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https://martiallaw.ph/wp-content/plugins/woo-3d-viewer/includes/ext/threejs/js/loaders/OBJLoader.js?ver=1.8.4

js martiallaw.ph collected 2026-10-03 00:52:28 UTC 19,211 bytes, 800 lines download raw bytes

1/**
2 * @author mrdoob / http://mrdoob.com/
3 */
4
5THREEW.OBJLoader = ( function () {
6
7	// o object_name | g group_name
8	var object_pattern = /^[og]\s*(.+)?/;
9	// mtllib file_reference
10	var material_library_pattern = /^mtllib /;
11	// usemtl material_name
12	var material_use_pattern = /^usemtl /;
13
14	function ParserState() {
15
16		var state = {
17			objects: [],
18			object: {},
19
20			vertices: [],
21			normals: [],
22			colors: [],
23			uvs: [],
24
25			materialLibraries: [],
26
27			startObject: function ( name, fromDeclaration ) {
28
29				// If the current object (initial from reset) is not from a g/o declaration in the parsed
30				// file. We need to use it for the first parsed g/o to keep things in sync.
31				if ( this.object && this.object.fromDeclaration === false ) {
32
33					this.object.name = name;
34					this.object.fromDeclaration = ( fromDeclaration !== false );
35					return;
36
37				}
38
39				var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
40
41				if ( this.object && typeof this.object._finalize === 'function' ) {
42
43					this.object._finalize( true );
44
45				}
46
47				this.object = {
48					name: name || '',
49					fromDeclaration: ( fromDeclaration !== false ),
50
51					geometry: {
52						vertices: [],
53						normals: [],
54						colors: [],
55						uvs: []
56					},
57					materials: [],
58					smooth: true,
59
60					startMaterial: function ( name, libraries ) {
61
62						var previous = this._finalize( false );
63
64						// New usemtl declaration overwrites an inherited material, except if faces were declared
65						// after the material, then it must be preserved for proper MultiMaterial continuation.
66						if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
67
68							this.materials.splice( previous.index, 1 );
69
70						}
71
72						var material = {
73							index: this.materials.length,
74							name: name || '',
75							mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
76							smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
77							groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
78							groupEnd: - 1,
79							groupCount: - 1,
80							inherited: false,
81
82							clone: function ( index ) {
83
84								var cloned = {
85									index: ( typeof index === 'number' ? index : this.index ),
86									name: this.name,
87									mtllib: this.mtllib,
88									smooth: this.smooth,
89									groupStart: 0,
90									groupEnd: - 1,
91									groupCount: - 1,
92									inherited: false
93								};
94								cloned.clone = this.clone.bind( cloned );
95								return cloned;
96
97							}
98						};
99
100						this.materials.push( material );
101
102						return material;
103
104					},
105
106					currentMaterial: function () {
107
108						if ( this.materials.length > 0 ) {
109
110							return this.materials[ this.materials.length - 1 ];
111
112						}
113
114						return undefined;
115
116					},
117
118					_finalize: function ( end ) {
119
120						var lastMultiMaterial = this.currentMaterial();
121						if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
122
123							lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
124							lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
125							lastMultiMaterial.inherited = false;
126
127						}
128
129						// Ignore objects tail materials if no face declarations followed them before a new o/g started.
130						if ( end && this.materials.length > 1 ) {
131
132							for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
133
134								if ( this.materials[ mi ].groupCount <= 0 ) {
135
136									this.materials.splice( mi, 1 );
137
138								}
139
140							}
141
142						}
143
144						// Guarantee at least one empty material, this makes the creation later more straight forward.
145						if ( end && this.materials.length === 0 ) {
146
147							this.materials.push( {
148								name: '',
149								smooth: this.smooth
150							} );
151
152						}
153
154						return lastMultiMaterial;
155
156					}
157				};
158
159				// Inherit previous objects material.
160				// Spec tells us that a declared material must be set to all objects until a new material is declared.
161				// If a usemtl declaration is encountered while this new object is being parsed, it will
162				// overwrite the inherited material. Exception being that there was already face declarations
163				// to the inherited material, then it will be preserved for proper MultiMaterial continuation.
164
165				if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
166
167					var declared = previousMaterial.clone( 0 );
168					declared.inherited = true;
169					this.object.materials.push( declared );
170
171				}
172
173				this.objects.push( this.object );
174
175			},
176
177			finalize: function () {
178
179				if ( this.object && typeof this.object._finalize === 'function' ) {
180
181					this.object._finalize( true );
182
183				}
184
185			},
186
187			parseVertexIndex: function ( value, len ) {
188
189				var index = parseInt( value, 10 );
190				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
191
192			},
193
194			parseNormalIndex: function ( value, len ) {
195
196				var index = parseInt( value, 10 );
197				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
198
199			},
200
201			parseUVIndex: function ( value, len ) {
202
203				var index = parseInt( value, 10 );
204				return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
205
206			},
207
208			addVertex: function ( a, b, c ) {
209
210				var src = this.vertices;
211				var dst = this.object.geometry.vertices;
212
213				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
214				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
215				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
216
217			},
218
219			addVertexPoint: function ( a ) {
220
221				var src = this.vertices;
222				var dst = this.object.geometry.vertices;
223
224				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
225
226			},
227
228			addVertexLine: function ( a ) {
229
230				var src = this.vertices;
231				var dst = this.object.geometry.vertices;
232
233				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
234
235			},
236
237			addNormal: function ( a, b, c ) {
238
239				var src = this.normals;
240				var dst = this.object.geometry.normals;
241
242				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
243				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
244				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
245
246			},
247
248			addColor: function ( a, b, c ) {
249
250				var src = this.colors;
251				var dst = this.object.geometry.colors;
252
253				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
254				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
255				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
256
257			},
258
259			addUV: function ( a, b, c ) {
260
261				var src = this.uvs;
262				var dst = this.object.geometry.uvs;
263
264				dst.push( src[ a + 0 ], src[ a + 1 ] );
265				dst.push( src[ b + 0 ], src[ b + 1 ] );
266				dst.push( src[ c + 0 ], src[ c + 1 ] );
267
268			},
269
270			addUVLine: function ( a ) {
271
272				var src = this.uvs;
273				var dst = this.object.geometry.uvs;
274
275				dst.push( src[ a + 0 ], src[ a + 1 ] );
276
277			},
278
279			addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
280
281				var vLen = this.vertices.length;
282
283				var ia = this.parseVertexIndex( a, vLen );
284				var ib = this.parseVertexIndex( b, vLen );
285				var ic = this.parseVertexIndex( c, vLen );
286
287				this.addVertex( ia, ib, ic );
288
289				if ( ua !== undefined && ua !== '' ) {
290
291					var uvLen = this.uvs.length;
292					ia = this.parseUVIndex( ua, uvLen );
293					ib = this.parseUVIndex( ub, uvLen );
294					ic = this.parseUVIndex( uc, uvLen );
295					this.addUV( ia, ib, ic );
296
297				}
298
299				if ( na !== undefined && na !== '' ) {
300
301					// Normals are many times the same. If so, skip function call and parseInt.
302					var nLen = this.normals.length;
303					ia = this.parseNormalIndex( na, nLen );
304
305					ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
306					ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
307
308					this.addNormal( ia, ib, ic );
309
310				}
311
312				if ( this.colors.length > 0 ) {
313
314					this.addColor( ia, ib, ic );
315
316				}
317
318			},
319
320			addPointGeometry: function ( vertices ) {
321
322				this.object.geometry.type = 'Points';
323
324				var vLen = this.vertices.length;
325
326				for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
327
328					this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
329
330				}
331
332			},
333
334			addLineGeometry: function ( vertices, uvs ) {
335
336				this.object.geometry.type = 'Line';
337
338				var vLen = this.vertices.length;
339				var uvLen = this.uvs.length;
340
341				for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
342
343					this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
344
345				}
346
347				for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
348
349					this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
350
351				}
352
353			}
354
355		};
356
357		state.startObject( '', false );
358
359		return state;
360
361	}
362
363	//
364
365	function OBJLoader( manager ) {
366
367		this.manager = ( manager !== undefined ) ? manager : THREEW.DefaultLoadingManager;
368
369		this.materials = null;
370
371	}
372
373	OBJLoader.prototype = {
374
375		constructor: OBJLoader,
376
377		load: function ( url, onLoad, onProgress, onError ) {
378
379			var scope = this;
380
381			var loader = new THREEW.FileLoader( scope.manager );
382			loader.setPath( this.path );
383			loader.load( url, function ( text ) {
384
385				onLoad( scope.parse( text ) );
386
387			}, onProgress, onError );
388
389		},
390
391		setPath: function ( value ) {
392
393			this.path = value;
394
395			return this;
396
397		},
398
399		setMaterials: function ( materials ) {
400
401			this.materials = materials;
402
403			return this;
404
405		},
406
407		parse: function ( text ) {
408
409			console.time( 'OBJLoader' );
410			//fuzzoid mod
411			this.byteLength = text.length;
412
413			var state = new ParserState();
414
415			if ( text.indexOf( '\r\n' ) !== - 1 ) {
416
417				// This is faster than String.split with regex that splits on both
418				text = text.replace( /\r\n/g, '\n' );
419
420			}
421
422			if ( text.indexOf( '\\\n' ) !== - 1 ) {
423
424				// join lines separated by a line continuation character (\)
425				text = text.replace( /\\\n/g, '' );
426
427			}
428
429			var lines = text.split( '\n' );
430			var line = '', lineFirstChar = '';
431			var lineLength = 0;
432			var result = [];
433
434			// Faster to just trim left side of the line. Use if available.
435			var trimLeft = ( typeof ''.trimLeft === 'function' );
436
437			for ( var i = 0, l = lines.length; i < l; i ++ ) {
438
439				line = lines[ i ];
440
441				line = trimLeft ? line.trimLeft() : line.trim();
442
443				lineLength = line.length;
444
445				if ( lineLength === 0 ) continue;
446
447				lineFirstChar = line.charAt( 0 );
448
449				// @todo invoke passed in handler if any
450				if ( lineFirstChar === '#' ) continue;
451
452				if ( lineFirstChar === 'v' ) {
453
454					var data = line.split( /\s+/ );
455
456					switch ( data[ 0 ] ) {
457
458						case 'v':
459							state.vertices.push(
460								parseFloat( data[ 1 ] ),
461								parseFloat( data[ 2 ] ),
462								parseFloat( data[ 3 ] )
463							);
464							if ( data.length === 8 ) {
465
466								state.colors.push(
467									parseFloat( data[ 4 ] ),
468									parseFloat( data[ 5 ] ),
469									parseFloat( data[ 6 ] )
470
471								);
472
473							}
474							break;
475						case 'vn':
476							state.normals.push(
477								parseFloat( data[ 1 ] ),
478								parseFloat( data[ 2 ] ),
479								parseFloat( data[ 3 ] )
480							);
481							break;
482						case 'vt':
483							state.uvs.push(
484								parseFloat( data[ 1 ] ),
485								parseFloat( data[ 2 ] )
486							);
487							break;
488
489					}
490
491				} else if ( lineFirstChar === 'f' ) {
492
493					var lineData = line.substr( 1 ).trim();
494					var vertexData = lineData.split( /\s+/ );
495					var faceVertices = [];
496
497					// Parse the face vertex data into an easy to work with format
498
499					for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
500
501						var vertex = vertexData[ j ];
502
503						if ( vertex.length > 0 ) {
504
505							var vertexParts = vertex.split( '/' );
506							faceVertices.push( vertexParts );
507
508						}
509
510					}
511
512					// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
513
514					var v1 = faceVertices[ 0 ];
515
516					for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
517
518						var v2 = faceVertices[ j ];
519						var v3 = faceVertices[ j + 1 ];
520
521						state.addFace(
522							v1[ 0 ], v2[ 0 ], v3[ 0 ],
523							v1[ 1 ], v2[ 1 ], v3[ 1 ],
524							v1[ 2 ], v2[ 2 ], v3[ 2 ]
525						);
526
527					}
528
529				} else if ( lineFirstChar === 'l' ) {
530
531					var lineParts = line.substring( 1 ).trim().split( " " );
532					var lineVertices = [], lineUVs = [];
533
534					if ( line.indexOf( "/" ) === - 1 ) {
535
536						lineVertices = lineParts;
537
538					} else {
539
540						for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
541
542							var parts = lineParts[ li ].split( "/" );
543
544							if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
545							if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
546
547						}
548
549					}
550					state.addLineGeometry( lineVertices, lineUVs );
551
552				} else if ( lineFirstChar === 'p' ) {
553
554					var lineData = line.substr( 1 ).trim();
555					var pointData = lineData.split( " " );
556
557					state.addPointGeometry( pointData );
558
559				} else if ( ( result = object_pattern.exec( line ) ) !== null ) {
560
561					// o object_name
562					// or
563					// g group_name
564
565					// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
566					// var name = result[ 0 ].substr( 1 ).trim();
567					var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
568
569					state.startObject( name );
570
571				} else if ( material_use_pattern.test( line ) ) {
572
573					// material
574
575					state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
576
577				} else if ( material_library_pattern.test( line ) ) {
578
579					// mtl file
580
581					state.materialLibraries.push( line.substring( 7 ).trim() );
582
583				} else if ( lineFirstChar === 's' ) {
584
585					result = line.split( ' ' );
586
587					// smooth shading
588
589					// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
590					// but does not define a usemtl for each face set.
591					// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
592					// This requires some care to not create extra material on each smooth value for "normal" obj files.
593					// where explicit usemtl defines geometry groups.
594					// Example asset: examples/models/obj/cerberus/Cerberus.obj
595
596					/*
597					 * http://paulbourke.net/dataformats/obj/
598					 * or
599					 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
600					 *
601					 * From chapter "Grouping" Syntax explanation "s group_number":
602					 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
603					 * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
604					 * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
605					 * than 0."
606					 */
607					if ( result.length > 1 ) {
608
609						var value = result[ 1 ].trim().toLowerCase();
610						state.object.smooth = ( value !== '0' && value !== 'off' );
611
612					} else {
613
614						// ZBrush can produce "s" lines #11707
615						state.object.smooth = true;
616
617					}
618					var material = state.object.currentMaterial();
619					if ( material ) material.smooth = state.object.smooth;
620
621				} else {
622
623					// Handle null terminated files without exception
624					if ( line === '\0' ) continue;
625
626					throw new Error( 'THREEW.OBJLoader: Unexpected line: "' + line + '"' );
627
628				}
629
630			}
631
632			state.finalize();
633
634			var container = new THREEW.Group();
635			container.materialLibraries = [].concat( state.materialLibraries );
636
637			for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
638
639				var object = state.objects[ i ];
640				var geometry = object.geometry;
641				var materials = object.materials;
642				var isLine = ( geometry.type === 'Line' );
643				var isPoints = ( geometry.type === 'Points' );
644				var hasVertexColors = false;
645
646				// Skip o/g line declarations that did not follow with any faces
647				if ( geometry.vertices.length === 0 ) continue;
648
649				var buffergeometry = new THREEW.BufferGeometry();
650
651				buffergeometry.addAttribute( 'position', new THREEW.Float32BufferAttribute( geometry.vertices, 3 ) );
652
653				if ( geometry.normals.length > 0 ) {
654
655					buffergeometry.addAttribute( 'normal', new THREEW.Float32BufferAttribute( geometry.normals, 3 ) );
656
657				} else {
658
659					buffergeometry.computeVertexNormals();
660
661				}
662
663				if ( geometry.colors.length > 0 ) {
664
665					hasVertexColors = true;
666					buffergeometry.addAttribute( 'color', new THREEW.Float32BufferAttribute( geometry.colors, 3 ) );
667
668				}
669
670				if ( geometry.uvs.length > 0 ) {
671
672					buffergeometry.addAttribute( 'uv', new THREEW.Float32BufferAttribute( geometry.uvs, 2 ) );
673
674				}
675
676				// Create materials
677
678				var createdMaterials = [];
679
680				for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
681
682					var sourceMaterial = materials[ mi ];
683					var material = undefined;
684
685					if ( this.materials !== null ) {
686
687						material = this.materials.create( sourceMaterial.name );
688
689						// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
690						if ( isLine && material && ! ( material instanceof THREEW.LineBasicMaterial ) ) {
691
692							var materialLine = new THREEW.LineBasicMaterial();
693							THREEW.Material.prototype.copy.call( materialLine, material );
694							materialLine.color.copy( material.color );
695							materialLine.lights = false;
696							material = materialLine;
697
698						} else if ( isPoints && material && ! ( material instanceof THREEW.PointsMaterial ) ) {
699
700							var materialPoints = new THREEW.PointsMaterial( { size: 10, sizeAttenuation: false } );
701							THREEW.Material.prototype.copy.call( materialPoints, material );
702							materialPoints.color.copy( material.color );
703							materialPoints.map = material.map;
704							materialPoints.lights = false;
705							material = materialPoints;
706
707						}
708
709					}
710
711					if ( ! material ) {
712
713						if ( isLine ) {
714
715							material = new THREEW.LineBasicMaterial();
716
717						} else if ( isPoints ) {
718
719							material = new THREEW.PointsMaterial( { size: 1, sizeAttenuation: false } );
720
721						} else {
722
723							material = new THREEW.MeshPhongMaterial();
724//							material = new THREEW.MeshLambertMaterial({precision: 'mediump'});
725
726						}
727
728						material.name = sourceMaterial.name;
729
730					}
731
732					material.flatShading = sourceMaterial.smooth ? false : true;
733					material.vertexColors = hasVertexColors ? THREEW.VertexColors : THREEW.NoColors;
734
735					createdMaterials.push( material );
736
737				}
738
739				// Create mesh
740
741				var mesh;
742
743				if ( createdMaterials.length > 1 ) {
744
745					for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
746
747						var sourceMaterial = materials[ mi ];
748						buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
749
750					}
751
752					if ( isLine ) {
753
754						mesh = new THREEW.LineSegments( buffergeometry, createdMaterials );
755
756					} else if ( isPoints ) {
757
758						mesh = new THREEW.Points( buffergeometry, createdMaterials );
759
760					} else {
761
762						mesh = new THREEW.Mesh( buffergeometry, createdMaterials );
763
764					}
765
766				} else {
767
768					if ( isLine ) {
769
770						mesh = new THREEW.LineSegments( buffergeometry, createdMaterials[ 0 ] );
771
772					} else if ( isPoints ) {
773
774						mesh = new THREEW.Points( buffergeometry, createdMaterials[ 0 ] );
775
776					} else {
777
778						mesh = new THREEW.Mesh( buffergeometry, createdMaterials[ 0 ] );
779
780					}
781
782				}
783
784				mesh.name = object.name;
785
786				container.add( mesh );
787
788			}
789
790			console.timeEnd( 'OBJLoader' );
791
792			return container;
793
794		}
795
796	};
797
798	return OBJLoader;
799
800} )();

Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.