three#NoColors JavaScript Examples
The following examples show how to use
three#NoColors.
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Example #1
Source File: OBJLoader.js From AudioPlayer with MIT License | 4 votes |
OBJLoader = (function () {
// o object_name | g group_name
var object_pattern = /^[og]\s*(.+)?/;
// mtllib file_reference
var material_library_pattern = /^mtllib /;
// usemtl material_name
var material_use_pattern = /^usemtl /;
// usemap map_name
var map_use_pattern = /^usemap /;
function ParserState() {
var state = {
objects: [],
object: {},
vertices: [],
normals: [],
colors: [],
uvs: [],
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;
}
var 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: [],
},
materials: [],
smooth: true,
startMaterial: function (name, libraries) {
var 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);
}
var 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) {
var 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) {
var 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 (var 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"
) {
var 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) {
var index = parseInt(value, 10);
return (index >= 0 ? index - 1 : index + len / 3) * 3;
},
parseNormalIndex: function (value, len) {
var index = parseInt(value, 10);
return (index >= 0 ? index - 1 : index + len / 3) * 3;
},
parseUVIndex: function (value, len) {
var index = parseInt(value, 10);
return (index >= 0 ? index - 1 : index + len / 2) * 2;
},
addVertex: function (a, b, c) {
var src = this.vertices;
var 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) {
var src = this.vertices;
var dst = this.object.geometry.vertices;
dst.push(src[a + 0], src[a + 1], src[a + 2]);
},
addVertexLine: function (a) {
var src = this.vertices;
var dst = this.object.geometry.vertices;
dst.push(src[a + 0], src[a + 1], src[a + 2]);
},
addNormal: function (a, b, c) {
var src = this.normals;
var 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: function (a, b, c) {
var src = this.colors;
var 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: function (a, b, c) {
var src = this.uvs;
var 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: function (a) {
var src = this.uvs;
var dst = this.object.geometry.uvs;
dst.push(src[a + 0], src[a + 1]);
},
addFace: function (a, b, c, ua, ub, uc, na, nb, nc) {
var vLen = this.vertices.length;
var ia = this.parseVertexIndex(a, vLen);
var ib = this.parseVertexIndex(b, vLen);
var ic = this.parseVertexIndex(c, vLen);
this.addVertex(ia, ib, ic);
if (this.colors.length > 0) {
this.addColor(ia, ib, ic);
}
if (ua !== undefined && ua !== "") {
var 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.
var 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);
}
},
addPointGeometry: function (vertices) {
this.object.geometry.type = "Points";
var vLen = this.vertices.length;
for (var vi = 0, l = vertices.length; vi < l; vi++) {
this.addVertexPoint(this.parseVertexIndex(vertices[vi], vLen));
}
},
addLineGeometry: function (vertices, uvs) {
this.object.geometry.type = "Line";
var vLen = this.vertices.length;
var uvLen = this.uvs.length;
for (var vi = 0, l = vertices.length; vi < l; vi++) {
this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen));
}
for (var uvi = 0, l = uvs.length; uvi < l; uvi++) {
this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen));
}
},
};
state.startObject("", false);
return state;
}
//
function OBJLoader(manager) {
Loader.call(this, manager);
this.materials = null;
}
OBJLoader.prototype = Object.assign(Object.create(Loader.prototype), {
constructor: OBJLoader,
load: function (url, onLoad, onProgress, onError) {
var scope = this;
var loader = new FileLoader(scope.manager);
loader.setPath(this.path);
loader.load(
url,
function (text) {
onLoad(scope.parse(text));
},
onProgress,
onError
);
},
setMaterials: function (materials) {
this.materials = materials;
return this;
},
parse: function (text) {
console.time("OBJLoader");
var 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, "");
}
var lines = text.split("\n");
var line = "",
lineFirstChar = "";
var lineLength = 0;
var result = [];
// Faster to just trim left side of the line. Use if available.
var trimLeft = typeof "".trimLeft === "function";
for (var 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") {
var 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;
}
} else if (lineFirstChar === "f") {
var lineData = line.substr(1).trim();
var vertexData = lineData.split(/\s+/);
var faceVertices = [];
// Parse the face vertex data into an easy to work with format
for (var j = 0, jl = vertexData.length; j < jl; j++) {
var vertex = vertexData[j];
if (vertex.length > 0) {
var vertexParts = vertex.split("/");
faceVertices.push(vertexParts);
}
}
// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
var v1 = faceVertices[0];
for (var j = 1, jl = faceVertices.length - 1; j < jl; j++) {
var v2 = faceVertices[j];
var 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") {
var lineParts = line.substring(1).trim().split(" ");
var lineVertices = [],
lineUVs = [];
if (line.indexOf("/") === -1) {
lineVertices = lineParts;
} else {
for (var li = 0, llen = lineParts.length; li < llen; li++) {
var 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") {
var lineData = line.substr(1).trim();
var 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
// var name = result[ 0 ].substr( 1 ).trim();
var 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) {
var value = result[1].trim().toLowerCase();
state.object.smooth = value !== "0" && value !== "off";
} else {
// ZBrush can produce "s" lines #11707
state.object.smooth = true;
}
var 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('THREE.OBJLoader: Unexpected line: "' + line + '"');
}
}
state.finalize();
var container = new Group();
container.materialLibraries = [].concat(state.materialLibraries);
for (var i = 0, l = state.objects.length; i < l; i++) {
var object = state.objects[i];
var geometry = object.geometry;
var materials = object.materials;
var isLine = geometry.type === "Line";
var isPoints = geometry.type === "Points";
var hasVertexColors = false;
// Skip o/g line declarations that did not follow with any faces
if (geometry.vertices.length === 0) continue;
var buffergeometry = new BufferGeometry();
buffergeometry.setAttribute(
"position",
new Float32BufferAttribute(geometry.vertices, 3)
);
if (geometry.normals.length > 0) {
buffergeometry.setAttribute(
"normal",
new Float32BufferAttribute(geometry.normals, 3)
);
} else {
buffergeometry.computeVertexNormals();
}
if (geometry.colors.length > 0) {
hasVertexColors = true;
buffergeometry.setAttribute(
"color",
new Float32BufferAttribute(geometry.colors, 3)
);
}
if (geometry.uvs.length > 0) {
buffergeometry.setAttribute(
"uv",
new Float32BufferAttribute(geometry.uvs, 2)
);
}
// Create materials
var createdMaterials = [];
for (var mi = 0, miLen = materials.length; mi < miLen; mi++) {
var sourceMaterial = materials[mi];
var material = undefined;
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)
) {
var materialLine = new LineBasicMaterial();
Material.prototype.copy.call(materialLine, material);
materialLine.color.copy(material.color);
material = materialLine;
} else if (
isPoints &&
material &&
!(material instanceof PointsMaterial)
) {
var 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) {
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 ? VertexColors : NoColors;
createdMaterials.push(material);
}
// Create mesh
var mesh;
if (createdMaterials.length > 1) {
for (var mi = 0, miLen = materials.length; mi < miLen; mi++) {
var 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);
}
console.timeEnd("OBJLoader");
return container;
},
});
return OBJLoader;
})()