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ObjLoader.js
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ObjLoader.js
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/**
* Created by Primoz on 17.3.2016.
* Source: Three.js
*/
import {SmoothShading, FlatShading} from '../constants.js';
import {LoadingManager} from './LoadingManager.js';
import {XHRLoader} from './XHRLoader.js';
import {BufferAttribute} from '../core/BufferAttribute.js';
import {Geometry} from '../objects/Geometry.js';
import {Mesh} from '../objects/Mesh.js';
import {MeshBasicMaterial} from '../materials/MeshBasicMaterial.js';
export class ObjLoader {
/**
* Used for loading the .obj files.
* @param manager LoadingManager that will act as the loader observer
* @constructor Creates new OBJLoader object. If the manager is undefined the default LoadingManager will be used.
* @name OBJLoader
*/
constructor (manager = new LoadingManager()) {
this.manager = (manager !== undefined) ? manager : new LoadingManager();
}
/**
* Loads the .obj file via XHRLoader, parses the received file and calls onLoad function with parsed objects loaded from .obj file as a parameter.
* @param {string} url URL/PATH to .obj file
* @param {function} onLoad Will be called when the .obj file finishes loading. Function will be called with parsed objects as parameters
* @param {function} onProgress Will forward the progress calls of XHRLoader
* @param {function} onError Will forward the error calls of XHRLoader
*/
load (url, onLoad, onProgress, onError) {
var scope = this;
var loader = new XHRLoader(scope.manager);
loader.setPath(this.path);
loader.load(url, function (text) {
onLoad(scope.parse(text));
}, onProgress, onError);
}
/**
* Loads the .obj file via FileReader, parses the received file and calls onLoad function with parsed objects loaded from .obj file as a parameter.
* @param {Blob} file .obj file Blob
* @param {function} onLoad Will be called when the .obj file finishes loading. Function will be called with parsed objects as parameters
* @param {function} onProgress Will forward the progress calls of XHRLoader
* @param {function} onError Will forward the error calls of XHRLoader
*/
loadFile(file, onLoad, onProgress, onError) {
var scope = this;
var fileReader = new FileReader();
fileReader.onerror = onError;
fileReader.onprogress = onProgress;
fileReader.onload = function (event) {
onLoad(scope.parse(this.result));
};
fileReader.readAsText(file);
}
/**
* This should be called to set the .obj file PATH/URL in advance
* @param {string} path Request path
*/
setPath (path) {
this.path = path;
}
/**
* Parses the received text and returns the array of objects. Each object has geometry, material and name property.
* The geometry property holds the arrays of normals, uvs and vertices. The material property holds the name of the
* object material and smooth shading flag.
* @param {string} text Text in Wavefront OBJ geometry format.
* @returns {Array} Array of objects parsed from the passed text
*/
parse (text) {
var objects = [];
var object;
var foundObjects = false;
var vertices = [];
var normals = [];
var uvs = [];
function addObject(name) {
var geometry = {
vertices: [],
normals: [],
uvs: []
};
var material = {
name: '',
smooth: true
};
object = {
name: name,
geometry: geometry,
material: material
};
objects.push(object);
}
function parseVertexIndex(value) {
var index = parseInt(value);
return ( index >= 0 ? index - 1 : index + vertices.length / 3 ) * 3;
}
function parseNormalIndex(value) {
var index = parseInt(value);
return ( index >= 0 ? index - 1 : index + normals.length / 3 ) * 3;
}
function parseUVIndex(value) {
var index = parseInt(value);
return ( index >= 0 ? index - 1 : index + uvs.length / 2 ) * 2;
}
function addVertex(a, b, c) {
object.geometry.vertices.push(
vertices[a], vertices[a + 1], vertices[a + 2],
vertices[b], vertices[b + 1], vertices[b + 2],
vertices[c], vertices[c + 1], vertices[c + 2]
);
}
function addNormal(a, b, c) {
object.geometry.normals.push(
normals[a], normals[a + 1], normals[a + 2],
normals[b], normals[b + 1], normals[b + 2],
normals[c], normals[c + 1], normals[c + 2]
);
}
function addUV(a, b, c) {
object.geometry.uvs.push(
uvs[a], uvs[a + 1],
uvs[b], uvs[b + 1],
uvs[c], uvs[c + 1]
);
}
function addFace(a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd) {
var ia = parseVertexIndex(a);
var ib = parseVertexIndex(b);
var ic = parseVertexIndex(c);
var id;
if (d === undefined) {
addVertex(ia, ib, ic);
}
else {
id = parseVertexIndex(d);
addVertex(ia, ib, id);
addVertex(ib, ic, id);
}
if (ua !== undefined) {
ia = parseUVIndex(ua);
ib = parseUVIndex(ub);
ic = parseUVIndex(uc);
if (d === undefined) {
addUV(ia, ib, ic);
}
else {
id = parseUVIndex(ud);
addUV(ia, ib, id);
addUV(ib, ic, id);
}
}
if (na !== undefined) {
ia = parseNormalIndex(na);
ib = parseNormalIndex(nb);
ic = parseNormalIndex(nc);
if (d === undefined) {
addNormal(ia, ib, ic);
}
else {
id = parseNormalIndex(nd);
addNormal(ia, ib, id);
addNormal(ib, ic, id);
}
}
}
addObject('');
// v float float float
var vertex_pattern = /^v\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/;
// vn float float float
var normal_pattern = /^vn\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/;
// vt float float
var uv_pattern = /^vt\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/;
// f vertex vertex vertex ...
var face_pattern1 = /^f\s+(-?\d+)\s+(-?\d+)\s+(-?\d+)(?:\s+(-?\d+))?/;
// f vertex/uv vertex/uv vertex/uv ...
var face_pattern2 = /^f\s+((-?\d+)\/(-?\d+))\s+((-?\d+)\/(-?\d+))\s+((-?\d+)\/(-?\d+))(?:\s+((-?\d+)\/(-?\d+)))?/;
// f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...
var face_pattern3 = /^f\s+((-?\d+)\/(-?\d+)\/(-?\d+))\s+((-?\d+)\/(-?\d+)\/(-?\d+))\s+((-?\d+)\/(-?\d+)\/(-?\d+))(?:\s+((-?\d+)\/(-?\d+)\/(-?\d+)))?/;
// f vertex//normal vertex//normal vertex//normal ...
var face_pattern4 = /^f\s+((-?\d+)\/\/(-?\d+))\s+((-?\d+)\/\/(-?\d+))\s+((-?\d+)\/\/(-?\d+))(?:\s+((-?\d+)\/\/(-?\d+)))?/;
var object_pattern = /^[og]\s*(.+)?/;
var smoothing_pattern = /^s\s+(\d+|on|off)/;
// ACTUAL PARSING
var lines = text.split('\n');
for (var i = 0; i < lines.length; i++) {
var line = lines[i];
line = line.trim();
var result;
if (line.length === 0 || line.charAt(0) === '#') {
continue;
}
else if (( result = vertex_pattern.exec(line) ) !== null) {
// ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
vertices.push(
parseFloat(result[1]),
parseFloat(result[2]),
parseFloat(result[3])
);
}
else if (( result = normal_pattern.exec(line) ) !== null) {
// ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
normals.push(
parseFloat(result[1]),
parseFloat(result[2]),
parseFloat(result[3])
);
}
else if (( result = uv_pattern.exec(line) ) !== null) {
// ["vt 0.1 0.2", "0.1", "0.2"]
uvs.push(
parseFloat(result[1]),
parseFloat(result[2])
);
}
else if (( result = face_pattern1.exec(line) ) !== null) {
// ["f 1 2 3", "1", "2", "3", undefined]
addFace(
result[1], result[2], result[3], result[4]
);
}
else if (( result = face_pattern2.exec(line) ) !== null) {
// ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]
addFace(
result[2], result[5], result[8], result[11],
result[3], result[6], result[9], result[12]
);
}
else if (( result = face_pattern3.exec(line) ) !== null) {
// ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]
addFace(
result[2], result[6], result[10], result[14],
result[3], result[7], result[11], result[15],
result[4], result[8], result[12], result[16]
);
}
else if (( result = face_pattern4.exec(line) ) !== null) {
// ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]
addFace(
result[2], result[5], result[8], result[11],
undefined, undefined, undefined, undefined,
result[3], result[6], result[9], result[12]
);
}
else if (( result = object_pattern.exec(line) ) !== null) {
// o object_name
// or
// g group_name
var name = result[0].substr(1).trim();
if (foundObjects === false) {
foundObjects = true;
object.name = name;
}
else {
addObject(name);
}
}
else if (/^usemtl /.test(line)) {
// material
object.material.name = line.substring(7).trim();
}
else if (/^mtllib /.test(line)) {
// mtl file
}
else if (( result = smoothing_pattern.exec(line) ) !== null) {
// smooth shading
object.material.smooth = result[1] === "1" || result[1] === "on";
}
else {
throw new Error("Unexpected line: " + line);
}
}
var meshes = [];
for (var i = 0; i < objects.length; i++) {
var geometry = objects[i].geometry;
// Create new buffer geometry
var bufferGeometry = new Geometry();
// Add position of vertices
bufferGeometry.vertices = new BufferAttribute(new Float32Array(geometry.vertices), 3);
// Check if normals are specified. Otherwise calculate them
if ( geometry.normals.length > 0 ) {
bufferGeometry.normals = new BufferAttribute(new Float32Array(geometry.normals), 3);
} else {
bufferGeometry.computeVertexNormals();
}
// If specified add texture uv-s
if (geometry.uvs.length > 0) {
bufferGeometry.uv = new BufferAttribute(new Float32Array(geometry.uvs), 2);
}
var material = new MeshBasicMaterial();
material.shading = objects[i].material.smooth ? SmoothShading : FlatShading;
// Create new mesh
var mesh = new Mesh(bufferGeometry, material);
mesh.name = objects[i].name;
meshes.push(mesh);
}
return meshes;
}
};