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, len_quad_smooth_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. len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
  81. // read buffers
  82. currentOffset += init_vertices( currentOffset );
  83. currentOffset += init_normals( currentOffset );
  84. currentOffset += handlePadding( md.nnormals * 3 );
  85. currentOffset += init_uvs( currentOffset );
  86. start_tri_flat = currentOffset;
  87. start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
  88. start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
  89. start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
  90. start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
  91. start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
  92. start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
  93. start_quad_smooth_uv = start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
  94. // have to first process faces with uvs
  95. // so that face and uv indices match
  96. init_triangles_flat_uv( start_tri_flat_uv );
  97. init_triangles_smooth_uv( start_tri_smooth_uv );
  98. init_quads_flat_uv( start_quad_flat_uv );
  99. init_quads_smooth_uv( start_quad_smooth_uv );
  100. // now we can process untextured faces
  101. init_triangles_flat( start_tri_flat );
  102. init_triangles_smooth( start_tri_smooth );
  103. init_quads_flat( start_quad_flat );
  104. init_quads_smooth( start_quad_smooth );
  105. this.computeFaceNormals();
  106. function handlePadding( n ) {
  107. return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
  108. }
  109. function parseMetaData( data, offset ) {
  110. var metaData = {
  111. 'signature' : parseString( data, offset, 12 ),
  112. 'header_bytes' : parseUChar8( data, offset + 12 ),
  113. 'vertex_coordinate_bytes' : parseUChar8( data, offset + 13 ),
  114. 'normal_coordinate_bytes' : parseUChar8( data, offset + 14 ),
  115. 'uv_coordinate_bytes' : parseUChar8( data, offset + 15 ),
  116. 'vertex_index_bytes' : parseUChar8( data, offset + 16 ),
  117. 'normal_index_bytes' : parseUChar8( data, offset + 17 ),
  118. 'uv_index_bytes' : parseUChar8( data, offset + 18 ),
  119. 'material_index_bytes' : parseUChar8( data, offset + 19 ),
  120. 'nvertices' : parseUInt32( data, offset + 20 ),
  121. 'nnormals' : parseUInt32( data, offset + 20 + 4 * 1 ),
  122. 'nuvs' : parseUInt32( data, offset + 20 + 4 * 2 ),
  123. 'ntri_flat' : parseUInt32( data, offset + 20 + 4 * 3 ),
  124. 'ntri_smooth' : parseUInt32( data, offset + 20 + 4 * 4 ),
  125. 'ntri_flat_uv' : parseUInt32( data, offset + 20 + 4 * 5 ),
  126. 'ntri_smooth_uv' : parseUInt32( data, offset + 20 + 4 * 6 ),
  127. 'nquad_flat' : parseUInt32( data, offset + 20 + 4 * 7 ),
  128. 'nquad_smooth' : parseUInt32( data, offset + 20 + 4 * 8 ),
  129. 'nquad_flat_uv' : parseUInt32( data, offset + 20 + 4 * 9 ),
  130. 'nquad_smooth_uv' : parseUInt32( data, offset + 20 + 4 * 10 )
  131. };
  132. /*
  133. console.log( "signature: " + metaData.signature );
  134. console.log( "header_bytes: " + metaData.header_bytes );
  135. console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
  136. console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
  137. console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
  138. console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
  139. console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
  140. console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
  141. console.log( "material_index_bytes: " + metaData.material_index_bytes );
  142. console.log( "nvertices: " + metaData.nvertices );
  143. console.log( "nnormals: " + metaData.nnormals );
  144. console.log( "nuvs: " + metaData.nuvs );
  145. console.log( "ntri_flat: " + metaData.ntri_flat );
  146. console.log( "ntri_smooth: " + metaData.ntri_smooth );
  147. console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
  148. console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
  149. console.log( "nquad_flat: " + metaData.nquad_flat );
  150. console.log( "nquad_smooth: " + metaData.nquad_smooth );
  151. console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
  152. console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
  153. var total = metaData.header_bytes
  154. + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
  155. + metaData.nnormals * metaData.normal_coordinate_bytes * 3
  156. + metaData.nuvs * metaData.uv_coordinate_bytes * 2
  157. + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
  158. + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
  159. + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
  160. + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
  161. + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
  162. + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
  163. + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
  164. + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
  165. console.log( "total bytes: " + total );
  166. */
  167. return metaData;
  168. }
  169. function parseString( data, offset, length ) {
  170. var charArray = new Uint8Array( data, offset, length );
  171. var text = "";
  172. for ( var i = 0; i < length; i ++ ) {
  173. text += String.fromCharCode( charArray[ i ] );
  174. }
  175. return text;
  176. }
  177. function parseUChar8( data, offset ) {
  178. var charArray = new Uint8Array( data, offset, 1 );
  179. return charArray[ 0 ];
  180. }
  181. function parseUInt32( data, offset ) {
  182. var intArray = new Uint32Array( data, offset, 1 );
  183. return intArray[ 0 ];
  184. }
  185. function init_vertices( start ) {
  186. var nElements = md.nvertices;
  187. var coordArray = new Float32Array( data, start, nElements * 3 );
  188. var i, x, y, z;
  189. for ( i = 0; i < nElements; i ++ ) {
  190. x = coordArray[ i * 3 ];
  191. y = coordArray[ i * 3 + 1 ];
  192. z = coordArray[ i * 3 + 2 ];
  193. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  194. }
  195. return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
  196. }
  197. function init_normals( start ) {
  198. var nElements = md.nnormals;
  199. if ( nElements ) {
  200. var normalArray = new Int8Array( data, start, nElements * 3 );
  201. var i, x, y, z;
  202. for ( i = 0; i < nElements; i ++ ) {
  203. x = normalArray[ i * 3 ];
  204. y = normalArray[ i * 3 + 1 ];
  205. z = normalArray[ i * 3 + 2 ];
  206. normals.push( x / 127, y / 127, z / 127 );
  207. }
  208. }
  209. return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
  210. }
  211. function init_uvs( start ) {
  212. var nElements = md.nuvs;
  213. if ( nElements ) {
  214. var uvArray = new Float32Array( data, start, nElements * 2 );
  215. var i, u, v;
  216. for ( i = 0; i < nElements; i ++ ) {
  217. u = uvArray[ i * 2 ];
  218. v = uvArray[ i * 2 + 1 ];
  219. uvs.push( u, v );
  220. }
  221. }
  222. return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
  223. }
  224. function init_uvs3( nElements, offset ) {
  225. var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
  226. var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
  227. for ( i = 0; i < nElements; i ++ ) {
  228. uva = uvIndexBuffer[ i * 3 ];
  229. uvb = uvIndexBuffer[ i * 3 + 1 ];
  230. uvc = uvIndexBuffer[ i * 3 + 2 ];
  231. u1 = uvs[ uva * 2 ];
  232. v1 = uvs[ uva * 2 + 1 ];
  233. u2 = uvs[ uvb * 2 ];
  234. v2 = uvs[ uvb * 2 + 1 ];
  235. u3 = uvs[ uvc * 2 ];
  236. v3 = uvs[ uvc * 2 + 1 ];
  237. scope.faceVertexUvs[ 0 ].push( [
  238. new THREE.Vector2( u1, v1 ),
  239. new THREE.Vector2( u2, v2 ),
  240. new THREE.Vector2( u3, v3 )
  241. ] );
  242. }
  243. }
  244. function init_uvs4( nElements, offset ) {
  245. var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
  246. var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
  247. for ( i = 0; i < nElements; i ++ ) {
  248. uva = uvIndexBuffer[ i * 4 ];
  249. uvb = uvIndexBuffer[ i * 4 + 1 ];
  250. uvc = uvIndexBuffer[ i * 4 + 2 ];
  251. uvd = uvIndexBuffer[ i * 4 + 3 ];
  252. u1 = uvs[ uva * 2 ];
  253. v1 = uvs[ uva * 2 + 1 ];
  254. u2 = uvs[ uvb * 2 ];
  255. v2 = uvs[ uvb * 2 + 1 ];
  256. u3 = uvs[ uvc * 2 ];
  257. v3 = uvs[ uvc * 2 + 1 ];
  258. u4 = uvs[ uvd * 2 ];
  259. v4 = uvs[ uvd * 2 + 1 ];
  260. scope.faceVertexUvs[ 0 ].push( [
  261. new THREE.Vector2( u1, v1 ),
  262. new THREE.Vector2( u2, v2 ),
  263. new THREE.Vector2( u4, v4 )
  264. ] );
  265. scope.faceVertexUvs[ 0 ].push( [
  266. new THREE.Vector2( u2, v2 ),
  267. new THREE.Vector2( u3, v3 ),
  268. new THREE.Vector2( u4, v4 )
  269. ] );
  270. }
  271. }
  272. function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
  273. var i, a, b, c, m;
  274. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  275. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  276. for ( i = 0; i < nElements; i ++ ) {
  277. a = vertexIndexBuffer[ i * 3 ];
  278. b = vertexIndexBuffer[ i * 3 + 1 ];
  279. c = vertexIndexBuffer[ i * 3 + 2 ];
  280. m = materialIndexBuffer[ i ];
  281. scope.faces.push( new THREE.Face3( a, b, c, null, null, m ) );
  282. }
  283. }
  284. function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
  285. var i, a, b, c, d, m;
  286. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  287. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  288. for ( i = 0; i < nElements; i ++ ) {
  289. a = vertexIndexBuffer[ i * 4 ];
  290. b = vertexIndexBuffer[ i * 4 + 1 ];
  291. c = vertexIndexBuffer[ i * 4 + 2 ];
  292. d = vertexIndexBuffer[ i * 4 + 3 ];
  293. m = materialIndexBuffer[ i ];
  294. scope.faces.push( new THREE.Face3( a, b, d, null, null, m ) );
  295. scope.faces.push( new THREE.Face3( b, c, d, null, null, m ) );
  296. }
  297. }
  298. function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  299. var i, a, b, c, m;
  300. var na, nb, nc;
  301. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  302. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
  303. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  304. for ( i = 0; i < nElements; i ++ ) {
  305. a = vertexIndexBuffer[ i * 3 ];
  306. b = vertexIndexBuffer[ i * 3 + 1 ];
  307. c = vertexIndexBuffer[ i * 3 + 2 ];
  308. na = normalIndexBuffer[ i * 3 ];
  309. nb = normalIndexBuffer[ i * 3 + 1 ];
  310. nc = normalIndexBuffer[ i * 3 + 2 ];
  311. m = materialIndexBuffer[ i ];
  312. var nax = normals[ na * 3 ],
  313. nay = normals[ na * 3 + 1 ],
  314. naz = normals[ na * 3 + 2 ],
  315. nbx = normals[ nb * 3 ],
  316. nby = normals[ nb * 3 + 1 ],
  317. nbz = normals[ nb * 3 + 2 ],
  318. ncx = normals[ nc * 3 ],
  319. ncy = normals[ nc * 3 + 1 ],
  320. ncz = normals[ nc * 3 + 2 ];
  321. scope.faces.push( new THREE.Face3( a, b, c, [
  322. new THREE.Vector3( nax, nay, naz ),
  323. new THREE.Vector3( nbx, nby, nbz ),
  324. new THREE.Vector3( ncx, ncy, ncz )
  325. ], null, m ) );
  326. }
  327. }
  328. function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  329. var i, a, b, c, d, m;
  330. var na, nb, nc, nd;
  331. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  332. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
  333. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  334. for ( i = 0; i < nElements; i ++ ) {
  335. a = vertexIndexBuffer[ i * 4 ];
  336. b = vertexIndexBuffer[ i * 4 + 1 ];
  337. c = vertexIndexBuffer[ i * 4 + 2 ];
  338. d = vertexIndexBuffer[ i * 4 + 3 ];
  339. na = normalIndexBuffer[ i * 4 ];
  340. nb = normalIndexBuffer[ i * 4 + 1 ];
  341. nc = normalIndexBuffer[ i * 4 + 2 ];
  342. nd = normalIndexBuffer[ i * 4 + 3 ];
  343. m = materialIndexBuffer[ i ];
  344. var nax = normals[ na * 3 ],
  345. nay = normals[ na * 3 + 1 ],
  346. naz = normals[ na * 3 + 2 ],
  347. nbx = normals[ nb * 3 ],
  348. nby = normals[ nb * 3 + 1 ],
  349. nbz = normals[ nb * 3 + 2 ],
  350. ncx = normals[ nc * 3 ],
  351. ncy = normals[ nc * 3 + 1 ],
  352. ncz = normals[ nc * 3 + 2 ],
  353. ndx = normals[ nd * 3 ],
  354. ndy = normals[ nd * 3 + 1 ],
  355. ndz = normals[ nd * 3 + 2 ];
  356. scope.faces.push( new THREE.Face3( a, b, d, [
  357. new THREE.Vector3( nax, nay, naz ),
  358. new THREE.Vector3( nbx, nby, nbz ),
  359. new THREE.Vector3( ndx, ndy, ndz )
  360. ], null, m ) );
  361. scope.faces.push( new THREE.Face3( b, c, d, [
  362. new THREE.Vector3( nbx, nby, nbz ),
  363. new THREE.Vector3( ncx, ncy, ncz ),
  364. new THREE.Vector3( ndx, ndy, ndz )
  365. ], null, m ) );
  366. }
  367. }
  368. function init_triangles_flat( start ) {
  369. var nElements = md.ntri_flat;
  370. if ( nElements ) {
  371. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  372. init_faces3_flat( nElements, start, offsetMaterials );
  373. }
  374. }
  375. function init_triangles_flat_uv( start ) {
  376. var nElements = md.ntri_flat_uv;
  377. if ( nElements ) {
  378. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  379. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  380. init_faces3_flat( nElements, start, offsetMaterials );
  381. init_uvs3( nElements, offsetUvs );
  382. }
  383. }
  384. function init_triangles_smooth( start ) {
  385. var nElements = md.ntri_smooth;
  386. if ( nElements ) {
  387. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  388. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  389. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  390. }
  391. }
  392. function init_triangles_smooth_uv( start ) {
  393. var nElements = md.ntri_smooth_uv;
  394. if ( nElements ) {
  395. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  396. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  397. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  398. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  399. init_uvs3( nElements, offsetUvs );
  400. }
  401. }
  402. function init_quads_flat( start ) {
  403. var nElements = md.nquad_flat;
  404. if ( nElements ) {
  405. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  406. init_faces4_flat( nElements, start, offsetMaterials );
  407. }
  408. }
  409. function init_quads_flat_uv( start ) {
  410. var nElements = md.nquad_flat_uv;
  411. if ( nElements ) {
  412. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  413. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  414. init_faces4_flat( nElements, start, offsetMaterials );
  415. init_uvs4( nElements, offsetUvs );
  416. }
  417. }
  418. function init_quads_smooth( start ) {
  419. var nElements = md.nquad_smooth;
  420. if ( nElements ) {
  421. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  422. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  423. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  424. }
  425. }
  426. function init_quads_smooth_uv( start ) {
  427. var nElements = md.nquad_smooth_uv;
  428. if ( nElements ) {
  429. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  430. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  431. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  432. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  433. init_uvs4( nElements, offsetUvs );
  434. }
  435. }
  436. };
  437. Model.prototype = Object.create( THREE.Geometry.prototype );
  438. Model.prototype.constructor = Model;
  439. var geometry = new Model( texturePath );
  440. var materials = THREE.Loader.prototype.initMaterials( jsonMaterials, texturePath, this.crossOrigin );
  441. callback( geometry, materials );
  442. }
  443. };