BinaryLoader.js 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765
  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.BinaryLoader = function ( showStatus ) {
  5. THREE.Loader.call( this, showStatus );
  6. };
  7. THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
  8. // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
  9. // - binary models consist of two files: JS and BIN
  10. // - parameters
  11. // - url (required)
  12. // - callback (required)
  13. // - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
  14. // - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
  15. THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
  16. // todo: unify load API to for easier SceneLoader use
  17. texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
  18. binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
  19. var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
  20. this.onLoadStart();
  21. // #1 load JS part via web worker
  22. this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
  23. };
  24. THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
  25. var xhr = new XMLHttpRequest();
  26. texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
  27. binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
  28. xhr.onreadystatechange = function () {
  29. if ( xhr.readyState == 4 ) {
  30. if ( xhr.status == 200 || xhr.status == 0 ) {
  31. var json = JSON.parse( xhr.responseText );
  32. context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
  33. } else {
  34. console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
  35. }
  36. }
  37. };
  38. xhr.open( "GET", url, true );
  39. xhr.send( null );
  40. };
  41. THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
  42. var xhr = new XMLHttpRequest(),
  43. url = binaryPath + "/" + json.buffers;
  44. xhr.onreadystatechange = function () {
  45. if ( xhr.readyState == 4 ) {
  46. if ( xhr.status == 200 || xhr.status == 0 ) {
  47. var buffer = xhr.response;
  48. if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
  49. if ( buffer.byteLength == 0 ) { // iOS and other XMLHttpRequest level 1
  50. var buffer = new ArrayBuffer( xhr.responseText.length );
  51. var bufView = new Uint8Array( buffer );
  52. for ( var i=0, strLen=xhr.responseText.length; i<strLen; i++ ) {
  53. bufView[i] = xhr.responseText.charCodeAt(i) & 0xff;
  54. }
  55. }
  56. THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
  57. } else {
  58. console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
  59. }
  60. }
  61. };
  62. xhr.addEventListener( "progress", function(event) {
  63. if ( event.lengthComputable )
  64. callbackProgress( event );
  65. }, false);
  66. xhr.open( "GET", url, true );
  67. xhr.responseType = "arraybuffer";
  68. if ( 'overrideMimeType' in xhr )
  69. xhr.overrideMimeType('text\/plain; charset=x-user-defined');
  70. xhr.send( null );
  71. };
  72. // Binary AJAX parser
  73. THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
  74. var Model = function ( texturePath ) {
  75. var scope = this,
  76. currentOffset = 0,
  77. md,
  78. normals = [],
  79. uvs = [],
  80. start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
  81. start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
  82. tri_size, quad_size,
  83. len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
  84. len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
  85. THREE.Geometry.call( this );
  86. md = parseMetaData( data, currentOffset );
  87. currentOffset += md.header_bytes;
  88. /*
  89. md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  90. md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
  91. md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  92. md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  93. */
  94. // buffers sizes
  95. tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
  96. quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
  97. len_tri_flat = md.ntri_flat * ( tri_size );
  98. len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
  99. len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
  100. len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
  101. len_quad_flat = md.nquad_flat * ( quad_size );
  102. len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
  103. len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
  104. len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
  105. // read buffers
  106. currentOffset += init_vertices( currentOffset );
  107. currentOffset += init_normals( currentOffset );
  108. currentOffset += handlePadding( md.nnormals * 3 );
  109. currentOffset += init_uvs( currentOffset );
  110. start_tri_flat = currentOffset;
  111. start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
  112. start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
  113. start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
  114. start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
  115. start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
  116. start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
  117. start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
  118. // have to first process faces with uvs
  119. // so that face and uv indices match
  120. init_triangles_flat_uv( start_tri_flat_uv );
  121. init_triangles_smooth_uv( start_tri_smooth_uv );
  122. init_quads_flat_uv( start_quad_flat_uv );
  123. init_quads_smooth_uv( start_quad_smooth_uv );
  124. // now we can process untextured faces
  125. init_triangles_flat( start_tri_flat );
  126. init_triangles_smooth( start_tri_smooth );
  127. init_quads_flat( start_quad_flat );
  128. init_quads_smooth( start_quad_smooth );
  129. this.computeCentroids();
  130. this.computeFaceNormals();
  131. function handlePadding( n ) {
  132. return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
  133. };
  134. function parseMetaData( data, offset ) {
  135. var metaData = {
  136. 'signature' :parseString( data, offset, 12 ),
  137. 'header_bytes' :parseUChar8( data, offset + 12 ),
  138. 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
  139. 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
  140. 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
  141. 'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
  142. 'normal_index_bytes' :parseUChar8( data, offset + 17 ),
  143. 'uv_index_bytes' :parseUChar8( data, offset + 18 ),
  144. 'material_index_bytes' :parseUChar8( data, offset + 19 ),
  145. 'nvertices' :parseUInt32( data, offset + 20 ),
  146. 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ),
  147. 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ),
  148. 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ),
  149. 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ),
  150. 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ),
  151. 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
  152. 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ),
  153. 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ),
  154. 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ),
  155. 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
  156. };
  157. /*
  158. console.log( "signature: " + metaData.signature );
  159. console.log( "header_bytes: " + metaData.header_bytes );
  160. console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
  161. console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
  162. console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
  163. console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
  164. console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
  165. console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
  166. console.log( "material_index_bytes: " + metaData.material_index_bytes );
  167. console.log( "nvertices: " + metaData.nvertices );
  168. console.log( "nnormals: " + metaData.nnormals );
  169. console.log( "nuvs: " + metaData.nuvs );
  170. console.log( "ntri_flat: " + metaData.ntri_flat );
  171. console.log( "ntri_smooth: " + metaData.ntri_smooth );
  172. console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
  173. console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
  174. console.log( "nquad_flat: " + metaData.nquad_flat );
  175. console.log( "nquad_smooth: " + metaData.nquad_smooth );
  176. console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
  177. console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
  178. var total = metaData.header_bytes
  179. + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
  180. + metaData.nnormals * metaData.normal_coordinate_bytes * 3
  181. + metaData.nuvs * metaData.uv_coordinate_bytes * 2
  182. + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
  183. + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
  184. + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
  185. + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
  186. + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
  187. + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
  188. + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
  189. + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
  190. console.log( "total bytes: " + total );
  191. */
  192. return metaData;
  193. };
  194. function parseString( data, offset, length ) {
  195. var charArray = new Uint8Array( data, offset, length );
  196. var text = "";
  197. for ( var i = 0; i < length; i ++ ) {
  198. text += String.fromCharCode( charArray[ offset + i ] );
  199. }
  200. return text;
  201. };
  202. function parseUChar8( data, offset ) {
  203. var charArray = new Uint8Array( data, offset, 1 );
  204. return charArray[ 0 ];
  205. };
  206. function parseUInt32( data, offset ) {
  207. var intArray = new Uint32Array( data, offset, 1 );
  208. return intArray[ 0 ];
  209. };
  210. function init_vertices( start ) {
  211. var nElements = md.nvertices;
  212. var coordArray = new Float32Array( data, start, nElements * 3 );
  213. var i, x, y, z;
  214. for( i = 0; i < nElements; i ++ ) {
  215. x = coordArray[ i * 3 ];
  216. y = coordArray[ i * 3 + 1 ];
  217. z = coordArray[ i * 3 + 2 ];
  218. vertex( scope, x, y, z );
  219. }
  220. return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
  221. };
  222. function init_normals( start ) {
  223. var nElements = md.nnormals;
  224. if ( nElements ) {
  225. var normalArray = new Int8Array( data, start, nElements * 3 );
  226. var i, x, y, z;
  227. for( i = 0; i < nElements; i ++ ) {
  228. x = normalArray[ i * 3 ];
  229. y = normalArray[ i * 3 + 1 ];
  230. z = normalArray[ i * 3 + 2 ];
  231. normals.push( x/127, y/127, z/127 );
  232. }
  233. }
  234. return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
  235. };
  236. function init_uvs( start ) {
  237. var nElements = md.nuvs;
  238. if ( nElements ) {
  239. var uvArray = new Float32Array( data, start, nElements * 2 );
  240. var i, u, v;
  241. for( i = 0; i < nElements; i ++ ) {
  242. u = uvArray[ i * 2 ];
  243. v = uvArray[ i * 2 + 1 ];
  244. uvs.push( u, v );
  245. }
  246. }
  247. return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
  248. };
  249. function init_uvs3( nElements, offset ) {
  250. var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
  251. var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
  252. for( i = 0; i < nElements; i ++ ) {
  253. uva = uvIndexBuffer[ i * 3 ];
  254. uvb = uvIndexBuffer[ i * 3 + 1 ];
  255. uvc = uvIndexBuffer[ i * 3 + 2 ];
  256. u1 = uvs[ uva*2 ];
  257. v1 = uvs[ uva*2 + 1 ];
  258. u2 = uvs[ uvb*2 ];
  259. v2 = uvs[ uvb*2 + 1 ];
  260. u3 = uvs[ uvc*2 ];
  261. v3 = uvs[ uvc*2 + 1 ];
  262. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  263. }
  264. };
  265. function init_uvs4( nElements, offset ) {
  266. var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
  267. var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
  268. for( i = 0; i < nElements; i ++ ) {
  269. uva = uvIndexBuffer[ i * 4 ];
  270. uvb = uvIndexBuffer[ i * 4 + 1 ];
  271. uvc = uvIndexBuffer[ i * 4 + 2 ];
  272. uvd = uvIndexBuffer[ i * 4 + 3 ];
  273. u1 = uvs[ uva*2 ];
  274. v1 = uvs[ uva*2 + 1 ];
  275. u2 = uvs[ uvb*2 ];
  276. v2 = uvs[ uvb*2 + 1 ];
  277. u3 = uvs[ uvc*2 ];
  278. v3 = uvs[ uvc*2 + 1 ];
  279. u4 = uvs[ uvd*2 ];
  280. v4 = uvs[ uvd*2 + 1 ];
  281. uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
  282. }
  283. };
  284. function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
  285. var i, a, b, c, m;
  286. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  287. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  288. for( i = 0; i < nElements; i ++ ) {
  289. a = vertexIndexBuffer[ i * 3 ];
  290. b = vertexIndexBuffer[ i * 3 + 1 ];
  291. c = vertexIndexBuffer[ i * 3 + 2 ];
  292. m = materialIndexBuffer[ i ];
  293. f3( scope, a, b, c, m );
  294. }
  295. };
  296. function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
  297. var i, a, b, c, d, m;
  298. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  299. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  300. for( i = 0; i < nElements; i ++ ) {
  301. a = vertexIndexBuffer[ i * 4 ];
  302. b = vertexIndexBuffer[ i * 4 + 1 ];
  303. c = vertexIndexBuffer[ i * 4 + 2 ];
  304. d = vertexIndexBuffer[ i * 4 + 3 ];
  305. m = materialIndexBuffer[ i ];
  306. f4( scope, a, b, c, d, m );
  307. }
  308. };
  309. function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  310. var i, a, b, c, m;
  311. var na, nb, nc;
  312. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  313. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
  314. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  315. for( i = 0; i < nElements; i ++ ) {
  316. a = vertexIndexBuffer[ i * 3 ];
  317. b = vertexIndexBuffer[ i * 3 + 1 ];
  318. c = vertexIndexBuffer[ i * 3 + 2 ];
  319. na = normalIndexBuffer[ i * 3 ];
  320. nb = normalIndexBuffer[ i * 3 + 1 ];
  321. nc = normalIndexBuffer[ i * 3 + 2 ];
  322. m = materialIndexBuffer[ i ];
  323. f3n( scope, normals, a, b, c, m, na, nb, nc );
  324. }
  325. };
  326. function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  327. var i, a, b, c, d, m;
  328. var na, nb, nc, nd;
  329. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  330. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
  331. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  332. for( i = 0; i < nElements; i ++ ) {
  333. a = vertexIndexBuffer[ i * 4 ];
  334. b = vertexIndexBuffer[ i * 4 + 1 ];
  335. c = vertexIndexBuffer[ i * 4 + 2 ];
  336. d = vertexIndexBuffer[ i * 4 + 3 ];
  337. na = normalIndexBuffer[ i * 4 ];
  338. nb = normalIndexBuffer[ i * 4 + 1 ];
  339. nc = normalIndexBuffer[ i * 4 + 2 ];
  340. nd = normalIndexBuffer[ i * 4 + 3 ];
  341. m = materialIndexBuffer[ i ];
  342. f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
  343. }
  344. };
  345. function init_triangles_flat( start ) {
  346. var nElements = md.ntri_flat;
  347. if ( nElements ) {
  348. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  349. init_faces3_flat( nElements, start, offsetMaterials );
  350. }
  351. };
  352. function init_triangles_flat_uv( start ) {
  353. var nElements = md.ntri_flat_uv;
  354. if ( nElements ) {
  355. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  356. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  357. init_faces3_flat( nElements, start, offsetMaterials );
  358. init_uvs3( nElements, offsetUvs );
  359. }
  360. };
  361. function init_triangles_smooth( start ) {
  362. var nElements = md.ntri_smooth;
  363. if ( nElements ) {
  364. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  365. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  366. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  367. }
  368. };
  369. function init_triangles_smooth_uv( start ) {
  370. var nElements = md.ntri_smooth_uv;
  371. if ( nElements ) {
  372. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  373. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  374. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  375. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  376. init_uvs3( nElements, offsetUvs );
  377. }
  378. };
  379. function init_quads_flat( start ) {
  380. var nElements = md.nquad_flat;
  381. if ( nElements ) {
  382. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  383. init_faces4_flat( nElements, start, offsetMaterials );
  384. }
  385. };
  386. function init_quads_flat_uv( start ) {
  387. var nElements = md.nquad_flat_uv;
  388. if ( nElements ) {
  389. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  390. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  391. init_faces4_flat( nElements, start, offsetMaterials );
  392. init_uvs4( nElements, offsetUvs );
  393. }
  394. };
  395. function init_quads_smooth( start ) {
  396. var nElements = md.nquad_smooth;
  397. if ( nElements ) {
  398. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  399. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  400. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  401. }
  402. };
  403. function init_quads_smooth_uv( start ) {
  404. var nElements = md.nquad_smooth_uv;
  405. if ( nElements ) {
  406. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  407. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  408. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  409. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  410. init_uvs4( nElements, offsetUvs );
  411. }
  412. };
  413. };
  414. function vertex ( scope, x, y, z ) {
  415. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  416. };
  417. function f3 ( scope, a, b, c, mi ) {
  418. scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
  419. };
  420. function f4 ( scope, a, b, c, d, mi ) {
  421. scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
  422. };
  423. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  424. var nax = normals[ na*3 ],
  425. nay = normals[ na*3 + 1 ],
  426. naz = normals[ na*3 + 2 ],
  427. nbx = normals[ nb*3 ],
  428. nby = normals[ nb*3 + 1 ],
  429. nbz = normals[ nb*3 + 2 ],
  430. ncx = normals[ nc*3 ],
  431. ncy = normals[ nc*3 + 1 ],
  432. ncz = normals[ nc*3 + 2 ];
  433. scope.faces.push( new THREE.Face3( a, b, c,
  434. [new THREE.Vector3( nax, nay, naz ),
  435. new THREE.Vector3( nbx, nby, nbz ),
  436. new THREE.Vector3( ncx, ncy, ncz )],
  437. null,
  438. mi ) );
  439. };
  440. function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
  441. var nax = normals[ na*3 ],
  442. nay = normals[ na*3 + 1 ],
  443. naz = normals[ na*3 + 2 ],
  444. nbx = normals[ nb*3 ],
  445. nby = normals[ nb*3 + 1 ],
  446. nbz = normals[ nb*3 + 2 ],
  447. ncx = normals[ nc*3 ],
  448. ncy = normals[ nc*3 + 1 ],
  449. ncz = normals[ nc*3 + 2 ],
  450. ndx = normals[ nd*3 ],
  451. ndy = normals[ nd*3 + 1 ],
  452. ndz = normals[ nd*3 + 2 ];
  453. scope.faces.push( new THREE.Face4( a, b, c, d,
  454. [new THREE.Vector3( nax, nay, naz ),
  455. new THREE.Vector3( nbx, nby, nbz ),
  456. new THREE.Vector3( ncx, ncy, ncz ),
  457. new THREE.Vector3( ndx, ndy, ndz )],
  458. null,
  459. mi ) );
  460. };
  461. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  462. where.push( [
  463. new THREE.Vector2( u1, v1 ),
  464. new THREE.Vector2( u2, v2 ),
  465. new THREE.Vector2( u3, v3 )
  466. ] );
  467. };
  468. function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
  469. where.push( [
  470. new THREE.Vector2( u1, v1 ),
  471. new THREE.Vector2( u2, v2 ),
  472. new THREE.Vector2( u3, v3 ),
  473. new THREE.Vector2( u4, v4 )
  474. ] );
  475. };
  476. Model.prototype = Object.create( THREE.Geometry.prototype );
  477. var geometry = new Model( texturePath );
  478. var materials = this.initMaterials( jsonMaterials, texturePath );
  479. if ( this.needsTangents( materials ) ) geometry.computeTangents();
  480. callback( geometry, materials );
  481. };