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I originally\nwrote this script for my CS Graphics class so that we didn't have to only have\ncubes and spheres for models in order to learn WebGL. At the time, the only\nsort of model loader for WebGL was [Mr. Doob's ThreeJS](http://threejs.org/). And in order to use the\nloaders you had to use the entire framework (or do some very serious hacking\nand duct-taping in order get the model information). My main focus in creating\nthis loader was to easily allow importing models without having to have special\nknowledge of a 3D graphics program (like Blender) while keeping it low-level\nenough so that the focus was on learning WebGL rather than learning some\nframework.\n\n## Mesh(objStr)\n\nThe main Mesh class. The constructor will parse through the OBJ file data\nand collect the vertex, vertex normal, texture, and face information. This\ninformation can then be used later on when creating your VBOs. Look at the\n`initMeshBuffers` source for an example of how to use the newly created Mesh\n\n### Attributes:\n* **vertices:** an array containing the vertex values that correspond to each unique face index. The array is flat in that each vertex's component is an element of the array. For example: with `verts = [1, -1, 1, ...]`, `verts[0] is x`, `verts[1] is y`, and `verts[2] is z`. Continuing on, `verts[3]` would be the beginning of the next vertex: its x component. This is in preparation for using `gl.ELEMENT_ARRAY_BUFFER` for the `gl.drawElements` call.\n  * Note that the `vertices` attribute is the [Geometric Vertex](https://en.wikipedia.org/wiki/Wavefront_.obj_file#Geometric_vertex) and denotes the position in 3D space.\n* **vertexNormals:** an array containing the vertex normals that correspond to each unique face index. It is flat, just like `vertices`.\n* **textures:** an array containing the `s` and `t` (or `u` and `v`) coordinates for this mesh's texture. It is flat just like `vertices` except it goes by groups of 2 instead of 3.\n* **indices:** an array containing the indicies to be used in conjunction with the above three arrays in order to draw the triangles that make up faces. See below for more information on element indices.\n\n#### Element Index\n\nThe `indices` attribute is a list of numbers that represent the indices of the above vertex groups. For example, the Nth index, `mesh.indices[N]`, may contain the value `38`. This points to the 39th (zero indexed) element. For Mesh classes, this points to a unique group vertex, normal, and texture values. However, the `vertices`, `normals`, and `textures` attributes are flattened lists of each attributes' components, e.g. the `vertices` list is a repeating pattern of [X, Y, Z, X, Y, Z, ...], so you cannot directly use the element index in order to look up the corresponding vertex position. That is to say `mesh.vertices[38]` does _not_ point to the 39th vertex's X component. The following diagram illustrates how the element index under the hood:\n\n![obj loader element index description](https://user-images.githubusercontent.com/1094000/51001179-cf0fb680-14f4-11e9-8bd7-51d4807c3195.png)\n\nAfter describing the attribute data to WebGL via [vertexAttribPointer()](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer), what was once separate array elements in JS is now just one block of data on the graphics card. That block of data in its entirety is considered a single element.\n\nTo use the element index in order to index one of the attribute arrays in JS, you will have to mimic this \"chunking\" of data by taking into account the number of components in an attribute (e.g. a vertex has 3 components; x, y, and z). Have a look at the following code snippet to see how to correctly use the element index\nin order to access an attribute for that index:\n\n```javascript\n// there are 3 components for a geometric vertex: X, Y, and Z\nconst NUM_COMPONENTS_FOR_VERTS = 3;\nelementIdx = mesh.indices[SOME_IDX]; // e.g. 38\n// in order to get the X component of the vertex component of element \"38\"\nelementVertX = mesh.vertices[(elementIdx * NUM_COMPONENTS_FOR_VERTS) + 0]\n// in order to get the Y component of the vertex component of element \"38\"\nelementVertY = mesh.vertices[(elementIdx * NUM_COMPONENTS_FOR_VERTS) + 1]\n// in order to get the Z component of the vertex component of element \"38\"\nelementVertZ = mesh.vertices[(elementIdx * NUM_COMPONENTS_FOR_VERTS) + 2]\n```\n\n### Params:\n\n* **objStr** a string representation of an OBJ file with newlines preserved.\n\nA simple example:\n\nIn your `index.html` file:\n```html\n<html>\n    <head>\n        <script type=\"text/plain\" id=\"my_cube.obj\">\n            ####\n            #\n            #\tOBJ File Generated by Blender\n            #\n            ####\n            o my_cube.obj\n            v 1 1 1\n            v -1 1 1\n            v -1 -1 1\n            v 1 -1 1\n            v 1 1 -1\n            v -1 1 -1\n            v -1 -1 -1\n            v 1 -1 -1\n            vn 0 0 1\n            vn 1 0 0\n            vn -1 0 0\n            vn 0 0 -1\n            vn 0 1 0\n            vn 0 -1 0\n            f 1//1 2//1 3//1\n            f 3//1 4//1 1//1\n            f 5//2 1//2 4//2\n            f 4//2 8//2 5//2\n            f 2//3 6//3 7//3\n            f 7//3 3//3 2//3\n            f 7//4 8//4 5//4\n            f 5//4 6//4 7//4\n            f 5//5 6//5 2//5\n            f 2//5 1//5 5//5\n            f 8//6 4//6 3//6\n            f 3//6 7//6 8//6\n        </script>\n    </head>\n</html>\n```\nAnd in your `app.js`:\n\n```javascript\nvar gl = canvas.getContext('webgl');\nvar objStr = document.getElementById('my_cube.obj').innerHTML;\nvar mesh = new OBJ.Mesh(objStr);\n\n// use the included helper function to initialize the VBOs\n// if you don't want to use this function, have a look at its\n// source to see how to use the Mesh instance.\nOBJ.initMeshBuffers(gl, mesh);\n// have a look at the initMeshBuffers docs for an exmample of how to\n// render the model at this point\n\n```\n\n## Some helper functions\n\n### downloadMeshes(nameAndURLs, completionCallback, meshes)\n\nTakes in a JS Object of `mesh_name`, `'/url/to/OBJ/file'` pairs and a callback\nfunction. Each OBJ file will be ajaxed in and automatically converted to\nan OBJ.Mesh. When all files have successfully downloaded the callback\nfunction provided will be called and passed in an object containing\nthe newly created meshes.\n\n**Note:** In order to use this function as a way to download meshes, a\nwebserver of some sort must be used.\n\n#### Params:\n\n* **nameAndURLs:** an object where the key is the name of the mesh and the value is the url to that mesh&#39;s OBJ file\n\n* **completionCallback:** should contain a function that will take one parameter: an object array where the keys will be the unique object name and the value will be a Mesh object\n\n* **meshes:** In case other meshes are loaded separately or if a previously declared variable is desired to be used, pass in a (possibly empty) json object of the pattern: `{ 'mesh_name': OBJ.Mesh }`\n\nA simple example:\n\n\n```javascript\nvar app = {};\n    app.meshes = {};\n\nvar gl = document.getElementById('mycanvas').getContext('webgl');\n\nfunction webGLStart(meshes){\n  app.meshes = meshes;\n  // initialize the VBOs\n  OBJ.initMeshBuffers(gl, app.meshes.suzanne);\n  OBJ.initMeshBuffers(gl, app.meshes.sphere);\n  ... other cool stuff ...\n  // refer to the initMeshBuffers docs for an example of\n  // how to render the mesh to the screen after calling\n  // initMeshBuffers\n}\n\nwindow.onload = function(){\n  OBJ.downloadMeshes({\n    'suzanne': 'models/suzanne.obj', // located in the models folder on the server\n    'sphere': 'models/sphere.obj'\n  }, webGLStart);\n}\n```\n\n### initMeshBuffers(gl, mesh)\n\nTakes in the WebGL context and a Mesh, then creates and appends the buffers\nto the mesh object as attributes.\n\n#### Params:\n\n* **gl** *WebGLRenderingContext* the `canvas.getContext('webgl')` context instance\n\n* **mesh** *Mesh* a single `OBJ.Mesh` instance\n\nThe newly created mesh attributes are:\n\nAttrbute | Description\n:--- | ---\n**normalBuffer**       |contains the model&#39;s Vertex Normals\nnormalBuffer.itemSize  |set to 3 items\nnormalBuffer.numItems  |the total number of vertex normals\n**textureBuffer**      |contains the model&#39;s Texture Coordinates\ntextureBuffer.itemSize |set to 2 items (or 3 if W texture coord is enabled)\ntextureBuffer.numItems |the number of texture coordinates\n**vertexBuffer**       |contains the model&#39;s Vertex Position Coordinates (does not include w)\nvertexBuffer.itemSize  |set to 3 items\nvertexBuffer.numItems  |the total number of vertices\n**indexBuffer**        |contains the indices of the faces\nindexBuffer.itemSize   |is set to 1\nindexBuffer.numItems   |the total number of indices\n\nA simple example (a lot of steps are missing, so don't copy and paste):\n```javascript\nvar gl   = canvas.getContext('webgl'),\nvar mesh = new OBJ.Mesh(obj_file_data);\n// compile the shaders and create a shader program\nvar shaderProgram = gl.createProgram();\n// compilation stuff here\n...\n// make sure you have vertex, vertex normal, and texture coordinate\n// attributes located in your shaders and attach them to the shader program\nshaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\ngl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\nshaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\ngl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\nshaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\ngl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\n\n// create and initialize the vertex, vertex normal, and texture coordinate buffers\n// and save on to the mesh object\nOBJ.initMeshBuffers(gl, mesh);\n\n// now to render the mesh\ngl.bindBuffer(gl.ARRAY_BUFFER, mesh.vertexBuffer);\ngl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, mesh.vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);\n\n// it's possible that the mesh doesn't contain\n// any texture coordinates (e.g. suzanne.obj in the development branch).\n// in this case, the texture vertexAttribArray will need to be disabled\n// before the call to drawElements\nif(!mesh.textures.length){\n  gl.disableVertexAttribArray(shaderProgram.textureCoordAttribute);\n}\nelse{\n  // if the texture vertexAttribArray has been previously\n  // disabled, then it needs to be re-enabled\n  gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\n  gl.bindBuffer(gl.ARRAY_BUFFER, mesh.textureBuffer);\n  gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, mesh.textureBuffer.itemSize, gl.FLOAT, false, 0, 0);\n}\n\ngl.bindBuffer(gl.ARRAY_BUFFER, mesh.normalBuffer);\ngl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, mesh.normalBuffer.itemSize, gl.FLOAT, false, 0, 0);\n\ngl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, model.mesh.indexBuffer);\ngl.drawElements(gl.TRIANGLES, model.mesh.indexBuffer.numItems, gl.UNSIGNED_SHORT, 0);\n```\n\n### deleteMeshBuffers(gl, mesh)\nDeletes the mesh's buffers, which you would do when deleting an object from a\nscene so that you don't leak video memory.  Excessive buffer creation and\ndeletion leads to video memory fragmentation.  Beware.\n\n## Node.js\n`npm install webgl-obj-loader`\n\n```javascript\nvar fs = require('fs');\nvar OBJ = require('webgl-obj-loader');\n\nvar meshPath = './development/models/sphere.obj';\nvar opt = { encoding: 'utf8' };\n\nfs.readFile(meshPath, opt, function (err, data){\n  if (err) return console.error(err);\n  var mesh = new OBJ.Mesh(data);\n});\n```\n\n## Webpack Support\nThanks to [mentos1386](https://github.com/mentos1386) for the [webpack-obj-loader](https://github.com/mentos1386/webpack-obj-loader)!\n\n## Demo\nhttp://frenchtoast747.github.com/webgl-obj-loader/\nThis demo is the same thing inside of the gh-pages branch. Do a `git checkout gh-pages` inside of the webgl-obj-loader directory to see how the OBJ loader is used in a project.\n\n## ChangeLog\n**2.0.3**\n* Add simple support for N-Gons (thanks [qtip](https://github.com/qtip)!)\n  * This uses a very elementary algorithm to triangulate N-gons, but should still produce a full mesh.\n    * Any help to create a better triangulation algorithm would be greatly appreciated! Please create a [pull request](https://github.com/frenchtoast747/webgl-obj-loader/pulls).\n\n**2.0.0**\n* Updated to TypeScript\n* Breaking change: the Mesh option `indicesPerMaterial` has been removed in favor of always providing the indices per material.\n  * Instead of `mesh.indices` holding an array of arrays of numbers, `mesh.indicesPerMaterial` will now hold the indices where the top\n    level array index is the index of the material and the inner arrays are the indices for that material.\n* Breaking change: the Layout class has changed from directly applying attributes to the Layout instance to creating an attributeMap\n\n**1.1.0**\n* Add Support for separating mesh indices by materials.\n* Add calculation for tangents and bitangents\n* Add runtime OBJ library version.\n\n**1.0.1**\n* Add support for 3D texture coordinates. By default the third texture\n  coordinate, w, is truncated. Support can be enabled by passing\n  `enableWTextureCoord: true` in the options parameter of the Mesh\n  class.\n\n**1.0.0**\n* Modularized all of the source files into ES6 modules.\n  * The Mesh, MaterialLibrary, and Material classes are now\n    actual ES6 classes.\n* Added tests for each of the classes\n  * Found a bug in the Mesh class. Vertex normals would not appear\n    if the face declaration used the shorthand variant; e.g. `f 1/1`\n* Provided Initial MTL file parsing support.\n  * Still requires Documentation. For now, have a look at the tests in the\n    test directory for examples of use.\n  * Use the new downloadModels() function in order to download the OBJ meshes\n    complete with their MTL files attached. If the MTL files reference images,\n    by default, those images will be downloaded and attached.\n* The downloading functions now use the new `fetch()` API which utilizes\n  promises.\n\n**0.1.1**\n* Support for NodeJS.\n\n**0.1.0**\n* Dropped jQuery dependency: `downloadMeshes` no longer requires jQuery to ajax in the OBJ files.\n* changed namespace to something a little shorter: `OBJ`\n* Updated documentation\n\n**0.0.3**\n* Initial support for Quad models\n\n**0.0.2**\n* Texture Coordinates are now loaded into mesh.textures\n\n**0.0.1**\n* Vertex Normals are now loaded into mesh.vertexNormals\n\n[![Bitdeli Badge](https://d2weczhvl823v0.cloudfront.net/frenchtoast747/webgl-obj-loader/trend.png)](https://bitdeli.com/free \"Bitdeli Badge\")\n","maintainers":[{"name":"frenchtoast747","email":"aaron@aaronboman.com"}],"time":{"modified":"2022-06-28T23:22:46.214Z","created":"2014-10-10T14:56:47.092Z","0.1.0":"2014-10-10T14:56:47.092Z","0.1.1":"2014-10-12T15:17:30.642Z","1.0.0":"2017-11-24T04:58:47.770Z","1.0.2":"2018-03-16T13:06:36.728Z","1.0.3":"2018-03-16T13:24:55.222Z","1.0.4":"2018-03-16T13:29:34.484Z","1.1.0":"2018-03-20T21:47:44.735Z","1.1.1":"2018-03-21T15:09:17.822Z","1.1.2":"2018-03-21T15:15:03.760Z","1.1.3":"2018-03-21T15:37:19.193Z","2.0.0":"2018-12-05T03:34:17.743Z","2.0.1":"2018-12-05T03:39:04.524Z","2.0.2":"2018-12-05T04:35:48.285Z","2.0.3":"2019-01-17T05:41:36.680Z","2.0.4":"2019-10-26T00:59:44.692Z","2.0.5":"2019-10-26T02:29:53.596Z","2.0.6":"2019-11-01T15:13:47.620Z","2.0.7":"2020-04-23T20:47:46.171Z","2.0.8":"2020-04-23T21:04:07.179Z"},"homepage":"https://github.com/frenchtoast747/webgl-obj-loader","keywords":["obj","mtl","mesh","load","webgl","parse","vertex","index","normal","texture"],"repository":{"type":"git","url":"https://github.com/frenchtoast747/webgl-obj-loader.git"},"author":{"name":"Aaron Boman"},"bugs":{"url":"https://github.com/frenchtoast747/webgl-obj-loader/issues"},"license":"MIT","readmeFilename":"README.md"}