mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 12:23:49 +01:00
753 lines
21 KiB
JavaScript
Executable File
753 lines
21 KiB
JavaScript
Executable File
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
THREE.BinaryLoader = function ( showStatus ) {
|
|
|
|
THREE.Loader.call( this, showStatus );
|
|
|
|
};
|
|
|
|
THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
|
|
THREE.BinaryLoader.prototype.constructor = THREE.BinaryLoader;
|
|
|
|
// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
|
|
// - binary models consist of two files: JS and BIN
|
|
// - parameters
|
|
// - url (required)
|
|
// - callback (required)
|
|
// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
|
|
// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
|
|
|
|
THREE.BinaryLoader.prototype.load = function ( url, callback, texturePath, binaryPath ) {
|
|
|
|
// todo: unify load API to for easier SceneLoader use
|
|
|
|
texturePath = texturePath || this.extractUrlBase( url );
|
|
binaryPath = binaryPath || this.extractUrlBase( url );
|
|
|
|
var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : undefined;
|
|
|
|
this.onLoadStart();
|
|
|
|
// #1 load JS part via web worker
|
|
|
|
this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
|
|
|
|
};
|
|
|
|
THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
|
|
|
|
var xhr = new XMLHttpRequest();
|
|
|
|
texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
|
|
binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
|
|
|
|
xhr.onreadystatechange = function () {
|
|
|
|
if ( xhr.readyState == 4 ) {
|
|
|
|
if ( xhr.status == 200 || xhr.status == 0 ) {
|
|
|
|
var json = JSON.parse( xhr.responseText );
|
|
context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
|
|
|
|
} else {
|
|
|
|
console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
xhr.open( "GET", url, true );
|
|
xhr.send( null );
|
|
|
|
};
|
|
|
|
THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
|
|
|
|
var scope = this;
|
|
|
|
var xhr = new XMLHttpRequest(),
|
|
url = binaryPath + json.buffers;
|
|
|
|
xhr.addEventListener( 'load', function ( event ) {
|
|
|
|
var buffer = xhr.response;
|
|
|
|
if ( buffer === undefined ) {
|
|
|
|
// IEWEBGL needs this
|
|
buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
|
|
|
|
}
|
|
|
|
if ( buffer.byteLength == 0 ) { // iOS and other XMLHttpRequest level 1
|
|
|
|
var buffer = new ArrayBuffer( xhr.responseText.length );
|
|
|
|
var bufView = new Uint8Array( buffer );
|
|
|
|
for ( var i = 0, l = xhr.responseText.length; i < l; i ++ ) {
|
|
|
|
bufView[ i ] = xhr.responseText.charCodeAt( i ) & 0xff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
scope.createBinModel( buffer, callback, texturePath, json.materials );
|
|
|
|
}, false );
|
|
|
|
if ( callbackProgress !== undefined ) {
|
|
|
|
xhr.addEventListener( 'progress', function ( event ) {
|
|
|
|
if ( event.lengthComputable ) {
|
|
|
|
callbackProgress( event );
|
|
|
|
}
|
|
|
|
}, false );
|
|
|
|
}
|
|
|
|
xhr.addEventListener( 'error', function ( event ) {
|
|
|
|
console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
|
|
|
|
}, false );
|
|
|
|
|
|
xhr.open( "GET", url, true );
|
|
xhr.responseType = "arraybuffer";
|
|
if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
|
|
xhr.send( null );
|
|
|
|
};
|
|
|
|
// Binary AJAX parser
|
|
|
|
THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
|
|
|
|
var Model = function ( texturePath ) {
|
|
|
|
var scope = this,
|
|
currentOffset = 0,
|
|
md,
|
|
normals = [],
|
|
uvs = [],
|
|
start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
|
|
start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
|
|
tri_size, quad_size,
|
|
len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
|
|
len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
|
|
|
|
|
|
THREE.Geometry.call( this );
|
|
|
|
md = parseMetaData( data, currentOffset );
|
|
|
|
currentOffset += md.header_bytes;
|
|
/*
|
|
md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
|
|
md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
|
|
md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
|
|
md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
|
|
*/
|
|
// buffers sizes
|
|
|
|
tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
|
|
quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
|
|
|
|
len_tri_flat = md.ntri_flat * ( tri_size );
|
|
len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
|
|
len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
|
|
len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
|
|
|
|
len_quad_flat = md.nquad_flat * ( quad_size );
|
|
len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
|
|
len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
|
|
len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
|
|
|
|
// read buffers
|
|
|
|
currentOffset += init_vertices( currentOffset );
|
|
|
|
currentOffset += init_normals( currentOffset );
|
|
currentOffset += handlePadding( md.nnormals * 3 );
|
|
|
|
currentOffset += init_uvs( currentOffset );
|
|
|
|
start_tri_flat = currentOffset;
|
|
start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
|
|
start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
|
|
start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
|
|
|
|
start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
|
|
start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
|
|
start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
|
|
start_quad_smooth_uv = start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
|
|
|
|
// have to first process faces with uvs
|
|
// so that face and uv indices match
|
|
|
|
init_triangles_flat_uv( start_tri_flat_uv );
|
|
init_triangles_smooth_uv( start_tri_smooth_uv );
|
|
|
|
init_quads_flat_uv( start_quad_flat_uv );
|
|
init_quads_smooth_uv( start_quad_smooth_uv );
|
|
|
|
// now we can process untextured faces
|
|
|
|
init_triangles_flat( start_tri_flat );
|
|
init_triangles_smooth( start_tri_smooth );
|
|
|
|
init_quads_flat( start_quad_flat );
|
|
init_quads_smooth( start_quad_smooth );
|
|
|
|
this.computeFaceNormals();
|
|
|
|
function handlePadding( n ) {
|
|
|
|
return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
|
|
|
|
};
|
|
|
|
function parseMetaData( data, offset ) {
|
|
|
|
var metaData = {
|
|
|
|
'signature' :parseString( data, offset, 12 ),
|
|
'header_bytes' :parseUChar8( data, offset + 12 ),
|
|
|
|
'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
|
|
'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
|
|
'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
|
|
|
|
'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
|
|
'normal_index_bytes' :parseUChar8( data, offset + 17 ),
|
|
'uv_index_bytes' :parseUChar8( data, offset + 18 ),
|
|
'material_index_bytes' :parseUChar8( data, offset + 19 ),
|
|
|
|
'nvertices' :parseUInt32( data, offset + 20 ),
|
|
'nnormals' :parseUInt32( data, offset + 20 + 4 * 1 ),
|
|
'nuvs' :parseUInt32( data, offset + 20 + 4 * 2 ),
|
|
|
|
'ntri_flat' :parseUInt32( data, offset + 20 + 4 * 3 ),
|
|
'ntri_smooth' :parseUInt32( data, offset + 20 + 4 * 4 ),
|
|
'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4 * 5 ),
|
|
'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4 * 6 ),
|
|
|
|
'nquad_flat' :parseUInt32( data, offset + 20 + 4 * 7 ),
|
|
'nquad_smooth' :parseUInt32( data, offset + 20 + 4 * 8 ),
|
|
'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4 * 9 ),
|
|
'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4 * 10 )
|
|
|
|
};
|
|
/*
|
|
console.log( "signature: " + metaData.signature );
|
|
|
|
console.log( "header_bytes: " + metaData.header_bytes );
|
|
console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
|
|
console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
|
|
console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
|
|
|
|
console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
|
|
console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
|
|
console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
|
|
console.log( "material_index_bytes: " + metaData.material_index_bytes );
|
|
|
|
console.log( "nvertices: " + metaData.nvertices );
|
|
console.log( "nnormals: " + metaData.nnormals );
|
|
console.log( "nuvs: " + metaData.nuvs );
|
|
|
|
console.log( "ntri_flat: " + metaData.ntri_flat );
|
|
console.log( "ntri_smooth: " + metaData.ntri_smooth );
|
|
console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
|
|
console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
|
|
|
|
console.log( "nquad_flat: " + metaData.nquad_flat );
|
|
console.log( "nquad_smooth: " + metaData.nquad_smooth );
|
|
console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
|
|
console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
|
|
|
|
var total = metaData.header_bytes
|
|
+ metaData.nvertices * metaData.vertex_coordinate_bytes * 3
|
|
+ metaData.nnormals * metaData.normal_coordinate_bytes * 3
|
|
+ metaData.nuvs * metaData.uv_coordinate_bytes * 2
|
|
+ metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
|
|
+ metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
|
|
+ metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
|
|
+ metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
|
|
+ metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
|
|
+ metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
|
|
+ metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
|
|
+ metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
|
|
console.log( "total bytes: " + total );
|
|
*/
|
|
|
|
return metaData;
|
|
|
|
};
|
|
|
|
function parseString( data, offset, length ) {
|
|
|
|
var charArray = new Uint8Array( data, offset, length );
|
|
|
|
var text = "";
|
|
|
|
for ( var i = 0; i < length; i ++ ) {
|
|
|
|
text += String.fromCharCode( charArray[ offset + i ] );
|
|
|
|
}
|
|
|
|
return text;
|
|
|
|
};
|
|
|
|
function parseUChar8( data, offset ) {
|
|
|
|
var charArray = new Uint8Array( data, offset, 1 );
|
|
|
|
return charArray[ 0 ];
|
|
|
|
};
|
|
|
|
function parseUInt32( data, offset ) {
|
|
|
|
var intArray = new Uint32Array( data, offset, 1 );
|
|
|
|
return intArray[ 0 ];
|
|
|
|
};
|
|
|
|
function init_vertices( start ) {
|
|
|
|
var nElements = md.nvertices;
|
|
|
|
var coordArray = new Float32Array( data, start, nElements * 3 );
|
|
|
|
var i, x, y, z;
|
|
|
|
for ( i = 0; i < nElements; i ++ ) {
|
|
|
|
x = coordArray[ i * 3 ];
|
|
y = coordArray[ i * 3 + 1 ];
|
|
z = coordArray[ i * 3 + 2 ];
|
|
|
|
scope.vertices.push( new THREE.Vector3( x, y, z ) );
|
|
|
|
}
|
|
|
|
return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
|
|
|
|
};
|
|
|
|
function init_normals( start ) {
|
|
|
|
var nElements = md.nnormals;
|
|
|
|
if ( nElements ) {
|
|
|
|
var normalArray = new Int8Array( data, start, nElements * 3 );
|
|
|
|
var i, x, y, z;
|
|
|
|
for ( i = 0; i < nElements; i ++ ) {
|
|
|
|
x = normalArray[ i * 3 ];
|
|
y = normalArray[ i * 3 + 1 ];
|
|
z = normalArray[ i * 3 + 2 ];
|
|
|
|
normals.push( x / 127, y / 127, z / 127 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
|
|
|
|
};
|
|
|
|
function init_uvs( start ) {
|
|
|
|
var nElements = md.nuvs;
|
|
|
|
if ( nElements ) {
|
|
|
|
var uvArray = new Float32Array( data, start, nElements * 2 );
|
|
|
|
var i, u, v;
|
|
|
|
for ( i = 0; i < nElements; i ++ ) {
|
|
|
|
u = uvArray[ i * 2 ];
|
|
v = uvArray[ i * 2 + 1 ];
|
|
|
|
uvs.push( u, v );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
|
|
|
|
};
|
|
|
|
function init_uvs3( nElements, offset ) {
|
|
|
|
var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
|
|
|
|
var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
|
|
|
|
for ( i = 0; i < nElements; i ++ ) {
|
|
|
|
uva = uvIndexBuffer[ i * 3 ];
|
|
uvb = uvIndexBuffer[ i * 3 + 1 ];
|
|
uvc = uvIndexBuffer[ i * 3 + 2 ];
|
|
|
|
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 ];
|
|
|
|
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 );
|
|
|
|
};
|