push( src[ c + 2 ] ); }, addVertexLine: function ( a ) { var src = this.vertices; var dst = this.object.geometry.vertices; dst.push( src[ a + 0 ] ); dst.push( src[ a + 1 ] ); dst.push( src[ a + 2 ] ); }, addNormal : function ( a, b, c ) { var src = this.normals; var dst = this.object.geometry.normals; dst.push( src[ a + 0 ] ); dst.push( src[ a + 1 ] ); dst.push( src[ a + 2 ] ); dst.push( src[ b + 0 ] ); dst.push( src[ b + 1 ] ); dst.push( src[ b + 2 ] ); dst.push( src[ c + 0 ] ); dst.push( src[ c + 1 ] ); dst.push( src[ c + 2 ] ); }, addUV: function ( a, b, c ) { var src = this.uvs; var dst = this.object.geometry.uvs; dst.push( src[ a + 0 ] ); dst.push( src[ a + 1 ] ); dst.push( src[ b + 0 ] ); dst.push( src[ b + 1 ] ); dst.push( src[ c + 0 ] ); dst.push( src[ c + 1 ] ); }, addUVLine: function ( a ) { var src = this.uvs; var dst = this.object.geometry.uvs; dst.push( src[ a + 0 ] ); dst.push( src[ a + 1 ] ); }, addFace: function ( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) { var vLen = this.vertices.length; var ia = this.parseVertexIndex( a, vLen ); var ib = this.parseVertexIndex( b, vLen ); var ic = this.parseVertexIndex( c, vLen ); var id; if ( d === undefined ) { this.addVertex( ia, ib, ic ); } else { id = this.parseVertexIndex( d, vLen ); this.addVertex( ia, ib, id ); this.addVertex( ib, ic, id ); } if ( ua !== undefined ) { var uvLen = this.uvs.length; ia = this.parseUVIndex( ua, uvLen ); ib = this.parseUVIndex( ub, uvLen ); ic = this.parseUVIndex( uc, uvLen ); if ( d === undefined ) { this.addUV( ia, ib, ic ); } else { id = this.parseUVIndex( ud, uvLen ); this.addUV( ia, ib, id ); this.addUV( ib, ic, id ); } } if ( na !== undefined ) { // 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 ); if ( d === undefined ) { this.addNormal( ia, ib, ic ); } else { id = this.parseNormalIndex( nd, nLen ); this.addNormal( ia, ib, id ); this.addNormal( ib, ic, id ); } } }, 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; }, parse: function ( text ) { console.time( 'OBJLoader' ); var state = this._createParserState(); 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 = '', lineSecondChar = ''; 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' ) { lineSecondChar = line.charAt( 1 ); if ( lineSecondChar === ' ' && ( result = this.regexp.vertex_pattern.exec( line ) ) !== null ) { // 0 1 2 3 // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"] state.vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) ); } else if ( lineSecondChar === 'n' && ( result = this.regexp.normal_pattern.exec( line ) ) !== null ) { // 0 1 2 3 // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"] state.normals.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) ); } else if ( lineSecondChar === 't' && ( result = this.regexp.uv_pattern.exec( line ) ) !== null ) { // 0 1 2 // ["vt 0.1 0.2", "0.1", "0.2"] state.uvs.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ) ); } else { throw new Error( "Unexpected vertex/normal/uv line: '" + line + "'" ); } } else if ( lineFirstChar === "f" ) { if ( ( result = this.regexp.face_vertex_uv_normal.exec( line ) ) !== null ) { // f vertex/uv/normal vertex/uv/normal vertex/uv/normal // 0 1 2 3 4 5 6 7 8 9 10 11 12 // ["f 1/1/1 2/2/2 3/3/3", "1", "1", "1", "2", "2", "2", "3", "3", "3", undefined, undefined, undefined] state.addFace( result[ 1 ], result[ 4 ], result[ 7 ], result[ 10 ], result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ], result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ] ); } else if ( ( result = this.regexp.face_vertex_uv.exec( line ) ) !== null ) { // f vertex/uv vertex/uv vertex/uv // 0 1 2 3 4 5 6 7 8 // ["f 1/1 2/2 3/3", "1", "1", "2", "2", "3", "3", undefined, undefined] state.addFace( result[ 1 ], result[ 3 ], result[ 5 ], result[ 7 ], result[ 2 ], result[ 4 ], result[ 6 ], result[ 8 ] ); } else if ( ( result = this.regexp.face_vertex_normal.exec( line ) ) !== null ) { // f vertex//normal vertex//normal vertex//normal // 0 1 2 3 4 5 6 7 8 // ["f 1//1 2//2 3//3", "1", "1", "2", "2", "3", "3", undefined, undefined] state.addFace( result[ 1 ], result[ 3 ], result[ 5 ], result[ 7 ], undefined, undefined, undefined, undefined, result[ 2 ], result[ 4 ], result[ 6 ], result[ 8 ] ); } else if ( ( result = this.regexp.face_vertex.exec( line ) ) !== null ) { // f vertex vertex vertex // 0 1 2 3 4 // ["f 1 2 3", "1", "2", "3", undefined] state.addFace( result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ] ); } else { throw new Error( "Unexpected face line: '" + line + "'" ); } } 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 ( ( result = this.regexp.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 ( this.regexp.material_use_pattern.test( line ) ) { // material state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries ); } else if ( this.regexp.material_library_pattern.test( line ) ) { // mtl file state.materialLibraries.push( line.substring( 7 ).trim() ); } else if ( ( result = this.regexp.smoothing_pattern.exec( line ) ) !== null ) { // 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 var value = result[ 1 ].trim().toLowerCase(); state.object.smooth = ( value === '1' || value === 'on' ); 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( "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' ); // Skip o/g line declarations that did not follow with any faces if ( geometry.vertices.length === 0 ) continue; var buffergeometry = new THREE.BufferGeometry(); buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) ); if ( geometry.normals.length > 0 ) { buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) ); } else { buffergeometry.computeVertexNormals(); } if ( geometry.uvs.length > 0 ) { buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( 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(); materialLine.copy( material ); material = materialLine; } } if ( ! material ) { material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() ); material.name = sourceMaterial.name; } material.shading = sourceMaterial.smooth ? THREE.SmoothShading : THREE.FlatShading; 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 ); } mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials ) : new THREE.LineSegments( buffergeometry, createdMaterials ) ); } else { mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) ); } mesh.name = object.name; container.add( mesh ); } console.timeEnd( 'OBJLoader' ); return container; } };