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@@ -89,24 +89,91 @@ THREE.OBJLoader.prototype = {
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}
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+ if ( this.object && typeof this.object._finalize === 'function' ) {
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+
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+ this.object._finalize();
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+
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+ }
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+
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this.object = {
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name : name || '',
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+ fromDeclaration : ( fromDeclaration !== false ),
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+
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geometry : {
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vertices : [],
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normals : [],
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uvs : []
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},
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- material : {
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- name : '',
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- smooth : true
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+ materials : [],
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+ smooth : true,
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+
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+ startMaterial : function( name, libraries ) {
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+
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+ var previous = this._finalize( false );
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+
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+ var material = {
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+ index : this.materials.length,
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+ name : name || '',
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+ mtllib : ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
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+ smooth : ( previous !== undefined ? previous.smooth : this.smooth ),
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+ groupStart : ( previous !== undefined ? previous.groupEnd : 0 ),
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+ groupEnd : -1,
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+ groupCount : -1
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+ };
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+
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+ this.materials.push( material );
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+
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+ return material;
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+
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},
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- fromDeclaration : ( fromDeclaration !== false )
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+
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+ currentMaterial : function() {
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+
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+ if ( this.materials.length > 0 ) {
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+ return this.materials[ this.materials.length - 1 ];
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+ }
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+
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+ return undefined;
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+
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+ },
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+
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+ _finalize : function( end ) {
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+
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+ var lastMultiMaterial = this.currentMaterial();
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+ if ( lastMultiMaterial && lastMultiMaterial.groupEnd === -1 ) {
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+
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+ lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
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+ lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
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+
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+ }
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+
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+ // Guarantee at least one empty material, this makes the creation later more straight forward.
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+ if ( end !== false && this.materials.length === 0 ) {
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+ this.materials.push({
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+ name : '',
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+ smooth : this.smooth
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+ });
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+ }
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+
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+ return lastMultiMaterial;
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+
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+ }
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};
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this.objects.push( this.object );
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},
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+ finalize : function() {
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+
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+ if ( this.object && typeof this.object._finalize === 'function' ) {
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+
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+ this.object._finalize();
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+
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+ }
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+
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+ },
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+
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parseVertexIndex: function ( value, len ) {
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var index = parseInt( value, 10 );
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@@ -464,7 +531,7 @@ THREE.OBJLoader.prototype = {
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// material
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- state.object.material.name = line.substring( 7 ).trim();
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+ state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
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} else if ( this.regexp.material_library_pattern.test( line ) ) {
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@@ -476,8 +543,22 @@ THREE.OBJLoader.prototype = {
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// smooth shading
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+ // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
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+ // but does not define a usemtl for each face set.
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+ // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
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+ // This requires some care to not create extra material on each smooth value for "normal" obj files.
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+ // where explicit usemtl defines geometry groups.
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+ // Example asset: examples/models/obj/cerberus/Cerberus.obj
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+
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var value = result[ 1 ].trim().toLowerCase();
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- state.object.material.smooth = ( value === '1' || value === 'on' );
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+ state.object.smooth = ( value === '1' || value === 'on' );
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+
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+ var material = state.object.currentMaterial();
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+ if ( material ) {
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+
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+ material.smooth = state.object.smooth;
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+
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+ }
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} else {
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@@ -490,6 +571,8 @@ THREE.OBJLoader.prototype = {
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}
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+ state.finalize();
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+
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var container = new THREE.Group();
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container.materialLibraries = [].concat( state.materialLibraries );
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@@ -497,6 +580,7 @@ THREE.OBJLoader.prototype = {
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var object = state.objects[ i ];
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var geometry = object.geometry;
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+ var materials = object.materials;
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var isLine = ( geometry.type === 'Line' );
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// Skip o/g line declarations that did not follow with any faces
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@@ -522,33 +606,64 @@ THREE.OBJLoader.prototype = {
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}
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- var material;
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+ // Create materials
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+
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+ var createdMaterials = [];
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+
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+ for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {
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+
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+ var sourceMaterial = materials[mi];
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+ var material = undefined;
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- if ( this.materials !== null ) {
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+ if ( this.materials !== null ) {
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- material = this.materials.create( object.material.name );
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+ material = this.materials.create( sourceMaterial.name );
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- // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
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- if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
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+ // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
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+ if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
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- var materialLine = new THREE.LineBasicMaterial();
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- materialLine.copy( material );
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- material = materialLine;
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+ var materialLine = new THREE.LineBasicMaterial();
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+ materialLine.copy( material );
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+ material = materialLine;
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+
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+ }
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}
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- }
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+ if ( ! material ) {
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- if ( ! material ) {
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+ material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
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+ material.name = sourceMaterial.name;
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- material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
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- material.name = object.material.name;
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+ }
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+
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+ material.shading = sourceMaterial.smooth ? THREE.SmoothShading : THREE.FlatShading;
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+
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+ createdMaterials.push(material);
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}
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- material.shading = object.material.smooth ? THREE.SmoothShading : THREE.FlatShading;
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+ // Create mesh
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+
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+ var mesh;
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+
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+ if ( createdMaterials.length > 1 ) {
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+
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+ for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {
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+
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+ var sourceMaterial = materials[mi];
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+ buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
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+
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+ }
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+
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+ var multiMaterial = new THREE.MultiMaterial( createdMaterials );
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+ mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, multiMaterial ) : new THREE.Line( buffergeometry, multiMaterial ) );
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+
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+ } else {
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+
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+ mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.Line( buffergeometry, createdMaterials[ 0 ] ) );
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+ }
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- var mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, material ) : new THREE.Line( buffergeometry, material ) );
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mesh.name = object.name;
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container.add( mesh );
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