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vue-gl

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Vue.js components rendering 3D graphics reactively via three.js

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(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('three'), require('vue-gl')) : typeof define === 'function' && define.amd ? define(['three', 'vue-gl'], factory) : (global = typeof globalThis !== 'undefined' ? globalThis : global || self, (global.VueGL = global.VueGL || {}, global.VueGL.VglObjLoader = factory(global.THREE, global.VueGL))); }(this, (function (three, vueGl) { 'use strict'; 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 _vA = new three.Vector3(); const _vB = new three.Vector3(); const _vC = new three.Vector3(); const _ab = new three.Vector3(); const _cb = new three.Vector3(); 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 three.Loader { constructor(manager) { super(manager); this.materials = null; } load(url, onLoad, onProgress, onError) { const scope = this; const loader = new three.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 line = '', lineFirstChar = ''; let lineLength = 0; let result = []; // Faster to just trim left side of the line. Use if available. const trimLeft = typeof ''.trimLeft === 'function'; 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])); } 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.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 { 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_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 ].substr( 1 ).trim(); const name = (' ' + result[0].substr(1).trim()).substr(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/ * 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; console.warn('THREE.OBJLoader: Unexpected line: "' + line + '"'); } } state.finalize(); const container = new three.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 three.BufferGeometry(); buffergeometry.setAttribute('position', new three.Float32BufferAttribute(geometry.vertices, 3)); if (geometry.normals.length > 0) { buffergeometry.setAttribute('normal', new three.Float32BufferAttribute(geometry.normals, 3)); } if (geometry.colors.length > 0) { hasVertexColors = true; buffergeometry.setAttribute('color', new three.Float32BufferAttribute(geometry.colors, 3)); } if (geometry.hasUVIndices === true) { buffergeometry.setAttribute('uv', new three.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 three.LineBasicMaterial)) { const materialLine = new three.LineBasicMaterial(); three.Material.prototype.copy.call(materialLine, material); materialLine.color.copy(material.color); material = materialLine; } else if (isPoints && material && !(material instanceof three.PointsMaterial)) { const materialPoints = new three.PointsMaterial({ size: 10, sizeAttenuation: false }); three.Material.prototype.copy.call(materialPoints, material); materialPoints.color.copy(material.color); materialPoints.map = material.map; material = materialPoints; } } if (material === undefined) { if (isLine) { material = new three.LineBasicMaterial(); } else if (isPoints) { material = new three.PointsMaterial({ size: 1, sizeAttenuation: false }); } else { material = new three.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 three.LineSegments(buffergeometry, createdMaterials); } else if (isPoints) { mesh = new three.Points(buffergeometry, createdMaterials); } else { mesh = new three.Mesh(buffergeometry, createdMaterials); } } else { if (isLine) { mesh = new three.LineSegments(buffergeometry, createdMaterials[0]); } else if (isPoints) { mesh = new three.Points(buffergeometry, createdMaterials[0]); } else { mesh = new three.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 three.PointsMaterial({ size: 1, sizeAttenuation: false }); const buffergeometry = new three.BufferGeometry(); buffergeometry.setAttribute('position', new three.Float32BufferAttribute(state.vertices, 3)); if (state.colors.length > 0 && state.colors[0] !== undefined) { buffergeometry.setAttribute('color', new three.Float32BufferAttribute(state.colors, 3)); material.vertexColors = true; } const points = new three.Points(buffergeometry, material); container.add(points); } } return container; } } var loader; var vglObjLoader = { extends: vueGl.VglObject3d, beforeCreate: function beforeCreate() { if (!loader) loader = new OBJLoader(); }, data: function data() { return { obj: null }; }, computed: { inst: function inst() { return this.obj ? this.obj : vueGl.VglObject3d.computed.inst.call(this); } }, props: { /** The path to the source OBJ file */ src: { type: String, required: true } }, watch: { src: { handler: function handler(src) { var _this = this; loader.load(src, function (obj) { _this.obj = obj; _this.change(); }); }, immediate: true } } }; return vglObjLoader; })));