BinaryLoader.js 20 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.BinaryLoader = function ( manager ) {
  5. if ( typeof manager === 'boolean' ) {
  6. console.warn( 'THREE.BinaryLoader: showStatus parameter has been removed from constructor.' );
  7. manager = undefined;
  8. }
  9. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  10. };
  11. THREE.BinaryLoader.prototype = {
  12. constructor: THREE.BinaryLoader,
  13. // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
  14. // - binary models consist of two files: JS and BIN
  15. // - parameters
  16. // - url (required)
  17. // - callback (required)
  18. // - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
  19. // - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
  20. load: function ( url, onLoad, onProgress, onError ) {
  21. // todo: unify load API to for easier SceneLoader use
  22. var texturePath = this.texturePath || THREE.Loader.prototype.extractUrlBase( url );
  23. var binaryPath = this.binaryPath || THREE.Loader.prototype.extractUrlBase( url );
  24. // #1 load JS part via web worker
  25. var scope = this;
  26. var jsonloader = new THREE.FileLoader( this.manager );
  27. jsonloader.load( url, function ( data ) {
  28. var json = JSON.parse( data );
  29. var bufferUrl = binaryPath + json.buffers;
  30. var bufferLoader = new THREE.FileLoader( scope.manager );
  31. bufferLoader.setResponseType( 'arraybuffer' );
  32. bufferLoader.load( bufferUrl, function ( bufData ) {
  33. // IEWEBGL needs this ???
  34. //buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
  35. //// iOS and other XMLHttpRequest level 1 ???
  36. scope.parse( bufData, onLoad, texturePath, json.materials );
  37. }, onProgress, onError );
  38. }, onProgress, onError );
  39. },
  40. setBinaryPath: function ( value ) {
  41. this.binaryPath = value;
  42. },
  43. setCrossOrigin: function ( value ) {
  44. this.crossOrigin = value;
  45. },
  46. setTexturePath: function ( value ) {
  47. this.texturePath = value;
  48. },
  49. parse: function ( data, callback, texturePath, jsonMaterials ) {
  50. var Model = function ( texturePath ) {
  51. var scope = this,
  52. currentOffset = 0,
  53. md,
  54. normals = [],
  55. uvs = [],
  56. start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
  57. start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
  58. tri_size, quad_size,
  59. len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
  60. len_quad_flat, len_quad_smooth, len_quad_flat_uv;
  61. THREE.Geometry.call( this );
  62. md = parseMetaData( data, currentOffset );
  63. currentOffset += md.header_bytes;
  64. /*
  65. md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  66. md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
  67. md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  68. md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  69. */
  70. // buffers sizes
  71. tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
  72. quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
  73. len_tri_flat = md.ntri_flat * ( tri_size );
  74. len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
  75. len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
  76. len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
  77. len_quad_flat = md.nquad_flat * ( quad_size );
  78. len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
  79. len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
  80. // read buffers
  81. currentOffset += init_vertices( currentOffset );
  82. currentOffset += init_normals( currentOffset );
  83. currentOffset += handlePadding( md.nnormals * 3 );
  84. currentOffset += init_uvs( currentOffset );
  85. start_tri_flat = currentOffset;
  86. start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
  87. start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
  88. start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
  89. start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
  90. start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
  91. start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
  92. start_quad_smooth_uv = start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
  93. // have to first process faces with uvs
  94. // so that face and uv indices match
  95. init_triangles_flat_uv( start_tri_flat_uv );
  96. init_triangles_smooth_uv( start_tri_smooth_uv );
  97. init_quads_flat_uv( start_quad_flat_uv );
  98. init_quads_smooth_uv( start_quad_smooth_uv );
  99. // now we can process untextured faces
  100. init_triangles_flat( start_tri_flat );
  101. init_triangles_smooth( start_tri_smooth );
  102. init_quads_flat( start_quad_flat );
  103. init_quads_smooth( start_quad_smooth );
  104. this.computeFaceNormals();
  105. function handlePadding( n ) {
  106. return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
  107. }
  108. function parseMetaData( data, offset ) {
  109. var metaData = {
  110. 'signature' : parseString( data, offset, 12 ),
  111. 'header_bytes' : parseUChar8( data, offset + 12 ),
  112. 'vertex_coordinate_bytes' : parseUChar8( data, offset + 13 ),
  113. 'normal_coordinate_bytes' : parseUChar8( data, offset + 14 ),
  114. 'uv_coordinate_bytes' : parseUChar8( data, offset + 15 ),
  115. 'vertex_index_bytes' : parseUChar8( data, offset + 16 ),
  116. 'normal_index_bytes' : parseUChar8( data, offset + 17 ),
  117. 'uv_index_bytes' : parseUChar8( data, offset + 18 ),
  118. 'material_index_bytes' : parseUChar8( data, offset + 19 ),
  119. 'nvertices' : parseUInt32( data, offset + 20 ),
  120. 'nnormals' : parseUInt32( data, offset + 20 + 4 * 1 ),
  121. 'nuvs' : parseUInt32( data, offset + 20 + 4 * 2 ),
  122. 'ntri_flat' : parseUInt32( data, offset + 20 + 4 * 3 ),
  123. 'ntri_smooth' : parseUInt32( data, offset + 20 + 4 * 4 ),
  124. 'ntri_flat_uv' : parseUInt32( data, offset + 20 + 4 * 5 ),
  125. 'ntri_smooth_uv' : parseUInt32( data, offset + 20 + 4 * 6 ),
  126. 'nquad_flat' : parseUInt32( data, offset + 20 + 4 * 7 ),
  127. 'nquad_smooth' : parseUInt32( data, offset + 20 + 4 * 8 ),
  128. 'nquad_flat_uv' : parseUInt32( data, offset + 20 + 4 * 9 ),
  129. 'nquad_smooth_uv' : parseUInt32( data, offset + 20 + 4 * 10 )
  130. };
  131. /*
  132. console.log( "signature: " + metaData.signature );
  133. console.log( "header_bytes: " + metaData.header_bytes );
  134. console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
  135. console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
  136. console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
  137. console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
  138. console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
  139. console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
  140. console.log( "material_index_bytes: " + metaData.material_index_bytes );
  141. console.log( "nvertices: " + metaData.nvertices );
  142. console.log( "nnormals: " + metaData.nnormals );
  143. console.log( "nuvs: " + metaData.nuvs );
  144. console.log( "ntri_flat: " + metaData.ntri_flat );
  145. console.log( "ntri_smooth: " + metaData.ntri_smooth );
  146. console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
  147. console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
  148. console.log( "nquad_flat: " + metaData.nquad_flat );
  149. console.log( "nquad_smooth: " + metaData.nquad_smooth );
  150. console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
  151. console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
  152. var total = metaData.header_bytes
  153. + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
  154. + metaData.nnormals * metaData.normal_coordinate_bytes * 3
  155. + metaData.nuvs * metaData.uv_coordinate_bytes * 2
  156. + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
  157. + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
  158. + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
  159. + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
  160. + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
  161. + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
  162. + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
  163. + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
  164. console.log( "total bytes: " + total );
  165. */
  166. return metaData;
  167. }
  168. function parseString( data, offset, length ) {
  169. var charArray = new Uint8Array( data, offset, length );
  170. var text = "";
  171. for ( var i = 0; i < length; i ++ ) {
  172. text += String.fromCharCode( charArray[ i ] );
  173. }
  174. return text;
  175. }
  176. function parseUChar8( data, offset ) {
  177. var charArray = new Uint8Array( data, offset, 1 );
  178. return charArray[ 0 ];
  179. }
  180. function parseUInt32( data, offset ) {
  181. var intArray = new Uint32Array( data, offset, 1 );
  182. return intArray[ 0 ];
  183. }
  184. function init_vertices( start ) {
  185. var nElements = md.nvertices;
  186. var coordArray = new Float32Array( data, start, nElements * 3 );
  187. var i, x, y, z;
  188. for ( i = 0; i < nElements; i ++ ) {
  189. x = coordArray[ i * 3 ];
  190. y = coordArray[ i * 3 + 1 ];
  191. z = coordArray[ i * 3 + 2 ];
  192. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  193. }
  194. return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
  195. }
  196. function init_normals( start ) {
  197. var nElements = md.nnormals;
  198. if ( nElements ) {
  199. var normalArray = new Int8Array( data, start, nElements * 3 );
  200. var i, x, y, z;
  201. for ( i = 0; i < nElements; i ++ ) {
  202. x = normalArray[ i * 3 ];
  203. y = normalArray[ i * 3 + 1 ];
  204. z = normalArray[ i * 3 + 2 ];
  205. normals.push( x / 127, y / 127, z / 127 );
  206. }
  207. }
  208. return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
  209. }
  210. function init_uvs( start ) {
  211. var nElements = md.nuvs;
  212. if ( nElements ) {
  213. var uvArray = new Float32Array( data, start, nElements * 2 );
  214. var i, u, v;
  215. for ( i = 0; i < nElements; i ++ ) {
  216. u = uvArray[ i * 2 ];
  217. v = uvArray[ i * 2 + 1 ];
  218. uvs.push( u, v );
  219. }
  220. }
  221. return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
  222. }
  223. function init_uvs3( nElements, offset ) {
  224. var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
  225. var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
  226. for ( i = 0; i < nElements; i ++ ) {
  227. uva = uvIndexBuffer[ i * 3 ];
  228. uvb = uvIndexBuffer[ i * 3 + 1 ];
  229. uvc = uvIndexBuffer[ i * 3 + 2 ];
  230. u1 = uvs[ uva * 2 ];
  231. v1 = uvs[ uva * 2 + 1 ];
  232. u2 = uvs[ uvb * 2 ];
  233. v2 = uvs[ uvb * 2 + 1 ];
  234. u3 = uvs[ uvc * 2 ];
  235. v3 = uvs[ uvc * 2 + 1 ];
  236. scope.faceVertexUvs[ 0 ].push( [
  237. new THREE.Vector2( u1, v1 ),
  238. new THREE.Vector2( u2, v2 ),
  239. new THREE.Vector2( u3, v3 )
  240. ] );
  241. }
  242. }
  243. function init_uvs4( nElements, offset ) {
  244. var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
  245. var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
  246. for ( i = 0; i < nElements; i ++ ) {
  247. uva = uvIndexBuffer[ i * 4 ];
  248. uvb = uvIndexBuffer[ i * 4 + 1 ];
  249. uvc = uvIndexBuffer[ i * 4 + 2 ];
  250. uvd = uvIndexBuffer[ i * 4 + 3 ];
  251. u1 = uvs[ uva * 2 ];
  252. v1 = uvs[ uva * 2 + 1 ];
  253. u2 = uvs[ uvb * 2 ];
  254. v2 = uvs[ uvb * 2 + 1 ];
  255. u3 = uvs[ uvc * 2 ];
  256. v3 = uvs[ uvc * 2 + 1 ];
  257. u4 = uvs[ uvd * 2 ];
  258. v4 = uvs[ uvd * 2 + 1 ];
  259. scope.faceVertexUvs[ 0 ].push( [
  260. new THREE.Vector2( u1, v1 ),
  261. new THREE.Vector2( u2, v2 ),
  262. new THREE.Vector2( u4, v4 )
  263. ] );
  264. scope.faceVertexUvs[ 0 ].push( [
  265. new THREE.Vector2( u2, v2 ),
  266. new THREE.Vector2( u3, v3 ),
  267. new THREE.Vector2( u4, v4 )
  268. ] );
  269. }
  270. }
  271. function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
  272. var i, a, b, c, m;
  273. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  274. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  275. for ( i = 0; i < nElements; i ++ ) {
  276. a = vertexIndexBuffer[ i * 3 ];
  277. b = vertexIndexBuffer[ i * 3 + 1 ];
  278. c = vertexIndexBuffer[ i * 3 + 2 ];
  279. m = materialIndexBuffer[ i ];
  280. scope.faces.push( new THREE.Face3( a, b, c, null, null, m ) );
  281. }
  282. }
  283. function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
  284. var i, a, b, c, d, m;
  285. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  286. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  287. for ( i = 0; i < nElements; i ++ ) {
  288. a = vertexIndexBuffer[ i * 4 ];
  289. b = vertexIndexBuffer[ i * 4 + 1 ];
  290. c = vertexIndexBuffer[ i * 4 + 2 ];
  291. d = vertexIndexBuffer[ i * 4 + 3 ];
  292. m = materialIndexBuffer[ i ];
  293. scope.faces.push( new THREE.Face3( a, b, d, null, null, m ) );
  294. scope.faces.push( new THREE.Face3( b, c, d, null, null, m ) );
  295. }
  296. }
  297. function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  298. var i, a, b, c, m;
  299. var na, nb, nc;
  300. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  301. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
  302. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  303. for ( i = 0; i < nElements; i ++ ) {
  304. a = vertexIndexBuffer[ i * 3 ];
  305. b = vertexIndexBuffer[ i * 3 + 1 ];
  306. c = vertexIndexBuffer[ i * 3 + 2 ];
  307. na = normalIndexBuffer[ i * 3 ];
  308. nb = normalIndexBuffer[ i * 3 + 1 ];
  309. nc = normalIndexBuffer[ i * 3 + 2 ];
  310. m = materialIndexBuffer[ i ];
  311. var nax = normals[ na * 3 ],
  312. nay = normals[ na * 3 + 1 ],
  313. naz = normals[ na * 3 + 2 ],
  314. nbx = normals[ nb * 3 ],
  315. nby = normals[ nb * 3 + 1 ],
  316. nbz = normals[ nb * 3 + 2 ],
  317. ncx = normals[ nc * 3 ],
  318. ncy = normals[ nc * 3 + 1 ],
  319. ncz = normals[ nc * 3 + 2 ];
  320. scope.faces.push( new THREE.Face3( a, b, c, [
  321. new THREE.Vector3( nax, nay, naz ),
  322. new THREE.Vector3( nbx, nby, nbz ),
  323. new THREE.Vector3( ncx, ncy, ncz )
  324. ], null, m ) );
  325. }
  326. }
  327. function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  328. var i, a, b, c, d, m;
  329. var na, nb, nc, nd;
  330. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  331. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
  332. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  333. for ( i = 0; i < nElements; i ++ ) {
  334. a = vertexIndexBuffer[ i * 4 ];
  335. b = vertexIndexBuffer[ i * 4 + 1 ];
  336. c = vertexIndexBuffer[ i * 4 + 2 ];
  337. d = vertexIndexBuffer[ i * 4 + 3 ];
  338. na = normalIndexBuffer[ i * 4 ];
  339. nb = normalIndexBuffer[ i * 4 + 1 ];
  340. nc = normalIndexBuffer[ i * 4 + 2 ];
  341. nd = normalIndexBuffer[ i * 4 + 3 ];
  342. m = materialIndexBuffer[ i ];
  343. var nax = normals[ na * 3 ],
  344. nay = normals[ na * 3 + 1 ],
  345. naz = normals[ na * 3 + 2 ],
  346. nbx = normals[ nb * 3 ],
  347. nby = normals[ nb * 3 + 1 ],
  348. nbz = normals[ nb * 3 + 2 ],
  349. ncx = normals[ nc * 3 ],
  350. ncy = normals[ nc * 3 + 1 ],
  351. ncz = normals[ nc * 3 + 2 ],
  352. ndx = normals[ nd * 3 ],
  353. ndy = normals[ nd * 3 + 1 ],
  354. ndz = normals[ nd * 3 + 2 ];
  355. scope.faces.push( new THREE.Face3( a, b, d, [
  356. new THREE.Vector3( nax, nay, naz ),
  357. new THREE.Vector3( nbx, nby, nbz ),
  358. new THREE.Vector3( ndx, ndy, ndz )
  359. ], null, m ) );
  360. scope.faces.push( new THREE.Face3( b, c, d, [
  361. new THREE.Vector3( nbx, nby, nbz ),
  362. new THREE.Vector3( ncx, ncy, ncz ),
  363. new THREE.Vector3( ndx, ndy, ndz )
  364. ], null, m ) );
  365. }
  366. }
  367. function init_triangles_flat( start ) {
  368. var nElements = md.ntri_flat;
  369. if ( nElements ) {
  370. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  371. init_faces3_flat( nElements, start, offsetMaterials );
  372. }
  373. }
  374. function init_triangles_flat_uv( start ) {
  375. var nElements = md.ntri_flat_uv;
  376. if ( nElements ) {
  377. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  378. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  379. init_faces3_flat( nElements, start, offsetMaterials );
  380. init_uvs3( nElements, offsetUvs );
  381. }
  382. }
  383. function init_triangles_smooth( start ) {
  384. var nElements = md.ntri_smooth;
  385. if ( nElements ) {
  386. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  387. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  388. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  389. }
  390. }
  391. function init_triangles_smooth_uv( start ) {
  392. var nElements = md.ntri_smooth_uv;
  393. if ( nElements ) {
  394. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  395. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  396. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  397. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  398. init_uvs3( nElements, offsetUvs );
  399. }
  400. }
  401. function init_quads_flat( start ) {
  402. var nElements = md.nquad_flat;
  403. if ( nElements ) {
  404. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  405. init_faces4_flat( nElements, start, offsetMaterials );
  406. }
  407. }
  408. function init_quads_flat_uv( start ) {
  409. var nElements = md.nquad_flat_uv;
  410. if ( nElements ) {
  411. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  412. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  413. init_faces4_flat( nElements, start, offsetMaterials );
  414. init_uvs4( nElements, offsetUvs );
  415. }
  416. }
  417. function init_quads_smooth( start ) {
  418. var nElements = md.nquad_smooth;
  419. if ( nElements ) {
  420. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  421. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  422. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  423. }
  424. }
  425. function init_quads_smooth_uv( start ) {
  426. var nElements = md.nquad_smooth_uv;
  427. if ( nElements ) {
  428. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  429. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  430. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  431. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  432. init_uvs4( nElements, offsetUvs );
  433. }
  434. }
  435. };
  436. Model.prototype = Object.create( THREE.Geometry.prototype );
  437. Model.prototype.constructor = Model;
  438. var geometry = new Model( texturePath );
  439. var materials = THREE.Loader.prototype.initMaterials( jsonMaterials, texturePath, this.crossOrigin );
  440. callback( geometry, materials );
  441. }
  442. };