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