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906 lines
21 KiB
906 lines
21 KiB
2 years ago
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import {
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BufferGeometry,
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FileLoader,
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Float32BufferAttribute,
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Group,
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LineBasicMaterial,
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LineSegments,
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Loader,
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Material,
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Mesh,
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MeshPhongMaterial,
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Points,
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PointsMaterial,
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Vector3,
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Color
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} from 'three';
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// o object_name | g group_name
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const _object_pattern = /^[og]\s*(.+)?/;
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// mtllib file_reference
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const _material_library_pattern = /^mtllib /;
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// usemtl material_name
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const _material_use_pattern = /^usemtl /;
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// usemap map_name
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const _map_use_pattern = /^usemap /;
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const _face_vertex_data_separator_pattern = /\s+/;
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const _vA = new Vector3();
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const _vB = new Vector3();
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const _vC = new Vector3();
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const _ab = new Vector3();
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const _cb = new Vector3();
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const _color = new Color();
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function ParserState() {
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const state = {
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objects: [],
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object: {},
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vertices: [],
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normals: [],
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colors: [],
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uvs: [],
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materials: {},
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materialLibraries: [],
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startObject: function ( name, fromDeclaration ) {
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// If the current object (initial from reset) is not from a g/o declaration in the parsed
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// file. We need to use it for the first parsed g/o to keep things in sync.
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if ( this.object && this.object.fromDeclaration === false ) {
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this.object.name = name;
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this.object.fromDeclaration = ( fromDeclaration !== false );
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return;
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}
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const previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
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if ( this.object && typeof this.object._finalize === 'function' ) {
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this.object._finalize( true );
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}
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this.object = {
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name: name || '',
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fromDeclaration: ( fromDeclaration !== false ),
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geometry: {
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vertices: [],
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normals: [],
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colors: [],
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uvs: [],
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hasUVIndices: false
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},
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materials: [],
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smooth: true,
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startMaterial: function ( name, libraries ) {
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const previous = this._finalize( false );
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// New usemtl declaration overwrites an inherited material, except if faces were declared
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// after the material, then it must be preserved for proper MultiMaterial continuation.
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if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
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this.materials.splice( previous.index, 1 );
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}
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const material = {
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index: this.materials.length,
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name: name || '',
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mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
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smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
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groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
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groupEnd: - 1,
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groupCount: - 1,
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inherited: false,
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clone: function ( index ) {
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const cloned = {
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index: ( typeof index === 'number' ? index : this.index ),
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name: this.name,
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mtllib: this.mtllib,
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smooth: this.smooth,
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groupStart: 0,
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groupEnd: - 1,
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groupCount: - 1,
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inherited: false
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};
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cloned.clone = this.clone.bind( cloned );
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return cloned;
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}
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};
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this.materials.push( material );
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return material;
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},
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currentMaterial: function () {
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if ( this.materials.length > 0 ) {
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return this.materials[ this.materials.length - 1 ];
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}
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return undefined;
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},
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_finalize: function ( end ) {
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const lastMultiMaterial = this.currentMaterial();
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if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
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lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
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lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
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lastMultiMaterial.inherited = false;
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}
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// Ignore objects tail materials if no face declarations followed them before a new o/g started.
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if ( end && this.materials.length > 1 ) {
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for ( let mi = this.materials.length - 1; mi >= 0; mi -- ) {
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if ( this.materials[ mi ].groupCount <= 0 ) {
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this.materials.splice( mi, 1 );
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}
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}
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}
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// Guarantee at least one empty material, this makes the creation later more straight forward.
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if ( end && this.materials.length === 0 ) {
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this.materials.push( {
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name: '',
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smooth: this.smooth
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} );
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}
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return lastMultiMaterial;
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}
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};
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// Inherit previous objects material.
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// Spec tells us that a declared material must be set to all objects until a new material is declared.
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// If a usemtl declaration is encountered while this new object is being parsed, it will
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// overwrite the inherited material. Exception being that there was already face declarations
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// to the inherited material, then it will be preserved for proper MultiMaterial continuation.
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if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
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const declared = previousMaterial.clone( 0 );
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declared.inherited = true;
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this.object.materials.push( declared );
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}
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this.objects.push( this.object );
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},
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finalize: function () {
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if ( this.object && typeof this.object._finalize === 'function' ) {
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this.object._finalize( true );
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}
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},
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parseVertexIndex: function ( value, len ) {
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const index = parseInt( value, 10 );
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return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
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},
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parseNormalIndex: function ( value, len ) {
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const index = parseInt( value, 10 );
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return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
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},
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parseUVIndex: function ( value, len ) {
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const index = parseInt( value, 10 );
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return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
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},
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addVertex: function ( a, b, c ) {
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const src = this.vertices;
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const dst = this.object.geometry.vertices;
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dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
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dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
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},
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addVertexPoint: function ( a ) {
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const src = this.vertices;
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const dst = this.object.geometry.vertices;
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dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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},
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addVertexLine: function ( a ) {
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const src = this.vertices;
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const dst = this.object.geometry.vertices;
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dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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},
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addNormal: function ( a, b, c ) {
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const src = this.normals;
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const dst = this.object.geometry.normals;
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dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
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dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
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},
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addFaceNormal: function ( a, b, c ) {
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const src = this.vertices;
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const dst = this.object.geometry.normals;
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_vA.fromArray( src, a );
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_vB.fromArray( src, b );
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_vC.fromArray( src, c );
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_cb.subVectors( _vC, _vB );
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_ab.subVectors( _vA, _vB );
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_cb.cross( _ab );
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_cb.normalize();
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dst.push( _cb.x, _cb.y, _cb.z );
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dst.push( _cb.x, _cb.y, _cb.z );
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dst.push( _cb.x, _cb.y, _cb.z );
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},
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addColor: function ( a, b, c ) {
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const src = this.colors;
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const dst = this.object.geometry.colors;
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if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
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if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
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},
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addUV: function ( a, b, c ) {
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const src = this.uvs;
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const dst = this.object.geometry.uvs;
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dst.push( src[ a + 0 ], src[ a + 1 ] );
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dst.push( src[ b + 0 ], src[ b + 1 ] );
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dst.push( src[ c + 0 ], src[ c + 1 ] );
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},
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addDefaultUV: function () {
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const dst = this.object.geometry.uvs;
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dst.push( 0, 0 );
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dst.push( 0, 0 );
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dst.push( 0, 0 );
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},
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addUVLine: function ( a ) {
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const src = this.uvs;
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const dst = this.object.geometry.uvs;
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dst.push( src[ a + 0 ], src[ a + 1 ] );
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},
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addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
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const vLen = this.vertices.length;
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let ia = this.parseVertexIndex( a, vLen );
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let ib = this.parseVertexIndex( b, vLen );
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let ic = this.parseVertexIndex( c, vLen );
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this.addVertex( ia, ib, ic );
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this.addColor( ia, ib, ic );
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// normals
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if ( na !== undefined && na !== '' ) {
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const nLen = this.normals.length;
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ia = this.parseNormalIndex( na, nLen );
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ib = this.parseNormalIndex( nb, nLen );
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ic = this.parseNormalIndex( nc, nLen );
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this.addNormal( ia, ib, ic );
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} else {
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this.addFaceNormal( ia, ib, ic );
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}
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// uvs
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if ( ua !== undefined && ua !== '' ) {
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const uvLen = this.uvs.length;
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ia = this.parseUVIndex( ua, uvLen );
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ib = this.parseUVIndex( ub, uvLen );
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ic = this.parseUVIndex( uc, uvLen );
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this.addUV( ia, ib, ic );
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this.object.geometry.hasUVIndices = true;
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} else {
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// add placeholder values (for inconsistent face definitions)
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this.addDefaultUV();
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}
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},
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addPointGeometry: function ( vertices ) {
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this.object.geometry.type = 'Points';
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const vLen = this.vertices.length;
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for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
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const index = this.parseVertexIndex( vertices[ vi ], vLen );
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this.addVertexPoint( index );
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this.addColor( index );
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}
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},
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addLineGeometry: function ( vertices, uvs ) {
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this.object.geometry.type = 'Line';
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const vLen = this.vertices.length;
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const uvLen = this.uvs.length;
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for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
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this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
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}
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for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
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this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
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}
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}
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};
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state.startObject( '', false );
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return state;
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}
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//
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class OBJLoader extends Loader {
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constructor( manager ) {
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super( manager );
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this.materials = null;
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}
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load( url, onLoad, onProgress, onError ) {
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const scope = this;
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const loader = new FileLoader( this.manager );
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loader.setPath( this.path );
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loader.setRequestHeader( this.requestHeader );
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loader.setWithCredentials( this.withCredentials );
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loader.load( url, function ( text ) {
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try {
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onLoad( scope.parse( text ) );
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} catch ( e ) {
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if ( onError ) {
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onError( e );
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} else {
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console.error( e );
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}
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scope.manager.itemError( url );
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}
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}, onProgress, onError );
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}
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setMaterials( materials ) {
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this.materials = materials;
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return this;
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}
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parse( text ) {
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const state = new ParserState();
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||
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||
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if ( text.indexOf( '\r\n' ) !== - 1 ) {
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// This is faster than String.split with regex that splits on both
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text = text.replace( /\r\n/g, '\n' );
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}
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if ( text.indexOf( '\\\n' ) !== - 1 ) {
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// join lines separated by a line continuation character (\)
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text = text.replace( /\\\n/g, '' );
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}
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||
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const lines = text.split( '\n' );
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let result = [];
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||
|
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;
|
||
|
|
||
|
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 };
|