906 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			906 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |