OBJLoader.js 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.OBJLoader = ( function () {
  5. // o object_name | g group_name
  6. var object_pattern = /^[og]\s*(.+)?/;
  7. // mtllib file_reference
  8. var material_library_pattern = /^mtllib /;
  9. // usemtl material_name
  10. var material_use_pattern = /^usemtl /;
  11. // usemap map_name
  12. var map_use_pattern = /^usemap /;
  13. var vA = new THREE.Vector3();
  14. var vB = new THREE.Vector3();
  15. var vC = new THREE.Vector3();
  16. var ab = new THREE.Vector3();
  17. var cb = new THREE.Vector3();
  18. function ParserState() {
  19. var state = {
  20. objects: [],
  21. object: {},
  22. vertices: [],
  23. normals: [],
  24. colors: [],
  25. uvs: [],
  26. materials: {},
  27. materialLibraries: [],
  28. startObject: function ( name, fromDeclaration ) {
  29. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  30. // file. We need to use it for the first parsed g/o to keep things in sync.
  31. if ( this.object && this.object.fromDeclaration === false ) {
  32. this.object.name = name;
  33. this.object.fromDeclaration = ( fromDeclaration !== false );
  34. return;
  35. }
  36. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  37. if ( this.object && typeof this.object._finalize === 'function' ) {
  38. this.object._finalize( true );
  39. }
  40. this.object = {
  41. name: name || '',
  42. fromDeclaration: ( fromDeclaration !== false ),
  43. geometry: {
  44. vertices: [],
  45. normals: [],
  46. colors: [],
  47. uvs: []
  48. },
  49. materials: [],
  50. smooth: true,
  51. startMaterial: function ( name, libraries ) {
  52. var previous = this._finalize( false );
  53. // New usemtl declaration overwrites an inherited material, except if faces were declared
  54. // after the material, then it must be preserved for proper MultiMaterial continuation.
  55. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  56. this.materials.splice( previous.index, 1 );
  57. }
  58. var material = {
  59. index: this.materials.length,
  60. name: name || '',
  61. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  62. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  63. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  64. groupEnd: - 1,
  65. groupCount: - 1,
  66. inherited: false,
  67. clone: function ( index ) {
  68. var cloned = {
  69. index: ( typeof index === 'number' ? index : this.index ),
  70. name: this.name,
  71. mtllib: this.mtllib,
  72. smooth: this.smooth,
  73. groupStart: 0,
  74. groupEnd: - 1,
  75. groupCount: - 1,
  76. inherited: false
  77. };
  78. cloned.clone = this.clone.bind( cloned );
  79. return cloned;
  80. }
  81. };
  82. this.materials.push( material );
  83. return material;
  84. },
  85. currentMaterial: function () {
  86. if ( this.materials.length > 0 ) {
  87. return this.materials[ this.materials.length - 1 ];
  88. }
  89. return undefined;
  90. },
  91. _finalize: function ( end ) {
  92. var lastMultiMaterial = this.currentMaterial();
  93. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  94. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  95. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  96. lastMultiMaterial.inherited = false;
  97. }
  98. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  99. if ( end && this.materials.length > 1 ) {
  100. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  101. if ( this.materials[ mi ].groupCount <= 0 ) {
  102. this.materials.splice( mi, 1 );
  103. }
  104. }
  105. }
  106. // Guarantee at least one empty material, this makes the creation later more straight forward.
  107. if ( end && this.materials.length === 0 ) {
  108. this.materials.push( {
  109. name: '',
  110. smooth: this.smooth
  111. } );
  112. }
  113. return lastMultiMaterial;
  114. }
  115. };
  116. // Inherit previous objects material.
  117. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  118. // If a usemtl declaration is encountered while this new object is being parsed, it will
  119. // overwrite the inherited material. Exception being that there was already face declarations
  120. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  121. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  122. var declared = previousMaterial.clone( 0 );
  123. declared.inherited = true;
  124. this.object.materials.push( declared );
  125. }
  126. this.objects.push( this.object );
  127. },
  128. finalize: function () {
  129. if ( this.object && typeof this.object._finalize === 'function' ) {
  130. this.object._finalize( true );
  131. }
  132. },
  133. parseVertexIndex: function ( value, len ) {
  134. var index = parseInt( value, 10 );
  135. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  136. },
  137. parseNormalIndex: function ( value, len ) {
  138. var index = parseInt( value, 10 );
  139. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  140. },
  141. parseUVIndex: function ( value, len ) {
  142. var index = parseInt( value, 10 );
  143. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  144. },
  145. addVertex: function ( a, b, c ) {
  146. var src = this.vertices;
  147. var dst = this.object.geometry.vertices;
  148. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  149. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  150. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  151. },
  152. addVertexPoint: function ( a ) {
  153. var src = this.vertices;
  154. var dst = this.object.geometry.vertices;
  155. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  156. },
  157. addVertexLine: function ( a ) {
  158. var src = this.vertices;
  159. var dst = this.object.geometry.vertices;
  160. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  161. },
  162. addNormal: function ( a, b, c ) {
  163. var src = this.normals;
  164. var dst = this.object.geometry.normals;
  165. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  166. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  167. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  168. },
  169. addFaceNormal: function ( a, b, c ) {
  170. var src = this.vertices;
  171. var dst = this.object.geometry.normals;
  172. vA.fromArray( src, a );
  173. vB.fromArray( src, b );
  174. vC.fromArray( src, c );
  175. cb.subVectors( vC, vB );
  176. ab.subVectors( vA, vB );
  177. cb.cross( ab );
  178. cb.normalize();
  179. dst.push( cb.x, cb.y, cb.z );
  180. dst.push( cb.x, cb.y, cb.z );
  181. dst.push( cb.x, cb.y, cb.z );
  182. },
  183. addColor: function ( a, b, c ) {
  184. var src = this.colors;
  185. var dst = this.object.geometry.colors;
  186. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  187. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  188. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  189. },
  190. addUV: function ( a, b, c ) {
  191. var src = this.uvs;
  192. var dst = this.object.geometry.uvs;
  193. dst.push( src[ a + 0 ], src[ a + 1 ] );
  194. dst.push( src[ b + 0 ], src[ b + 1 ] );
  195. dst.push( src[ c + 0 ], src[ c + 1 ] );
  196. },
  197. addDefaultUV: function () {
  198. var dst = this.object.geometry.uvs;
  199. dst.push( 0, 0 );
  200. dst.push( 0, 0 );
  201. dst.push( 0, 0 );
  202. },
  203. addUVLine: function ( a ) {
  204. var src = this.uvs;
  205. var dst = this.object.geometry.uvs;
  206. dst.push( src[ a + 0 ], src[ a + 1 ] );
  207. },
  208. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  209. var vLen = this.vertices.length;
  210. var ia = this.parseVertexIndex( a, vLen );
  211. var ib = this.parseVertexIndex( b, vLen );
  212. var ic = this.parseVertexIndex( c, vLen );
  213. this.addVertex( ia, ib, ic );
  214. this.addColor( ia, ib, ic );
  215. // normals
  216. if ( na !== undefined && na !== '' ) {
  217. var nLen = this.normals.length;
  218. ia = this.parseNormalIndex( na, nLen );
  219. ib = this.parseNormalIndex( nb, nLen );
  220. ic = this.parseNormalIndex( nc, nLen );
  221. this.addNormal( ia, ib, ic );
  222. } else {
  223. this.addFaceNormal( ia, ib, ic );
  224. }
  225. // uvs
  226. if ( ua !== undefined && ua !== '' ) {
  227. var uvLen = this.uvs.length;
  228. ia = this.parseUVIndex( ua, uvLen );
  229. ib = this.parseUVIndex( ub, uvLen );
  230. ic = this.parseUVIndex( uc, uvLen );
  231. this.addUV( ia, ib, ic );
  232. } else {
  233. // add placeholder values (for inconsistent face definitions)
  234. this.addDefaultUV();
  235. }
  236. },
  237. addPointGeometry: function ( vertices ) {
  238. this.object.geometry.type = 'Points';
  239. var vLen = this.vertices.length;
  240. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  241. this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
  242. }
  243. },
  244. addLineGeometry: function ( vertices, uvs ) {
  245. this.object.geometry.type = 'Line';
  246. var vLen = this.vertices.length;
  247. var uvLen = this.uvs.length;
  248. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  249. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  250. }
  251. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  252. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  253. }
  254. }
  255. };
  256. state.startObject( '', false );
  257. return state;
  258. }
  259. //
  260. function OBJLoader( manager ) {
  261. THREE.Loader.call( this, manager );
  262. this.materials = null;
  263. }
  264. OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  265. constructor: OBJLoader,
  266. load: function ( url, onLoad, onProgress, onError ) {
  267. var scope = this;
  268. var loader = new THREE.FileLoader( scope.manager );
  269. loader.setPath( this.path );
  270. loader.load( url, function ( text ) {
  271. onLoad( scope.parse( text ) );
  272. }, onProgress, onError );
  273. },
  274. setMaterials: function ( materials ) {
  275. this.materials = materials;
  276. return this;
  277. },
  278. parse: function ( text ) {
  279. var state = new ParserState();
  280. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  281. // This is faster than String.split with regex that splits on both
  282. text = text.replace( /\r\n/g, '\n' );
  283. }
  284. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  285. // join lines separated by a line continuation character (\)
  286. text = text.replace( /\\\n/g, '' );
  287. }
  288. var lines = text.split( '\n' );
  289. var line = '', lineFirstChar = '';
  290. var lineLength = 0;
  291. var result = [];
  292. // Faster to just trim left side of the line. Use if available.
  293. var trimLeft = ( typeof ''.trimLeft === 'function' );
  294. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  295. line = lines[ i ];
  296. line = trimLeft ? line.trimLeft() : line.trim();
  297. lineLength = line.length;
  298. if ( lineLength === 0 ) continue;
  299. lineFirstChar = line.charAt( 0 );
  300. // @todo invoke passed in handler if any
  301. if ( lineFirstChar === '#' ) continue;
  302. if ( lineFirstChar === 'v' ) {
  303. var data = line.split( /\s+/ );
  304. switch ( data[ 0 ] ) {
  305. case 'v':
  306. state.vertices.push(
  307. parseFloat( data[ 1 ] ),
  308. parseFloat( data[ 2 ] ),
  309. parseFloat( data[ 3 ] )
  310. );
  311. if ( data.length >= 7 ) {
  312. state.colors.push(
  313. parseFloat( data[ 4 ] ),
  314. parseFloat( data[ 5 ] ),
  315. parseFloat( data[ 6 ] )
  316. );
  317. } else {
  318. // if no colors are defined, add placeholders so color and vertex indices match
  319. state.colors.push( undefined, undefined, undefined );
  320. }
  321. break;
  322. case 'vn':
  323. state.normals.push(
  324. parseFloat( data[ 1 ] ),
  325. parseFloat( data[ 2 ] ),
  326. parseFloat( data[ 3 ] )
  327. );
  328. break;
  329. case 'vt':
  330. state.uvs.push(
  331. parseFloat( data[ 1 ] ),
  332. parseFloat( data[ 2 ] )
  333. );
  334. break;
  335. }
  336. } else if ( lineFirstChar === 'f' ) {
  337. var lineData = line.substr( 1 ).trim();
  338. var vertexData = lineData.split( /\s+/ );
  339. var faceVertices = [];
  340. // Parse the face vertex data into an easy to work with format
  341. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  342. var vertex = vertexData[ j ];
  343. if ( vertex.length > 0 ) {
  344. var vertexParts = vertex.split( '/' );
  345. faceVertices.push( vertexParts );
  346. }
  347. }
  348. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  349. var v1 = faceVertices[ 0 ];
  350. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  351. var v2 = faceVertices[ j ];
  352. var v3 = faceVertices[ j + 1 ];
  353. state.addFace(
  354. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  355. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  356. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  357. );
  358. }
  359. } else if ( lineFirstChar === 'l' ) {
  360. var lineParts = line.substring( 1 ).trim().split( " " );
  361. var lineVertices = [], lineUVs = [];
  362. if ( line.indexOf( "/" ) === - 1 ) {
  363. lineVertices = lineParts;
  364. } else {
  365. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  366. var parts = lineParts[ li ].split( "/" );
  367. if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
  368. if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
  369. }
  370. }
  371. state.addLineGeometry( lineVertices, lineUVs );
  372. } else if ( lineFirstChar === 'p' ) {
  373. var lineData = line.substr( 1 ).trim();
  374. var pointData = lineData.split( " " );
  375. state.addPointGeometry( pointData );
  376. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  377. // o object_name
  378. // or
  379. // g group_name
  380. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  381. // var name = result[ 0 ].substr( 1 ).trim();
  382. var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  383. state.startObject( name );
  384. } else if ( material_use_pattern.test( line ) ) {
  385. // material
  386. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  387. } else if ( material_library_pattern.test( line ) ) {
  388. // mtl file
  389. state.materialLibraries.push( line.substring( 7 ).trim() );
  390. } else if ( map_use_pattern.test( line ) ) {
  391. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  392. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  393. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  394. } else if ( lineFirstChar === 's' ) {
  395. result = line.split( ' ' );
  396. // smooth shading
  397. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  398. // but does not define a usemtl for each face set.
  399. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  400. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  401. // where explicit usemtl defines geometry groups.
  402. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  403. /*
  404. * http://paulbourke.net/dataformats/obj/
  405. * or
  406. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  407. *
  408. * From chapter "Grouping" Syntax explanation "s group_number":
  409. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  410. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  411. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  412. * than 0."
  413. */
  414. if ( result.length > 1 ) {
  415. var value = result[ 1 ].trim().toLowerCase();
  416. state.object.smooth = ( value !== '0' && value !== 'off' );
  417. } else {
  418. // ZBrush can produce "s" lines #11707
  419. state.object.smooth = true;
  420. }
  421. var material = state.object.currentMaterial();
  422. if ( material ) material.smooth = state.object.smooth;
  423. } else {
  424. // Handle null terminated files without exception
  425. if ( line === '\0' ) continue;
  426. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  427. }
  428. }
  429. state.finalize();
  430. var container = new THREE.Group();
  431. container.materialLibraries = [].concat( state.materialLibraries );
  432. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  433. var object = state.objects[ i ];
  434. var geometry = object.geometry;
  435. var materials = object.materials;
  436. var isLine = ( geometry.type === 'Line' );
  437. var isPoints = ( geometry.type === 'Points' );
  438. var hasVertexColors = false;
  439. // Skip o/g line declarations that did not follow with any faces
  440. if ( geometry.vertices.length === 0 ) continue;
  441. var buffergeometry = new THREE.BufferGeometry();
  442. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  443. if ( geometry.normals.length > 0 ) {
  444. buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  445. } else {
  446. buffergeometry.computeVertexNormals();
  447. }
  448. if ( geometry.colors.length > 0 ) {
  449. hasVertexColors = true;
  450. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  451. }
  452. if ( geometry.uvs.length > 0 ) {
  453. buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  454. }
  455. // Create materials
  456. var createdMaterials = [];
  457. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  458. var sourceMaterial = materials[ mi ];
  459. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  460. var material = state.materials[ materialHash ];
  461. if ( this.materials !== null ) {
  462. material = this.materials.create( sourceMaterial.name );
  463. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  464. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  465. var materialLine = new THREE.LineBasicMaterial();
  466. THREE.Material.prototype.copy.call( materialLine, material );
  467. materialLine.color.copy( material.color );
  468. material = materialLine;
  469. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  470. var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  471. THREE.Material.prototype.copy.call( materialPoints, material );
  472. materialPoints.color.copy( material.color );
  473. materialPoints.map = material.map;
  474. material = materialPoints;
  475. }
  476. }
  477. if ( material === undefined ) {
  478. if ( isLine ) {
  479. material = new THREE.LineBasicMaterial();
  480. } else if ( isPoints ) {
  481. material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  482. } else {
  483. material = new THREE.MeshPhongMaterial();
  484. }
  485. material.name = sourceMaterial.name;
  486. material.flatShading = sourceMaterial.smooth ? false : true;
  487. material.vertexColors = hasVertexColors;
  488. state.materials[ materialHash ] = material;
  489. }
  490. createdMaterials.push( material );
  491. }
  492. // Create mesh
  493. var mesh;
  494. if ( createdMaterials.length > 1 ) {
  495. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  496. var sourceMaterial = materials[ mi ];
  497. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  498. }
  499. if ( isLine ) {
  500. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  501. } else if ( isPoints ) {
  502. mesh = new THREE.Points( buffergeometry, createdMaterials );
  503. } else {
  504. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  505. }
  506. } else {
  507. if ( isLine ) {
  508. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  509. } else if ( isPoints ) {
  510. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  511. } else {
  512. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  513. }
  514. }
  515. mesh.name = object.name;
  516. container.add( mesh );
  517. }
  518. return container;
  519. }
  520. } );
  521. return OBJLoader;
  522. } )();