mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 01:14:57 +01:00
782 lines
18 KiB
JavaScript
Executable File
782 lines
18 KiB
JavaScript
Executable File
/**
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* Loader for UTF8 version2 (after r51) encoded models generated by:
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* http://code.google.com/p/webgl-loader/
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*
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* Code to load/decompress mesh is taken from r100 of this webgl-loader
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*/
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THREE.UTF8Loader = function () {};
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/**
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* Load UTF8 encoded model
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* @param jsonUrl - URL from which to load json containing information about model
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* @param callback - Callback(THREE.Object3D) on successful loading of model
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* @param options - options on how to load model (see THREE.MTLLoader.MaterialCreator for basic options)
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* Additional options include
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* geometryBase: Base url from which to load referenced geometries
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* materialBase: Base url from which to load referenced textures
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*/
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THREE.UTF8Loader.prototype.load = function ( jsonUrl, callback, options ) {
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this.downloadModelJson( jsonUrl, callback, options );
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};
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// BufferGeometryCreator
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THREE.UTF8Loader.BufferGeometryCreator = function () {
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};
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THREE.UTF8Loader.BufferGeometryCreator.prototype.create = function ( attribArray, indices ) {
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var ntris = indices.length / 3;
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var geometry = new THREE.BufferGeometry();
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var positions = new Float32Array( ntris * 3 * 3 );
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var normals = new Float32Array( ntris * 3 * 3 );
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var uvs = new Float32Array( ntris * 3 * 2 );
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var i, j, offset;
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var x, y, z;
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var u, v;
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var end = attribArray.length;
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var stride = 8;
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// extract positions
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j = 0;
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offset = 0;
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for ( i = offset; i < end; i += stride ) {
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x = attribArray[ i ];
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y = attribArray[ i + 1 ];
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z = attribArray[ i + 2 ];
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positions[ j ++ ] = x;
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positions[ j ++ ] = y;
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positions[ j ++ ] = z;
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}
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// extract uvs
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j = 0;
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offset = 3;
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for ( i = offset; i < end; i += stride ) {
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u = attribArray[ i ];
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v = attribArray[ i + 1 ];
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uvs[ j ++ ] = u;
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uvs[ j ++ ] = v;
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}
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// extract normals
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j = 0;
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offset = 5;
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for ( i = offset; i < end; i += stride ) {
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x = attribArray[ i ];
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y = attribArray[ i + 1 ];
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z = attribArray[ i + 2 ];
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normals[ j ++ ] = x;
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normals[ j ++ ] = y;
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normals[ j ++ ] = z;
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}
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geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
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geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
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geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
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geometry.offsets.push( { start: 0, count: indices.length, index: 0 } );
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geometry.computeBoundingSphere();
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return geometry;
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};
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// UTF-8 decoder from webgl-loader (r100)
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// http://code.google.com/p/webgl-loader/
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// Model manifest description. Contains objects like:
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// name: {
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// materials: { 'material_name': { ... } ... },
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// decodeParams: {
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// decodeOffsets: [ ... ],
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// decodeScales: [ ... ],
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// },
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// urls: {
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// 'url': [
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// { material: 'material_name',
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// attribRange: [#, #],
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// indexRange: [#, #],
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// names: [ 'object names' ... ],
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// lengths: [#, #, # ... ]
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// }
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// ],
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// ...
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// }
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// }
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var DEFAULT_DECODE_PARAMS = {
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decodeOffsets: [ -4095, -4095, -4095, 0, 0, -511, -511, -511 ],
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decodeScales: [ 1 / 8191, 1 / 8191, 1 / 8191, 1 / 1023, 1 / 1023, 1 / 1023, 1 / 1023, 1 / 1023 ]
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// TODO: normal decoding? (see walt.js)
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// needs to know: input, output (from vertex format!)
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//
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// Should split attrib/index.
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// 1) Decode position and non-normal attributes.
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// 2) Decode indices, computing normals
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// 3) Maybe normalize normals? Only necessary for refinement, or fixed?
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// 4) Maybe refine normals? Should this be part of regular refinement?
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// 5) Morphing
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};
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// Triangle strips!
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// TODO: will it be an optimization to specialize this method at
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// runtime for different combinations of stride, decodeOffset and
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// decodeScale?
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THREE.UTF8Loader.prototype.decompressAttribsInner_ = function ( str, inputStart, inputEnd,
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output, outputStart, stride,
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decodeOffset, decodeScale ) {
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var prev = 0;
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for ( var j = inputStart; j < inputEnd; j ++ ) {
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var code = str.charCodeAt( j );
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prev += ( code >> 1 ) ^ ( -( code & 1 ) );
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output[ outputStart ] = decodeScale * ( prev + decodeOffset );
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outputStart += stride;
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}
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};
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THREE.UTF8Loader.prototype.decompressIndices_ = function( str, inputStart, numIndices,
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output, outputStart ) {
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var highest = 0;
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for ( var i = 0; i < numIndices; i ++ ) {
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var code = str.charCodeAt( inputStart ++ );
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output[ outputStart ++ ] = highest - code;
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if ( code === 0 ) {
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highest ++;
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}
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}
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};
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THREE.UTF8Loader.prototype.decompressAABBs_ = function ( str, inputStart, numBBoxen,
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decodeOffsets, decodeScales ) {
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var numFloats = 6 * numBBoxen;
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var inputEnd = inputStart + numFloats;
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var outputStart = 0;
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var bboxen = new Float32Array( numFloats );
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for ( var i = inputStart; i < inputEnd; i += 6 ) {
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var minX = str.charCodeAt(i + 0) + decodeOffsets[0];
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var minY = str.charCodeAt(i + 1) + decodeOffsets[1];
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var minZ = str.charCodeAt(i + 2) + decodeOffsets[2];
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var radiusX = (str.charCodeAt(i + 3) + 1) >> 1;
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var radiusY = (str.charCodeAt(i + 4) + 1) >> 1;
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var radiusZ = (str.charCodeAt(i + 5) + 1) >> 1;
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bboxen[ outputStart ++ ] = decodeScales[0] * (minX + radiusX);
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bboxen[ outputStart ++ ] = decodeScales[1] * (minY + radiusY);
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bboxen[ outputStart ++ ] = decodeScales[2] * (minZ + radiusZ);
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bboxen[ outputStart ++ ] = decodeScales[0] * radiusX;
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bboxen[ outputStart ++ ] = decodeScales[1] * radiusY;
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bboxen[ outputStart ++ ] = decodeScales[2] * radiusZ;
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}
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return bboxen;
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};
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THREE.UTF8Loader.prototype.decompressMesh = function ( str, meshParams, decodeParams, name, idx, callback ) {
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// Extract conversion parameters from attribArrays.
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var stride = decodeParams.decodeScales.length;
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var decodeOffsets = decodeParams.decodeOffsets;
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var decodeScales = decodeParams.decodeScales;
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var attribStart = meshParams.attribRange[0];
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var numVerts = meshParams.attribRange[1];
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// Decode attributes.
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var inputOffset = attribStart;
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var attribsOut = new Float32Array( stride * numVerts );
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for (var j = 0; j < stride; j ++ ) {
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var end = inputOffset + numVerts;
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var decodeScale = decodeScales[j];
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if ( decodeScale ) {
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// Assume if decodeScale is never set, simply ignore the
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// attribute.
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this.decompressAttribsInner_( str, inputOffset, end,
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attribsOut, j, stride,
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decodeOffsets[j], decodeScale );
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}
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inputOffset = end;
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}
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var indexStart = meshParams.indexRange[ 0 ];
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var numIndices = 3 * meshParams.indexRange[ 1 ];
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var indicesOut = new Uint16Array( numIndices );
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this.decompressIndices_( str, inputOffset, numIndices, indicesOut, 0 );
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// Decode bboxen.
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var bboxen = undefined;
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var bboxOffset = meshParams.bboxes;
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if ( bboxOffset ) {
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bboxen = this.decompressAABBs_( str, bboxOffset, meshParams.names.length, decodeOffsets, decodeScales );
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}
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callback( name, idx, attribsOut, indicesOut, bboxen, meshParams );
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};
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THREE.UTF8Loader.prototype.copyAttrib = function ( stride, attribsOutFixed, lastAttrib, index ) {
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for ( var j = 0; j < stride; j ++ ) {
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lastAttrib[ j ] = attribsOutFixed[ stride * index + j ];
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}
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};
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THREE.UTF8Loader.prototype.decodeAttrib2 = function ( str, stride, decodeOffsets, decodeScales, deltaStart,
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numVerts, attribsOut, attribsOutFixed, lastAttrib,
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index ) {
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for ( var j = 0; j < 5; j ++ ) {
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var code = str.charCodeAt( deltaStart + numVerts * j + index );
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var delta = ( code >> 1) ^ (-(code & 1));
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lastAttrib[ j ] += delta;
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attribsOutFixed[ stride * index + j ] = lastAttrib[ j ];
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attribsOut[ stride * index + j ] = decodeScales[ j ] * ( lastAttrib[ j ] + decodeOffsets[ j ] );
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}
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};
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THREE.UTF8Loader.prototype.accumulateNormal = function ( i0, i1, i2, attribsOutFixed, crosses ) {
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var p0x = attribsOutFixed[ 8 * i0 ];
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var p0y = attribsOutFixed[ 8 * i0 + 1 ];
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var p0z = attribsOutFixed[ 8 * i0 + 2 ];
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var p1x = attribsOutFixed[ 8 * i1 ];
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var p1y = attribsOutFixed[ 8 * i1 + 1 ];
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var p1z = attribsOutFixed[ 8 * i1 + 2 ];
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var p2x = attribsOutFixed[ 8 * i2 ];
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var p2y = attribsOutFixed[ 8 * i2 + 1 ];
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var p2z = attribsOutFixed[ 8 * i2 + 2 ];
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p1x -= p0x;
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p1y -= p0y;
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p1z -= p0z;
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p2x -= p0x;
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p2y -= p0y;
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p2z -= p0z;
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p0x = p1y * p2z - p1z * p2y;
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p0y = p1z * p2x - p1x * p2z;
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p0z = p1x * p2y - p1y * p2x;
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crosses[ 3 * i0 ] += p0x;
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crosses[ 3 * i0 + 1 ] += p0y;
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crosses[ 3 * i0 + 2 ] += p0z;
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crosses[ 3 * i1 ] += p0x;
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crosses[ 3 * i1 + 1 ] += p0y;
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crosses[ 3 * i1 + 2 ] += p0z;
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crosses[ 3 * i2 ] += p0x;
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crosses[ 3 * i2 + 1 ] += p0y;
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crosses[ 3 * i2 + 2 ] += p0z;
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};
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THREE.UTF8Loader.prototype.decompressMesh2 = function( str, meshParams, decodeParams, name, idx, callback ) {
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var MAX_BACKREF = 96;
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// Extract conversion parameters from attribArrays.
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var stride = decodeParams.decodeScales.length;
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var decodeOffsets = decodeParams.decodeOffsets;
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var decodeScales = decodeParams.decodeScales;
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var deltaStart = meshParams.attribRange[ 0 ];
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var numVerts = meshParams.attribRange[ 1 ];
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var codeStart = meshParams.codeRange[ 0 ];
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var codeLength = meshParams.codeRange[ 1 ];
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var numIndices = 3 * meshParams.codeRange[ 2 ];
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var indicesOut = new Uint16Array( numIndices );
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var crosses = new Int32Array( 3 * numVerts );
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var lastAttrib = new Uint16Array( stride );
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var attribsOutFixed = new Uint16Array( stride * numVerts );
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var attribsOut = new Float32Array( stride * numVerts );
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var highest = 0;
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var outputStart = 0;
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for ( var i = 0; i < numIndices; i += 3 ) {
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var code = str.charCodeAt( codeStart ++ );
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var max_backref = Math.min( i, MAX_BACKREF );
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if ( code < max_backref ) {
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// Parallelogram
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var winding = code % 3;
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var backref = i - ( code - winding );
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var i0, i1, i2;
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switch ( winding ) {
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case 0:
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i0 = indicesOut[ backref + 2 ];
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i1 = indicesOut[ backref + 1 ];
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i2 = indicesOut[ backref + 0 ];
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break;
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case 1:
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i0 = indicesOut[ backref + 0 ];
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i1 = indicesOut[ backref + 2 ];
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i2 = indicesOut[ backref + 1 ];
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break;
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case 2:
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i0 = indicesOut[ backref + 1 ];
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i1 = indicesOut[ backref + 0 ];
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i2 = indicesOut[ backref + 2 ];
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break;
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}
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indicesOut[ outputStart ++ ] = i0;
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indicesOut[ outputStart ++ ] = i1;
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code = str.charCodeAt( codeStart ++ );
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var index = highest - code;
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indicesOut[ outputStart ++ ] = index;
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if ( code === 0 ) {
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for (var j = 0; j < 5; j ++ ) {
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var deltaCode = str.charCodeAt( deltaStart + numVerts * j + highest );
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var prediction = ((deltaCode >> 1) ^ (-(deltaCode & 1))) +
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attribsOutFixed[stride * i0 + j] +
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attribsOutFixed[stride * i1 + j] -
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attribsOutFixed[stride * i2 + j];
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lastAttrib[j] = prediction;
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attribsOutFixed[ stride * highest + j ] = prediction;
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attribsOut[ stride * highest + j ] = decodeScales[ j ] * ( prediction + decodeOffsets[ j ] );
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}
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highest ++;
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} else {
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this.copyAttrib( stride, attribsOutFixed, lastAttrib, index );
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}
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this.accumulateNormal( i0, i1, index, attribsOutFixed, crosses );
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} else {
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// Simple
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var index0 = highest - ( code - max_backref );
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indicesOut[ outputStart ++ ] = index0;
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if ( code === max_backref ) {
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this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart,
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numVerts, attribsOut, attribsOutFixed, lastAttrib,
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highest ++ );
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} else {
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this.copyAttrib(stride, attribsOutFixed, lastAttrib, index0);
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}
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code = str.charCodeAt( codeStart ++ );
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var index1 = highest - code;
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indicesOut[ outputStart ++ ] = index1;
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if ( code === 0 ) {
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this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart,
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numVerts, attribsOut, attribsOutFixed, lastAttrib,
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highest ++ );
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} else {
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this.copyAttrib( stride, attribsOutFixed, lastAttrib, index1 );
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}
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code = str.charCodeAt( codeStart ++ );
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var index2 = highest - code;
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indicesOut[ outputStart ++ ] = index2;
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if ( code === 0 ) {
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for ( var j = 0; j < 5; j ++ ) {
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lastAttrib[ j ] = ( attribsOutFixed[ stride * index0 + j ] + attribsOutFixed[ stride * index1 + j ] ) / 2;
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}
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this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart,
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numVerts, attribsOut, attribsOutFixed, lastAttrib,
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highest ++ );
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} else {
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this.copyAttrib( stride, attribsOutFixed, lastAttrib, index2 );
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}
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this.accumulateNormal( index0, index1, index2, attribsOutFixed, crosses );
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}
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}
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for ( var i = 0; i < numVerts; i ++ ) {
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var nx = crosses[ 3 * i ];
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var ny = crosses[ 3 * i + 1 ];
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var nz = crosses[ 3 * i + 2 ];
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var norm = 511.0 / Math.sqrt( nx * nx + ny * ny + nz * nz );
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var cx = str.charCodeAt( deltaStart + 5 * numVerts + i );
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var cy = str.charCodeAt( deltaStart + 6 * numVerts + i );
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var cz = str.charCodeAt( deltaStart + 7 * numVerts + i );
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attribsOut[ stride * i + 5 ] = norm * nx + ((cx >> 1) ^ (-(cx & 1)));
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attribsOut[ stride * i + 6 ] = norm * ny + ((cy >> 1) ^ (-(cy & 1)));
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attribsOut[ stride * i + 7 ] = norm * nz + ((cz >> 1) ^ (-(cz & 1)));
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}
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callback( name, idx, attribsOut, indicesOut, undefined, meshParams );
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};
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THREE.UTF8Loader.prototype.downloadMesh = function ( path, name, meshEntry, decodeParams, callback ) {
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var loader = this;
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var idx = 0;
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function onprogress( req, e ) {
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while ( idx < meshEntry.length ) {
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var meshParams = meshEntry[ idx ];
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|
var indexRange = meshParams.indexRange;
|
|
|
|
if ( indexRange ) {
|
|
|
|
var meshEnd = indexRange[ 0 ] + 3 * indexRange[ 1 ];
|
|
|
|
if ( req.responseText.length < meshEnd ) break;
|
|
|
|
loader.decompressMesh( req.responseText, meshParams, decodeParams, name, idx, callback );
|
|
|
|
} else {
|
|
|
|
var codeRange = meshParams.codeRange;
|
|
var meshEnd = codeRange[ 0 ] + codeRange[ 1 ];
|
|
|
|
if ( req.responseText.length < meshEnd ) break;
|
|
|
|
loader.decompressMesh2( req.responseText, meshParams, decodeParams, name, idx, callback );
|
|
}
|
|
|
|
++ idx;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
getHttpRequest( path, function( req, e ) {
|
|
|
|
if ( req.status === 200 || req.status === 0 ) {
|
|
|
|
onprogress( req, e );
|
|
|
|
}
|
|
|
|
// TODO: handle errors.
|
|
|
|
}, onprogress );
|
|
|
|
};
|
|
|
|
THREE.UTF8Loader.prototype.downloadMeshes = function ( path, meshUrlMap, decodeParams, callback ) {
|
|
|
|
for ( var url in meshUrlMap ) {
|
|
|
|
var meshEntry = meshUrlMap[url];
|
|
this.downloadMesh( path + url, url, meshEntry, decodeParams, callback );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
THREE.UTF8Loader.prototype.createMeshCallback = function( materialBaseUrl, loadModelInfo, allDoneCallback ) {
|
|
|
|
var nCompletedUrls = 0;
|
|
var nExpectedUrls = 0;
|
|
|
|
var expectedMeshesPerUrl = {};
|
|
var decodedMeshesPerUrl = {};
|
|
|
|
var modelParts = {};
|
|
|
|
var meshUrlMap = loadModelInfo.urls;
|
|
|
|
for ( var url in meshUrlMap ) {
|
|
|
|
expectedMeshesPerUrl[ url ] = meshUrlMap[ url ].length;
|
|
decodedMeshesPerUrl[ url ] = 0;
|
|
|
|
nExpectedUrls ++;
|
|
|
|
modelParts[ url ] = new THREE.Object3D();
|
|
|
|
}
|
|
|
|
var model = new THREE.Object3D();
|
|
|
|
// Prepare materials first...
|
|
|
|
var materialCreator = new THREE.MTLLoader.MaterialCreator( materialBaseUrl, loadModelInfo.options );
|
|
materialCreator.setMaterials( loadModelInfo.materials );
|
|
|
|
materialCreator.preload();
|
|
|
|
// Create callback for creating mesh parts
|
|
|
|
var bufferGeometryCreator = new THREE.UTF8Loader.BufferGeometryCreator();
|
|
|
|
var meshCallback = function( name, idx, attribArray, indexArray, bboxen, meshParams ) {
|
|
|
|
// Got ourselves a new mesh
|
|
|
|
// name identifies this part of the model (url)
|
|
// idx is the mesh index of this mesh of the part
|
|
// attribArray defines the vertices
|
|
// indexArray defines the faces
|
|
// bboxen defines the bounding box
|
|
// meshParams contains the material info
|
|
|
|
var geometry = bufferGeometryCreator.create( attribArray, indexArray );
|
|
var material = materialCreator.create( meshParams.material );
|
|
|
|
var mesh = new THREE.Mesh( geometry, material );
|
|
modelParts[ name ].add( mesh );
|
|
|
|
//model.add(new THREE.Mesh(geometry, material));
|
|
|
|
decodedMeshesPerUrl[ name ] ++;
|
|
|
|
if ( decodedMeshesPerUrl[ name ] === expectedMeshesPerUrl[ name ] ) {
|
|
|
|
nCompletedUrls ++;
|
|
|
|
model.add( modelParts[ name ] );
|
|
|
|
if ( nCompletedUrls === nExpectedUrls ) {
|
|
|
|
// ALL DONE!!!
|
|
|
|
allDoneCallback( model );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
return meshCallback;
|
|
|
|
};
|
|
|
|
THREE.UTF8Loader.prototype.downloadModel = function ( geometryBase, materialBase, model, callback ) {
|
|
|
|
var meshCallback = this.createMeshCallback( materialBase, model, callback );
|
|
this.downloadMeshes( geometryBase, model.urls, model.decodeParams, meshCallback );
|
|
|
|
};
|
|
|
|
THREE.UTF8Loader.prototype.downloadModelJson = function ( jsonUrl, callback, options ) {
|
|
|
|
getJsonRequest( jsonUrl, function( loaded ) {
|
|
|
|
if ( ! loaded.decodeParams ) {
|
|
|
|
if ( options && options.decodeParams ) {
|
|
|
|
loaded.decodeParams = options.decodeParams;
|
|
|
|
} else {
|
|
|
|
loaded.decodeParams = DEFAULT_DECODE_PARAMS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
loaded.options = options;
|
|
|
|
var geometryBase = jsonUrl.substr( 0, jsonUrl.lastIndexOf( "/" ) + 1 );
|
|
var materialBase = geometryBase;
|
|
|
|
if ( options && options.geometryBase ) {
|
|
|
|
geometryBase = options.geometryBase;
|
|
|
|
if ( geometryBase.charAt( geometryBase.length - 1 ) !== "/" ) {
|
|
|
|
geometryBase = geometryBase + "/";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( options && options.materialBase ) {
|
|
|
|
materialBase = options.materialBase;
|
|
|
|
if ( materialBase.charAt( materialBase.length - 1 ) !== "/" ) {
|
|
|
|
materialBase = materialBase + "/";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.downloadModel( geometryBase, materialBase, loaded, callback );
|
|
|
|
}.bind( this ) );
|
|
|
|
};
|
|
|
|
// XMLHttpRequest stuff
|
|
|
|
function getHttpRequest( url, onload, opt_onprogress ) {
|
|
|
|
var LISTENERS = {
|
|
|
|
load: function( e ) { onload( req, e ); },
|
|
progress: function( e ) { opt_onprogress( req, e ); }
|
|
|
|
};
|
|
|
|
var req = new XMLHttpRequest();
|
|
addListeners( req, LISTENERS );
|
|
|
|
req.open( 'GET', url, true );
|
|
req.send( null );
|
|
}
|
|
|
|
function getJsonRequest( url, onjson ) {
|
|
|
|
getHttpRequest( url,
|
|
function( e ) { onjson( JSON.parse( e.responseText ) ); },
|
|
function() {} );
|
|
|
|
}
|
|
|
|
function addListeners( dom, listeners ) {
|
|
|
|
// TODO: handle event capture, object binding.
|
|
|
|
for ( var key in listeners ) {
|
|
|
|
dom.addEventListener( key, listeners[ key ] );
|
|
|
|
}
|
|
}
|