@loaders.gl/obj
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Framework-independent loader for the OBJ format
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text/typescript
// OBJ Loader, adapted from THREE.js (MIT license)
//
// Attributions per original THREE.js source file:
//
// @author mrdoob / http://mrdoob.com/
// @ts-nocheck
// o object_name | g group_name
const OBJECT_RE = /^[og]\s*(.+)?/;
// mtllib file_reference
const MATERIAL_RE = /^mtllib /;
// usemtl material_name
const MATERIAL_USE_RE = /^usemtl /;
class MeshMaterial {
constructor({index, name = '', mtllib, smooth, groupStart}) {
this.index = index;
this.name = name;
this.mtllib = mtllib;
this.smooth = smooth;
this.groupStart = groupStart;
this.groupEnd = -1;
this.groupCount = -1;
this.inherited = false;
}
clone(index = this.index) {
return new MeshMaterial({
index,
name: this.name,
mtllib: this.mtllib,
smooth: this.smooth,
groupStart: 0
});
}
}
class MeshObject {
constructor(name = '') {
this.name = name;
this.geometry = {
vertices: [],
normals: [],
colors: [],
uvs: []
};
this.materials = [];
this.smooth = true;
this.fromDeclaration = null;
}
startMaterial(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 = new MeshMaterial({
index: this.materials.length,
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
});
this.materials.push(material);
return material;
}
currentMaterial() {
if (this.materials.length > 0) {
return this.materials[this.materials.length - 1];
}
return undefined;
}
_finalize(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;
}
}
class ParserState {
constructor() {
this.objects = [];
this.object = null;
this.vertices = [];
this.normals = [];
this.colors = [];
this.uvs = [];
this.materialLibraries = [];
this.startObject('', false);
}
startObject(name, fromDeclaration = true) {
// 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) {
this.object.name = name;
this.object.fromDeclaration = fromDeclaration;
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 = new MeshObject(name);
this.object.fromDeclaration = fromDeclaration;
// 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() {
if (this.object && typeof this.object._finalize === 'function') {
this.object._finalize(true);
}
}
parseVertexIndex(value, len) {
const index = parseInt(value);
return (index >= 0 ? index - 1 : index + len / 3) * 3;
}
parseNormalIndex(value, len) {
const index = parseInt(value);
return (index >= 0 ? index - 1 : index + len / 3) * 3;
}
parseUVIndex(value, len) {
const index = parseInt(value);
return (index >= 0 ? index - 1 : index + len / 2) * 2;
}
addVertex(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(a) {
const src = this.vertices;
const dst = this.object.geometry.vertices;
dst.push(src[a + 0], src[a + 1], src[a + 2]);
}
addVertexLine(a) {
const src = this.vertices;
const dst = this.object.geometry.vertices;
dst.push(src[a + 0], src[a + 1], src[a + 2]);
}
addNormal(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]);
}
addColor(a, b, c) {
const src = this.colors;
const dst = this.object.geometry.colors;
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]);
}
addUV(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]);
}
addUVLine(a) {
const src = this.uvs;
const dst = this.object.geometry.uvs;
dst.push(src[a + 0], src[a + 1]);
}
// eslint-disable-next-line max-params
addFace(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);
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);
}
if (na !== undefined && na !== '') {
// Normals are many times the same. If so, skip function call and parseInt.
const nLen = this.normals.length;
ia = this.parseNormalIndex(na, nLen);
ib = na === nb ? ia : this.parseNormalIndex(nb, nLen);
ic = na === nc ? ia : this.parseNormalIndex(nc, nLen);
this.addNormal(ia, ib, ic);
}
if (this.colors.length > 0) {
this.addColor(ia, ib, ic);
}
}
addPointGeometry(vertices) {
this.object.geometry.type = 'Points';
const vLen = this.vertices.length;
for (const vertex of vertices) {
this.addVertexPoint(this.parseVertexIndex(vertex, vLen));
}
}
addLineGeometry(vertices, uvs) {
this.object.geometry.type = 'Line';
const vLen = this.vertices.length;
const uvLen = this.uvs.length;
for (const vertex of vertices) {
this.addVertexLine(this.parseVertexIndex(vertex, vLen));
}
for (const uv of uvs) {
this.addUVLine(this.parseUVIndex(uv, uvLen));
}
}
}
// eslint-disable-next-line max-statements, complexity
export function parseOBJMeshes(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 line = '';
let lineFirstChar = '';
let lineLength = 0;
let result = [];
// Faster to just trim left side of the line. Use if available.
const trimLeft = typeof ''.trimLeft === 'function';
/* eslint-disable no-continue, max-depth */
for (let i = 0, l = lines.length; i < l; i++) {
line = lines[i];
line = trimLeft ? line.trimLeft() : line.trim();
lineLength = line.length;
if (lineLength === 0) continue;
lineFirstChar = line.charAt(0);
// @todo invoke passed in handler if any
if (lineFirstChar === '#') continue;
if (lineFirstChar === 'v') {
const data = line.split(/\s+/);
switch (data[0]) {
case 'v':
state.vertices.push(parseFloat(data[1]), parseFloat(data[2]), parseFloat(data[3]));
if (data.length >= 7) {
state.colors.push(parseFloat(data[4]), parseFloat(data[5]), parseFloat(data[6]));
}
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;
default:
}
} else if (lineFirstChar === 'f') {
const lineData = line.substr(1).trim();
const vertexData = lineData.split(/\s+/);
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 {
lineVertices = [];
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.substr(1).trim();
const pointData = lineData.split(' ');
state.addPointGeometry(pointData);
} else if ((result = OBJECT_RE.exec(line)) !== null) {
// o object_name
// or
// g group_name
// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
// var name = result[ 0 ].substr( 1 ).trim();
const name = (' ' + result[0].substr(1).trim()).substr(1); // eslint-disable-line
state.startObject(name);
} else if (MATERIAL_USE_RE.test(line)) {
// material
state.object.startMaterial(line.substring(7).trim(), state.materialLibraries);
} else if (MATERIAL_RE.test(line)) {
// mtl file
state.materialLibraries.push(line.substring(7).trim());
} 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/
* or
* http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
*
* 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;
throw new Error(`Unexpected line: "${line}"`);
}
}
state.finalize();
const meshes = [];
const materials = [];
for (const object of state.objects) {
const {geometry} = object;
// Skip o/g line declarations that did not follow with any faces
if (geometry.vertices.length === 0) continue;
const mesh = {
header: {
vertexCount: geometry.vertices.length / 3
},
attributes: {}
};
switch (geometry.type) {
case 'Points':
mesh.mode = 0; // GL.POINTS
break;
case 'Line':
mesh.mode = 1; // GL.LINES
break;
default:
mesh.mode = 4; // GL.TRIANGLES
break;
}
mesh.attributes.POSITION = {value: new Float32Array(geometry.vertices), size: 3};
if (geometry.normals.length > 0) {
mesh.attributes.NORMAL = {value: new Float32Array(geometry.normals), size: 3};
}
if (geometry.colors.length > 0) {
mesh.attributes.COLOR_0 = {value: new Float32Array(geometry.colors), size: 3};
}
if (geometry.uvs.length > 0) {
mesh.attributes.TEXCOORD_0 = {value: new Float32Array(geometry.uvs), size: 2};
}
// Create materials
mesh.materials = [];
for (const sourceMaterial of object.materials) {
// TODO - support full spec
const _material = {
name: sourceMaterial.name,
flatShading: !sourceMaterial.smooth
};
mesh.materials.push(_material);
materials.push(_material);
}
mesh.name = object.name;
meshes.push(mesh);
}
return {meshes, materials};
}