|
@@ -7,7 +7,9 @@ THREE.Loader = function() {
|
|
|
|
|
|
THREE.Loader.prototype = {
|
|
|
|
|
|
- loadAsync: function( url, callback ) {
|
|
|
+ // Load models generated by Blender exporter and original OBJ converter (converter_obj_three.py)
|
|
|
+
|
|
|
+ loadAsciiOld: function( url, callback ) {
|
|
|
|
|
|
var element = document.createElement( 'script' );
|
|
|
element.type = 'text/javascript';
|
|
@@ -17,7 +19,10 @@ THREE.Loader.prototype = {
|
|
|
|
|
|
},
|
|
|
|
|
|
- loadWorker: function ( url, callback, urlbase ) {
|
|
|
+ // Load models generated by slim OBJ converter with ASCII option (converter_obj_three_slim.py -t ascii)
|
|
|
+ // - urlbase parameter is optional (it only applies to models with textures)
|
|
|
+
|
|
|
+ loadAscii: function ( url, callback, urlbase ) {
|
|
|
|
|
|
var s = (new Date).getTime(),
|
|
|
worker = new Worker( url );
|
|
@@ -31,7 +36,539 @@ THREE.Loader.prototype = {
|
|
|
worker.postMessage( s );
|
|
|
|
|
|
},
|
|
|
+
|
|
|
+ // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
|
|
|
+ // - urlbase parameter is mandatory (it applies to all models, it tells where to find the file with binary buffers)
|
|
|
+ // - binary models consist of two files: JS and BIN
|
|
|
+
|
|
|
+ loadBinary: function( url, callback, urlbase ) {
|
|
|
+
|
|
|
+ // #1 load JS part via web worker
|
|
|
+
|
|
|
+ // This isn't really necessary, JS part is tiny,
|
|
|
+ // could be done by more ordinary means.
|
|
|
+
|
|
|
+ var s = (new Date).getTime(),
|
|
|
+ worker = new Worker( url );
|
|
|
+
|
|
|
+ worker.onmessage = function( event ) {
|
|
|
+
|
|
|
+ var materials = event.data.materials,
|
|
|
+ buffers = event.data.buffers;
|
|
|
+
|
|
|
+ // #2 load BIN part via Ajax
|
|
|
+
|
|
|
+ // For some reason it is faster doing loading from here than from within the worker.
|
|
|
+ // Maybe passing of ginormous string as message between threads is costly?
|
|
|
+ // Also, worker loading huge data by Ajax still freezes browser. Go figure,
|
|
|
+ // worker with baked ascii JSON data keeps browser more responsive.
|
|
|
+
|
|
|
+ THREE.Loader.prototype.loadAjaxBuffers( buffers, materials, callback, urlbase );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ worker.onerror = function (event) {
|
|
|
+
|
|
|
+ alert( "worker.onerror: " + event.message + "\n" + event.data );
|
|
|
+ event.preventDefault();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ worker.postMessage( s );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Binary AJAX parser based on Magi binary loader
|
|
|
+ // https://github.com/kig/magi
|
|
|
+
|
|
|
+ // Should look more into HTML5 File API
|
|
|
+ // See also other suggestions by Gregg Tavares
|
|
|
+ // https://groups.google.com/group/o3d-discuss/browse_thread/thread/a8967bc9ce1e0978
|
|
|
+
|
|
|
+ loadAjaxBuffers: function( buffers, materials, callback, urlbase ) {
|
|
|
+
|
|
|
+
|
|
|
+ var xhr = new XMLHttpRequest(),
|
|
|
+ url = urlbase + "/" + buffers;
|
|
|
+
|
|
|
+ xhr.onreadystatechange = function() {
|
|
|
+
|
|
|
+ if ( xhr.readyState == 4 ) {
|
|
|
+
|
|
|
+ if ( xhr.status == 200 || xhr.status == 0 ) {
|
|
|
+
|
|
|
+ THREE.Loader.prototype.createBinModel( xhr.responseText, callback, urlbase, materials );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ alert( "Couldn't load [" + url + "] [" + xhr.status + "]" );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ xhr.open("GET", url, true);
|
|
|
+ xhr.overrideMimeType("text/plain; charset=x-user-defined");
|
|
|
+ xhr.setRequestHeader("Content-Type", "text/plain");
|
|
|
+ xhr.send(null);
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ createBinModel: function ( data, callback, urlbase, materials ) {
|
|
|
+
|
|
|
+ var Model = function ( urlbase ) {
|
|
|
+
|
|
|
+ //var s = (new Date).getTime();
|
|
|
+
|
|
|
+ var scope = this,
|
|
|
+ currentOffset = 0,
|
|
|
+ md,
|
|
|
+ normals = [];
|
|
|
+
|
|
|
+
|
|
|
+ THREE.Geometry.call(this);
|
|
|
+
|
|
|
+ init_materials();
|
|
|
+
|
|
|
+ md = parseMetaData( data, currentOffset );
|
|
|
+ currentOffset += md.header_bytes;
|
|
|
+
|
|
|
+ currentOffset += init_vertices( currentOffset );
|
|
|
+ currentOffset += init_normals( currentOffset );
|
|
|
+ currentOffset += init_triangles_flat( currentOffset );
|
|
|
+ currentOffset += init_triangles_smooth( currentOffset );
|
|
|
+ currentOffset += init_quads_flat( currentOffset );
|
|
|
+ currentOffset += init_quads_smooth( currentOffset );
|
|
|
+ currentOffset += init_uvs_tri( currentOffset );
|
|
|
+
|
|
|
+ init_uvs_quad( data, currentOffset, md.nuvtri );
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeNormals();
|
|
|
+
|
|
|
+ //var e = (new Date).getTime();
|
|
|
+
|
|
|
+ //log( "binary data parse time: " + (e-s) + " ms" );
|
|
|
+
|
|
|
+ function parseMetaData( data, offset ) {
|
|
|
+
|
|
|
+ var metaData = {
|
|
|
+ 'signature' :parseString( data, offset, 8 ),
|
|
|
+
|
|
|
+ 'header_bytes' :parseUChar8( data, offset + 8 ),
|
|
|
+ 'vertex_coordinate_bytes' :parseUChar8( data, offset + 9 ),
|
|
|
+ 'vertex_index_bytes' :parseUChar8( data, offset + 10 ),
|
|
|
+ 'normal_index_bytes' :parseUChar8( data, offset + 11 ),
|
|
|
+ 'material_index_bytes' :parseUChar8( data, offset + 12 ),
|
|
|
+ 'normal_coordinate_bytes' :parseUChar8( data, offset + 13 ),
|
|
|
+ 'uv_coordinate_bytes' :parseUChar8( data, offset + 14 ),
|
|
|
+
|
|
|
+ 'nvertices' :parseUInt32( data, offset + 15 ),
|
|
|
+ 'ntri_flat' :parseUInt32( data, offset + 15 + 4*1 ),
|
|
|
+ 'ntri_smooth' :parseUInt32( data, offset + 15 + 4*2 ),
|
|
|
+ 'nquad_flat' :parseUInt32( data, offset + 15 + 4*3 ),
|
|
|
+ 'nquad_smooth' :parseUInt32( data, offset + 15 + 4*4 ),
|
|
|
+ 'nnormals' :parseUInt32( data, offset + 15 + 4*5 ),
|
|
|
+ 'nuvtri' :parseUInt32( data, offset + 15 + 4*6 ),
|
|
|
+ 'nuvquad' :parseUInt32( data, offset + 15 + 4*7 ),
|
|
|
+ };
|
|
|
+
|
|
|
+ /*
|
|
|
+ log( "signature: " + metaData.signature );
|
|
|
+
|
|
|
+ log( "header_bytes: " + metaData.header_bytes );
|
|
|
+ log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
|
|
|
+ log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
|
|
|
+ log( "normal_index_bytes: " + metaData.normal_index_bytes );
|
|
|
+ log( "material_index_bytes: " + metaData.material_index_bytes );
|
|
|
+ log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
|
|
|
+ log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
|
|
|
+
|
|
|
+ log( "nvertices: " + metaData.nvertices );
|
|
|
+ log( "ntri_flat: " + metaData.ntri_flat );
|
|
|
+ log( "ntri_smooth: " + metaData.ntri_smooth );
|
|
|
+ log( "nquad_flat: " + metaData.nquad_flat );
|
|
|
+ log( "nquad_smooth: " + metaData.nquad_smooth );
|
|
|
+ log( "nnormals: " + metaData.nnormals );
|
|
|
+ log( "nuvtri: " + metaData.nuvtri );
|
|
|
+ log( "nuvquad: " + metaData.nuvquad );
|
|
|
+ */
|
|
|
+
|
|
|
+ return metaData;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseString( data, offset, length ) {
|
|
|
+
|
|
|
+ return data.substr( offset, length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseFloat32( data, offset ) {
|
|
|
+
|
|
|
+ var b3 = parseUChar8( data, offset ),
|
|
|
+ b2 = parseUChar8( data, offset + 1 ),
|
|
|
+ b1 = parseUChar8( data, offset + 2 ),
|
|
|
+ b0 = parseUChar8( data, offset + 3 ),
|
|
|
+
|
|
|
+ sign = 1 - ( 2 * ( b0 >> 7 ) ),
|
|
|
+ exponent = ((( b0 << 1 ) & 0xff) | ( b1 >> 7 )) - 127,
|
|
|
+ mantissa = (( b1 & 0x7f ) << 16) | (b2 << 8) | b3;
|
|
|
+
|
|
|
+ if (mantissa == 0 && exponent == -127)
|
|
|
+ return 0.0;
|
|
|
+
|
|
|
+ return sign * ( 1 + mantissa * Math.pow( 2, -23 ) ) * Math.pow( 2, exponent );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseUInt32( data, offset ) {
|
|
|
+
|
|
|
+ var b0 = parseUChar8( data, offset ),
|
|
|
+ b1 = parseUChar8( data, offset + 1 ),
|
|
|
+ b2 = parseUChar8( data, offset + 2 ),
|
|
|
+ b3 = parseUChar8( data, offset + 3 );
|
|
|
+
|
|
|
+ return (b3 << 24) + (b2 << 16) + (b1 << 8) + b0;
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseUInt16( data, offset ) {
|
|
|
+
|
|
|
+ var b0 = parseUChar8( data, offset ),
|
|
|
+ b1 = parseUChar8( data, offset + 1 );
|
|
|
+
|
|
|
+ return (b1 << 8) + b0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseSChar8( data, offset ) {
|
|
|
+
|
|
|
+ var b = parseUChar8( data, offset );
|
|
|
+ return b > 127 ? b - 256 : b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function parseUChar8( data, offset ) {
|
|
|
+
|
|
|
+ return data.charCodeAt( offset ) & 0xff;
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_vertices( start ) {
|
|
|
+
|
|
|
+ var i, x, y, z,
|
|
|
+ stride = md.vertex_coordinate_bytes * 3;
|
|
|
+
|
|
|
+ for( i = 0; i < md.nvertices; ++i ) {
|
|
|
+
|
|
|
+ x = parseFloat32( data, start + i*stride );
|
|
|
+ y = parseFloat32( data, start + i*stride + md.vertex_coordinate_bytes );
|
|
|
+ z = parseFloat32( data, start + i*stride + md.vertex_coordinate_bytes*2 );
|
|
|
+ scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.nvertices * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_triangles_flat( start ) {
|
|
|
+
|
|
|
+ var i, a, b, c, m, material,
|
|
|
+ stride = md.vertex_index_bytes * 3 + md.material_index_bytes;
|
|
|
+
|
|
|
+ for( i = 0; i < md.ntri_flat; ++i ) {
|
|
|
+
|
|
|
+ a = parseUInt32( data, start + i*stride );
|
|
|
+ b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
|
|
|
+ c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
|
|
|
+ m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*3 );
|
|
|
+
|
|
|
+ material = scope.materials[ m ];
|
|
|
+ scope.faces.push( new THREE.Face3( a, b, c, null, material ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.ntri_flat * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_triangles_smooth( start ) {
|
|
|
+
|
|
|
+ var i, a, b, c, m, na, nb, nc, material,
|
|
|
+ nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz,
|
|
|
+ stride = md.vertex_index_bytes * 3 + md.material_index_bytes + md.normal_index_bytes * 3;
|
|
|
+
|
|
|
+ for( i = 0; i < md.ntri_smooth; ++i ) {
|
|
|
+
|
|
|
+ a = parseUInt32( data, start + i*stride );
|
|
|
+ b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
|
|
|
+ c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
|
|
|
+ m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*3 );
|
|
|
+ na = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes );
|
|
|
+ nb = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes + md.normal_index_bytes );
|
|
|
+ nc = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes + md.normal_index_bytes*2 );
|
|
|
+
|
|
|
+ material = scope.materials[ m ];
|
|
|
+
|
|
|
+ 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 )],
|
|
|
+ material ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.ntri_smooth * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_quads_flat( start ) {
|
|
|
+
|
|
|
+ var i, a, b, c, d, m, material,
|
|
|
+ stride = md.vertex_index_bytes * 4 + md.material_index_bytes;;
|
|
|
+
|
|
|
+ for( i = 0; i < md.nquad_flat; ++i ) {
|
|
|
+
|
|
|
+ a = parseUInt32( data, start + i*stride );
|
|
|
+ b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
|
|
|
+ c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
|
|
|
+ d = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 );
|
|
|
+ m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*4 );
|
|
|
+
|
|
|
+ material = scope.materials[ m ];
|
|
|
+ scope.faces.push( new THREE.Face4( a, b, c, d, null, material ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.nquad_flat * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_quads_smooth( start ) {
|
|
|
+
|
|
|
+ var i, a, b, c, d, m, na, nb, nc, nd, material,
|
|
|
+ nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz, ndx, ndy, ndz,
|
|
|
+ stride = md.vertex_index_bytes * 4 + md.material_index_bytes + md.normal_index_bytes * 4;
|
|
|
+
|
|
|
+ for( i = 0; i < md.nquad_smooth; ++i ) {
|
|
|
+
|
|
|
+ a = parseUInt32( data, start + i*stride );
|
|
|
+ b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
|
|
|
+ c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
|
|
|
+ d = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 );
|
|
|
+ m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*4 );
|
|
|
+ na = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes );
|
|
|
+ nb = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes );
|
|
|
+ nc = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes*2 );
|
|
|
+ nd = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes*3 );
|
|
|
+
|
|
|
+ material = scope.materials[ m ];
|
|
|
+
|
|
|
+ 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.Face4( a, b, c, d,
|
|
|
+ [new THREE.Vector3( nax, nay, naz ),
|
|
|
+ new THREE.Vector3( nbx, nby, nbz ),
|
|
|
+ new THREE.Vector3( ncx, ncy, ncz ),
|
|
|
+ new THREE.Vector3( ndx, ndy, ndz )],
|
|
|
+ material ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.nquad_smooth * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_uvs_tri( start ) {
|
|
|
+
|
|
|
+ var i, ua, ub, uc, va, vb, vc, uv,
|
|
|
+ stride = md.uv_coordinate_bytes * 6;
|
|
|
+
|
|
|
+ for( i = 0; i < md.nuvtri; i++ ) {
|
|
|
+
|
|
|
+ ua = parseFloat32( data, start + i*stride );
|
|
|
+ va = parseFloat32( data, start + i*stride + 4 );
|
|
|
+
|
|
|
+ ub = parseFloat32( data, start + i*stride + 8 );
|
|
|
+ vb = parseFloat32( data, start + i*stride + 12 );
|
|
|
+
|
|
|
+ uc = parseFloat32( data, start + i*stride + 16 );
|
|
|
+ vc = parseFloat32( data, start + i*stride + 20 );
|
|
|
+
|
|
|
+ uv = [];
|
|
|
+ uv.push( new THREE.UV( ua, va ) );
|
|
|
+ uv.push( new THREE.UV( ub, vb ) );
|
|
|
+ uv.push( new THREE.UV( uc, vc ) );
|
|
|
+ scope.uvs.push( uv );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.nuvtri * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_uvs_quad( start ) {
|
|
|
+
|
|
|
+ var i, ua, ub, uc, ud, va, vb, vc, vd, uv,
|
|
|
+ stride = md.uv_coordinate_bytes * 8;
|
|
|
+
|
|
|
+ for( i = 0; i < md.nuvquad; i++ ) {
|
|
|
+
|
|
|
+ ua = parseFloat32( data, start + i*stride );
|
|
|
+ va = parseFloat32( data, start + i*stride + 4 );
|
|
|
+
|
|
|
+ ub = parseFloat32( data, start + i*stride + 8 );
|
|
|
+ vb = parseFloat32( data, start + i*stride + 12 );
|
|
|
+
|
|
|
+ uc = parseFloat32( data, start + i*stride + 16 );
|
|
|
+ vc = parseFloat32( data, start + i*stride + 20 );
|
|
|
+
|
|
|
+ ud = parseFloat32( data, start + i*stride + 24 );
|
|
|
+ vd = parseFloat32( data, start + i*stride + 28 );
|
|
|
+
|
|
|
+ uv = [];
|
|
|
+ uv.push( new THREE.UV( ua, va ) );
|
|
|
+ uv.push( new THREE.UV( ub, vb ) );
|
|
|
+ uv.push( new THREE.UV( uc, vc ) );
|
|
|
+ uv.push( new THREE.UV( ud, vd ) );
|
|
|
+ scope.uvs.push( uv );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.nuvquad * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_normals( start ) {
|
|
|
+
|
|
|
+ var i, x, y, z,
|
|
|
+ stride = md.normal_coordinate_bytes * 3;
|
|
|
+
|
|
|
+ for( i = 0; i < md.nnormals; ++i ) {
|
|
|
+
|
|
|
+ x = parseSChar8( data, start + i*stride );
|
|
|
+ y = parseSChar8( data, start + i*stride + md.normal_coordinate_bytes );
|
|
|
+ z = parseSChar8( data, start + i*stride + md.normal_coordinate_bytes*2 );
|
|
|
+
|
|
|
+ normals.push( x/127, y/127, z/127 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return md.nnormals * stride;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function init_materials() {
|
|
|
+
|
|
|
+ scope.materials = [];
|
|
|
+ for( var i = 0; i < materials.length; ++i ) {
|
|
|
+ scope.materials[i] = [ create_material( materials[i], urlbase ) ];
|
|
|
+ }
|
|
|
+
|
|
|
+ //log( "materials: " + scope.materials.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function is_pow2( n ) {
|
|
|
+
|
|
|
+ var l = Math.log(n) / Math.LN2;
|
|
|
+ return Math.floor(l) == l;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function nearest_pow2(n) {
|
|
|
+
|
|
|
+ var l = Math.log(n) / Math.LN2;
|
|
|
+ return Math.pow( 2, Math.round(l) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function create_material( m ) {
|
|
|
+
|
|
|
+ var material, texture, image, color;
|
|
|
+
|
|
|
+ if( m.map_diffuse && urlbase ) {
|
|
|
+
|
|
|
+ texture = document.createElement( 'canvas' );
|
|
|
+ material = new THREE.MeshBitmapMaterial( texture );
|
|
|
+
|
|
|
+ image = new Image();
|
|
|
+ image.onload = function () {
|
|
|
+
|
|
|
+ if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
|
|
|
+
|
|
|
+ var w = nearest_pow2( this.width ),
|
|
|
+ h = nearest_pow2( this.height );
|
|
|
+
|
|
|
+ material.bitmap.width = w;
|
|
|
+ material.bitmap.height = h;
|
|
|
+ material.bitmap.getContext("2d").drawImage( this, 0, 0, w, h );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material.bitmap = this;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.loaded = 1;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ image.src = urlbase + "/" + m.map_diffuse;
|
|
|
+
|
|
|
+ } else if( m.col_diffuse ) {
|
|
|
+
|
|
|
+ color = (m.col_diffuse[0]*255 << 16) + (m.col_diffuse[1]*255 << 8) + m.col_diffuse[2]*255;
|
|
|
+ material = new THREE.MeshColorFillMaterial( color, m.transparency );
|
|
|
+
|
|
|
+ } else if( m.a_dbg_color ) {
|
|
|
+
|
|
|
+ material = new THREE.MeshColorFillMaterial( m.a_dbg_color );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = new THREE.MeshColorFillMaterial( 0xffeeeeee );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
+ return material;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ Model.prototype = new THREE.Geometry();
|
|
|
+ Model.prototype.constructor = Model;
|
|
|
+
|
|
|
+ callback( new Model( urlbase ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
createModel: function ( data, callback, urlbase ) {
|
|
|
|
|
|
var Model = function ( urlbase ) {
|
|
@@ -65,7 +602,7 @@ THREE.Loader.prototype = {
|
|
|
|
|
|
function init_uvs() {
|
|
|
|
|
|
- var i, l, d, ua, ub, uc, ud, va, vb, vc, vd;
|
|
|
+ var i, l, ua, ub, uc, ud, va, vb, vc, vd;
|
|
|
|
|
|
for( i = 0, l = data.uvs_tri.length; i < l; i++ ) {
|
|
|
|