import { BufferGeometry, FileLoader, Float32BufferAttribute, Group, LineBasicMaterial, LineSegments, Loader, Material, Mesh, MeshPhongMaterial, Points, PointsMaterial, Vector3, Color } from 'three'; // o object_name | g group_name 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 _face_vertex_data_separator_pattern = /\s+/; const _vA = new Vector3(); const _vB = new Vector3(); const _vC = new Vector3(); const _ab = new Vector3(); const _cb = new Vector3(); const _color = new Color(); 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 Loader { constructor( manager ) { super( manager ); this.materials = null; } load( url, onLoad, onProgress, onError ) { const scope = this; const loader = new 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 result = []; for ( let i = 0, l = lines.length; i < l; i ++ ) { const line = lines[ i ].trimStart(); if ( line.length === 0 ) continue; const lineFirstChar = line.charAt( 0 ); // @todo invoke passed in handler if any if ( lineFirstChar === '#' ) continue; // skip comments if ( lineFirstChar === 'v' ) { const data = line.split( _face_vertex_data_separator_pattern ); switch ( data[ 0 ] ) { case 'v': state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) ); if ( data.length >= 7 ) { _color.setRGB( parseFloat( data[ 4 ] ), parseFloat( data[ 5 ] ), parseFloat( data[ 6 ] ) ).convertSRGBToLinear(); state.colors.push( _color.r, _color.g, _color.b ); } 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.slice( 1 ).trim(); const vertexData = lineData.split( _face_vertex_data_separator_pattern ); 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.slice( 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 ].slice( 1 ).trim(); const name = ( ' ' + result[ 0 ].slice( 1 ).trim() ).slice( 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/ * * 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 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 BufferGeometry(); buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) ); if ( geometry.normals.length > 0 ) { buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) ); } if ( geometry.colors.length > 0 ) { hasVertexColors = true; buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) ); } if ( geometry.hasUVIndices === true ) { buffergeometry.setAttribute( 'uv', new 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 LineBasicMaterial ) ) { const materialLine = new LineBasicMaterial(); Material.prototype.copy.call( materialLine, material ); materialLine.color.copy( material.color ); material = materialLine; } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) { const materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } ); Material.prototype.copy.call( materialPoints, material ); materialPoints.color.copy( material.color ); materialPoints.map = material.map; material = materialPoints; } } if ( material === undefined ) { 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; 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 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 ); } } 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 PointsMaterial( { size: 1, sizeAttenuation: false } ); const buffergeometry = new BufferGeometry(); buffergeometry.setAttribute( 'position', new Float32BufferAttribute( state.vertices, 3 ) ); if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) { buffergeometry.setAttribute( 'color', new Float32BufferAttribute( state.colors, 3 ) ); material.vertexColors = true; } const points = new Points( buffergeometry, material ); container.add( points ); } } return container; } } export { OBJLoader };