mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-25 06:30:44 +02:00
753 lines
21 KiB
JavaScript
753 lines
21 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.BinaryLoader = function ( showStatus ) {
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THREE.Loader.call( this, showStatus );
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};
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THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
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THREE.BinaryLoader.prototype.constructor = THREE.BinaryLoader;
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// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
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// - binary models consist of two files: JS and BIN
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// - parameters
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// - url (required)
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// - callback (required)
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// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
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// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
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THREE.BinaryLoader.prototype.load = function ( url, callback, texturePath, binaryPath ) {
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// todo: unify load API to for easier SceneLoader use
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texturePath = texturePath || this.extractUrlBase( url );
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binaryPath = binaryPath || this.extractUrlBase( url );
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var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : undefined;
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this.onLoadStart();
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// #1 load JS part via web worker
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this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
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};
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THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
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var xhr = new XMLHttpRequest();
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texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
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binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
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xhr.onreadystatechange = function () {
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if ( xhr.readyState == 4 ) {
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if ( xhr.status == 200 || xhr.status == 0 ) {
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var json = JSON.parse( xhr.responseText );
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context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
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} else {
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console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
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}
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}
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};
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xhr.open( "GET", url, true );
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xhr.send( null );
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};
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THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
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var scope = this;
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var xhr = new XMLHttpRequest(),
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url = binaryPath + json.buffers;
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xhr.addEventListener( 'load', function ( event ) {
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var buffer = xhr.response;
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if ( buffer === undefined ) {
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// IEWEBGL needs this
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buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
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}
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if ( buffer.byteLength == 0 ) { // iOS and other XMLHttpRequest level 1
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var buffer = new ArrayBuffer( xhr.responseText.length );
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var bufView = new Uint8Array( buffer );
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for ( var i = 0, l = xhr.responseText.length; i < l; i ++ ) {
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bufView[ i ] = xhr.responseText.charCodeAt( i ) & 0xff;
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}
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}
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scope.createBinModel( buffer, callback, texturePath, json.materials );
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}, false );
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if ( callbackProgress !== undefined ) {
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xhr.addEventListener( 'progress', function ( event ) {
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if ( event.lengthComputable ) {
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callbackProgress( event );
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}
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}, false );
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}
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xhr.addEventListener( 'error', function ( event ) {
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console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
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}, false );
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xhr.open( "GET", url, true );
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xhr.responseType = "arraybuffer";
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if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
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xhr.send( null );
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};
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// Binary AJAX parser
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THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
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var Model = function ( texturePath ) {
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var scope = this,
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currentOffset = 0,
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md,
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normals = [],
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uvs = [],
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start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
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start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
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tri_size, quad_size,
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len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
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len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
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THREE.Geometry.call( this );
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md = parseMetaData( data, currentOffset );
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currentOffset += md.header_bytes;
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/*
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md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
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md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
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md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
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md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
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*/
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// buffers sizes
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tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
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quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
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len_tri_flat = md.ntri_flat * ( tri_size );
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len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
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len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
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len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
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len_quad_flat = md.nquad_flat * ( quad_size );
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len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
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len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
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len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
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// read buffers
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currentOffset += init_vertices( currentOffset );
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currentOffset += init_normals( currentOffset );
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currentOffset += handlePadding( md.nnormals * 3 );
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currentOffset += init_uvs( currentOffset );
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start_tri_flat = currentOffset;
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start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
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start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
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start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
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start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
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start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
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start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
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start_quad_smooth_uv = start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
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// have to first process faces with uvs
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// so that face and uv indices match
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init_triangles_flat_uv( start_tri_flat_uv );
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init_triangles_smooth_uv( start_tri_smooth_uv );
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init_quads_flat_uv( start_quad_flat_uv );
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init_quads_smooth_uv( start_quad_smooth_uv );
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// now we can process untextured faces
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init_triangles_flat( start_tri_flat );
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init_triangles_smooth( start_tri_smooth );
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init_quads_flat( start_quad_flat );
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init_quads_smooth( start_quad_smooth );
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this.computeFaceNormals();
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function handlePadding( n ) {
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return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
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};
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function parseMetaData( data, offset ) {
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var metaData = {
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'signature' :parseString( data, offset, 12 ),
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'header_bytes' :parseUChar8( data, offset + 12 ),
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'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
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'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
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'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
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'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
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'normal_index_bytes' :parseUChar8( data, offset + 17 ),
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'uv_index_bytes' :parseUChar8( data, offset + 18 ),
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'material_index_bytes' :parseUChar8( data, offset + 19 ),
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'nvertices' :parseUInt32( data, offset + 20 ),
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'nnormals' :parseUInt32( data, offset + 20 + 4 * 1 ),
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'nuvs' :parseUInt32( data, offset + 20 + 4 * 2 ),
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'ntri_flat' :parseUInt32( data, offset + 20 + 4 * 3 ),
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'ntri_smooth' :parseUInt32( data, offset + 20 + 4 * 4 ),
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'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4 * 5 ),
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'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4 * 6 ),
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'nquad_flat' :parseUInt32( data, offset + 20 + 4 * 7 ),
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'nquad_smooth' :parseUInt32( data, offset + 20 + 4 * 8 ),
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'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4 * 9 ),
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'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4 * 10 )
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};
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/*
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console.log( "signature: " + metaData.signature );
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console.log( "header_bytes: " + metaData.header_bytes );
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console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
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console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
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console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
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console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
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console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
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console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
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console.log( "material_index_bytes: " + metaData.material_index_bytes );
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console.log( "nvertices: " + metaData.nvertices );
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console.log( "nnormals: " + metaData.nnormals );
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console.log( "nuvs: " + metaData.nuvs );
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console.log( "ntri_flat: " + metaData.ntri_flat );
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console.log( "ntri_smooth: " + metaData.ntri_smooth );
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console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
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console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
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console.log( "nquad_flat: " + metaData.nquad_flat );
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console.log( "nquad_smooth: " + metaData.nquad_smooth );
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console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
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console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
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var total = metaData.header_bytes
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+ metaData.nvertices * metaData.vertex_coordinate_bytes * 3
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+ metaData.nnormals * metaData.normal_coordinate_bytes * 3
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+ metaData.nuvs * metaData.uv_coordinate_bytes * 2
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+ metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
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+ metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
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+ metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
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+ metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
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+ metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
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+ metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
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+ metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
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+ metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
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console.log( "total bytes: " + total );
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*/
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return metaData;
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};
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function parseString( data, offset, length ) {
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var charArray = new Uint8Array( data, offset, length );
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var text = "";
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for ( var i = 0; i < length; i ++ ) {
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text += String.fromCharCode( charArray[ offset + i ] );
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}
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return text;
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};
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function parseUChar8( data, offset ) {
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var charArray = new Uint8Array( data, offset, 1 );
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return charArray[ 0 ];
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};
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function parseUInt32( data, offset ) {
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var intArray = new Uint32Array( data, offset, 1 );
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return intArray[ 0 ];
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};
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function init_vertices( start ) {
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var nElements = md.nvertices;
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var coordArray = new Float32Array( data, start, nElements * 3 );
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var i, x, y, z;
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for ( i = 0; i < nElements; i ++ ) {
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x = coordArray[ i * 3 ];
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y = coordArray[ i * 3 + 1 ];
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z = coordArray[ i * 3 + 2 ];
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scope.vertices.push( new THREE.Vector3( x, y, z ) );
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}
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return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
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};
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function init_normals( start ) {
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var nElements = md.nnormals;
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if ( nElements ) {
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var normalArray = new Int8Array( data, start, nElements * 3 );
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var i, x, y, z;
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for ( i = 0; i < nElements; i ++ ) {
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x = normalArray[ i * 3 ];
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y = normalArray[ i * 3 + 1 ];
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z = normalArray[ i * 3 + 2 ];
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normals.push( x / 127, y / 127, z / 127 );
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}
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}
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return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
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};
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function init_uvs( start ) {
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var nElements = md.nuvs;
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if ( nElements ) {
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var uvArray = new Float32Array( data, start, nElements * 2 );
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var i, u, v;
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for ( i = 0; i < nElements; i ++ ) {
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u = uvArray[ i * 2 ];
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v = uvArray[ i * 2 + 1 ];
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uvs.push( u, v );
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}
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}
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return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
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};
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function init_uvs3( nElements, offset ) {
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var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
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var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
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for ( i = 0; i < nElements; i ++ ) {
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uva = uvIndexBuffer[ i * 3 ];
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uvb = uvIndexBuffer[ i * 3 + 1 ];
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uvc = uvIndexBuffer[ i * 3 + 2 ];
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u1 = uvs[ uva * 2 ];
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v1 = uvs[ uva * 2 + 1 ];
|
||
|
|
||
|
u2 = uvs[ uvb * 2 ];
|
||
|
v2 = uvs[ uvb * 2 + 1 ];
|
||
|
|
||
|
u3 = uvs[ uvc * 2 ];
|
||
|
v3 = uvs[ uvc * 2 + 1 ];
|
||
|
|
||
|
scope.faceVertexUvs[ 0 ].push( [
|
||
|
new THREE.Vector2( u1, v1 ),
|
||
|
new THREE.Vector2( u2, v2 ),
|
||
|
new THREE.Vector2( u3, v3 )
|
||
|
] );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_uvs4( nElements, offset ) {
|
||
|
|
||
|
var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
|
||
|
|
||
|
var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
|
||
|
|
||
|
for ( i = 0; i < nElements; i ++ ) {
|
||
|
|
||
|
uva = uvIndexBuffer[ i * 4 ];
|
||
|
uvb = uvIndexBuffer[ i * 4 + 1 ];
|
||
|
uvc = uvIndexBuffer[ i * 4 + 2 ];
|
||
|
uvd = uvIndexBuffer[ i * 4 + 3 ];
|
||
|
|
||
|
u1 = uvs[ uva * 2 ];
|
||
|
v1 = uvs[ uva * 2 + 1 ];
|
||
|
|
||
|
u2 = uvs[ uvb * 2 ];
|
||
|
v2 = uvs[ uvb * 2 + 1 ];
|
||
|
|
||
|
u3 = uvs[ uvc * 2 ];
|
||
|
v3 = uvs[ uvc * 2 + 1 ];
|
||
|
|
||
|
u4 = uvs[ uvd * 2 ];
|
||
|
v4 = uvs[ uvd * 2 + 1 ];
|
||
|
|
||
|
scope.faceVertexUvs[ 0 ].push( [
|
||
|
new THREE.Vector2( u1, v1 ),
|
||
|
new THREE.Vector2( u2, v2 ),
|
||
|
new THREE.Vector2( u4, v4 )
|
||
|
] );
|
||
|
|
||
|
scope.faceVertexUvs[ 0 ].push( [
|
||
|
new THREE.Vector2( u2, v2 ),
|
||
|
new THREE.Vector2( u3, v3 ),
|
||
|
new THREE.Vector2( u4, v4 )
|
||
|
] );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
|
||
|
|
||
|
var i, a, b, c, m;
|
||
|
|
||
|
var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
|
||
|
var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
|
||
|
|
||
|
for ( i = 0; i < nElements; i ++ ) {
|
||
|
|
||
|
a = vertexIndexBuffer[ i * 3 ];
|
||
|
b = vertexIndexBuffer[ i * 3 + 1 ];
|
||
|
c = vertexIndexBuffer[ i * 3 + 2 ];
|
||
|
|
||
|
m = materialIndexBuffer[ i ];
|
||
|
|
||
|
scope.faces.push( new THREE.Face3( a, b, c, null, null, m ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
|
||
|
|
||
|
var i, a, b, c, d, m;
|
||
|
|
||
|
var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
|
||
|
var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
|
||
|
|
||
|
for ( i = 0; i < nElements; i ++ ) {
|
||
|
|
||
|
a = vertexIndexBuffer[ i * 4 ];
|
||
|
b = vertexIndexBuffer[ i * 4 + 1 ];
|
||
|
c = vertexIndexBuffer[ i * 4 + 2 ];
|
||
|
d = vertexIndexBuffer[ i * 4 + 3 ];
|
||
|
|
||
|
m = materialIndexBuffer[ i ];
|
||
|
|
||
|
scope.faces.push( new THREE.Face3( a, b, d, null, null, m ) );
|
||
|
scope.faces.push( new THREE.Face3( b, c, d, null, null, m ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
|
||
|
|
||
|
var i, a, b, c, m;
|
||
|
var na, nb, nc;
|
||
|
|
||
|
var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
|
||
|
var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
|
||
|
var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
|
||
|
|
||
|
for ( i = 0; i < nElements; i ++ ) {
|
||
|
|
||
|
a = vertexIndexBuffer[ i * 3 ];
|
||
|
b = vertexIndexBuffer[ i * 3 + 1 ];
|
||
|
c = vertexIndexBuffer[ i * 3 + 2 ];
|
||
|
|
||
|
na = normalIndexBuffer[ i * 3 ];
|
||
|
nb = normalIndexBuffer[ i * 3 + 1 ];
|
||
|
nc = normalIndexBuffer[ i * 3 + 2 ];
|
||
|
|
||
|
m = materialIndexBuffer[ i ];
|
||
|
|
||
|
var nax = normals[ na * 3 ],
|
||
|
nay = normals[ na * 3 + 1 ],
|
||
|
naz = normals[ na * 3 + 2 ],
|
||
|
|
||
|
nbx = normals[ nb * 3 ],
|
||
|
nby = normals[ nb * 3 + 1 ],
|
||
|
nbz = normals[ nb * 3 + 2 ],
|
||
|
|
||
|
ncx = normals[ nc * 3 ],
|
||
|
ncy = normals[ nc * 3 + 1 ],
|
||
|
ncz = normals[ nc * 3 + 2 ];
|
||
|
|
||
|
scope.faces.push( new THREE.Face3( a, b, c, [
|
||
|
new THREE.Vector3( nax, nay, naz ),
|
||
|
new THREE.Vector3( nbx, nby, nbz ),
|
||
|
new THREE.Vector3( ncx, ncy, ncz )
|
||
|
], null, m ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
|
||
|
|
||
|
var i, a, b, c, d, m;
|
||
|
var na, nb, nc, nd;
|
||
|
|
||
|
var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
|
||
|
var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
|
||
|
var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
|
||
|
|
||
|
for ( i = 0; i < nElements; i ++ ) {
|
||
|
|
||
|
a = vertexIndexBuffer[ i * 4 ];
|
||
|
b = vertexIndexBuffer[ i * 4 + 1 ];
|
||
|
c = vertexIndexBuffer[ i * 4 + 2 ];
|
||
|
d = vertexIndexBuffer[ i * 4 + 3 ];
|
||
|
|
||
|
na = normalIndexBuffer[ i * 4 ];
|
||
|
nb = normalIndexBuffer[ i * 4 + 1 ];
|
||
|
nc = normalIndexBuffer[ i * 4 + 2 ];
|
||
|
nd = normalIndexBuffer[ i * 4 + 3 ];
|
||
|
|
||
|
m = materialIndexBuffer[ i ];
|
||
|
|
||
|
var nax = normals[ na * 3 ],
|
||
|
nay = normals[ na * 3 + 1 ],
|
||
|
naz = normals[ na * 3 + 2 ],
|
||
|
|
||
|
nbx = normals[ nb * 3 ],
|
||
|
nby = normals[ nb * 3 + 1 ],
|
||
|
nbz = normals[ nb * 3 + 2 ],
|
||
|
|
||
|
ncx = normals[ nc * 3 ],
|
||
|
ncy = normals[ nc * 3 + 1 ],
|
||
|
ncz = normals[ nc * 3 + 2 ],
|
||
|
|
||
|
ndx = normals[ nd * 3 ],
|
||
|
ndy = normals[ nd * 3 + 1 ],
|
||
|
ndz = normals[ nd * 3 + 2 ];
|
||
|
|
||
|
scope.faces.push( new THREE.Face3( a, b, d, [
|
||
|
new THREE.Vector3( nax, nay, naz ),
|
||
|
new THREE.Vector3( nbx, nby, nbz ),
|
||
|
new THREE.Vector3( ndx, ndy, ndz )
|
||
|
], null, m ) );
|
||
|
|
||
|
scope.faces.push( new THREE.Face3( b, c, d, [
|
||
|
new THREE.Vector3( nbx, nby, nbz ),
|
||
|
new THREE.Vector3( ncx, ncy, ncz ),
|
||
|
new THREE.Vector3( ndx, ndy, ndz )
|
||
|
], null, m ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_triangles_flat( start ) {
|
||
|
|
||
|
var nElements = md.ntri_flat;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
init_faces3_flat( nElements, start, offsetMaterials );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_triangles_flat_uv( start ) {
|
||
|
|
||
|
var nElements = md.ntri_flat_uv;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
|
||
|
init_faces3_flat( nElements, start, offsetMaterials );
|
||
|
init_uvs3( nElements, offsetUvs );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_triangles_smooth( start ) {
|
||
|
|
||
|
var nElements = md.ntri_smooth;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
|
||
|
init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_triangles_smooth_uv( start ) {
|
||
|
|
||
|
var nElements = md.ntri_smooth_uv;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
|
||
|
|
||
|
init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
|
||
|
init_uvs3( nElements, offsetUvs );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_quads_flat( start ) {
|
||
|
|
||
|
var nElements = md.nquad_flat;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
init_faces4_flat( nElements, start, offsetMaterials );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_quads_flat_uv( start ) {
|
||
|
|
||
|
var nElements = md.nquad_flat_uv;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
|
||
|
init_faces4_flat( nElements, start, offsetMaterials );
|
||
|
init_uvs4( nElements, offsetUvs );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_quads_smooth( start ) {
|
||
|
|
||
|
var nElements = md.nquad_smooth;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
|
||
|
init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
function init_quads_smooth_uv( start ) {
|
||
|
|
||
|
var nElements = md.nquad_smooth_uv;
|
||
|
|
||
|
if ( nElements ) {
|
||
|
|
||
|
var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
|
||
|
|
||
|
init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
|
||
|
init_uvs4( nElements, offsetUvs );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
Model.prototype = Object.create( THREE.Geometry.prototype );
|
||
|
Model.prototype.constructor = Model;
|
||
|
|
||
|
var geometry = new Model( texturePath );
|
||
|
var materials = this.initMaterials( jsonMaterials, texturePath );
|
||
|
|
||
|
if ( this.needsTangents( materials ) ) geometry.computeTangents();
|
||
|
|
||
|
callback( geometry, materials );
|
||
|
|
||
|
};
|