BinaryLoader.js 19 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. crossOrigin: 'Anonymous',
  14. // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
  15. // - binary models consist of two files: JS and BIN
  16. // - parameters
  17. // - url (required)
  18. // - callback (required)
  19. // - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
  20. // - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
  21. load: function ( url, onLoad, onProgress, onError ) {
  22. // todo: unify load API to for easier SceneLoader use
  23. var texturePath = this.texturePath || THREE.LoaderUtils.extractUrlBase( url );
  24. var binaryPath = this.binaryPath || THREE.LoaderUtils.extractUrlBase( url );
  25. // #1 load JS part via web worker
  26. var scope = this;
  27. var jsonloader = new THREE.FileLoader( this.manager );
  28. jsonloader.load( url, function ( data ) {
  29. var json = JSON.parse( data );
  30. var bufferUrl = binaryPath + json.buffers;
  31. var bufferLoader = new THREE.FileLoader( scope.manager );
  32. bufferLoader.setResponseType( 'arraybuffer' );
  33. bufferLoader.load( bufferUrl, function ( bufData ) {
  34. // IEWEBGL needs this ???
  35. //buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
  36. //// iOS and other XMLHttpRequest level 1 ???
  37. scope.parse( bufData, onLoad, texturePath, json.materials );
  38. }, onProgress, onError );
  39. }, onProgress, onError );
  40. },
  41. setBinaryPath: function ( value ) {
  42. this.binaryPath = value;
  43. },
  44. setCrossOrigin: function ( value ) {
  45. this.crossOrigin = value;
  46. },
  47. setTexturePath: function ( value ) {
  48. this.texturePath = value;
  49. },
  50. parse: function ( data, callback, texturePath, jsonMaterials ) {
  51. var Model = function () {
  52. var scope = this,
  53. currentOffset = 0,
  54. md,
  55. normals = [],
  56. uvs = [],
  57. start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
  58. start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
  59. tri_size, quad_size,
  60. len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
  61. len_quad_flat, len_quad_smooth, len_quad_flat_uv;
  62. THREE.Geometry.call( this );
  63. md = parseMetaData( data, currentOffset );
  64. currentOffset += md.header_bytes;
  65. /*
  66. md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  67. md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
  68. md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  69. md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  70. */
  71. // buffers sizes
  72. tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
  73. quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
  74. len_tri_flat = md.ntri_flat * ( tri_size );
  75. len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
  76. len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
  77. len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
  78. len_quad_flat = md.nquad_flat * ( quad_size );
  79. len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
  80. len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + 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. return THREE.LoaderUtils.decodeText( new Uint8Array( data, offset, length ) );
  171. }
  172. function parseUChar8( data, offset ) {
  173. var charArray = new Uint8Array( data, offset, 1 );
  174. return charArray[ 0 ];
  175. }
  176. function parseUInt32( data, offset ) {
  177. var intArray = new Uint32Array( data, offset, 1 );
  178. return intArray[ 0 ];
  179. }
  180. function init_vertices( start ) {
  181. var nElements = md.nvertices;
  182. var coordArray = new Float32Array( data, start, nElements * 3 );
  183. var i, x, y, z;
  184. for ( i = 0; i < nElements; i ++ ) {
  185. x = coordArray[ i * 3 ];
  186. y = coordArray[ i * 3 + 1 ];
  187. z = coordArray[ i * 3 + 2 ];
  188. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  189. }
  190. return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
  191. }
  192. function init_normals( start ) {
  193. var nElements = md.nnormals;
  194. if ( nElements ) {
  195. var normalArray = new Int8Array( data, start, nElements * 3 );
  196. var i, x, y, z;
  197. for ( i = 0; i < nElements; i ++ ) {
  198. x = normalArray[ i * 3 ];
  199. y = normalArray[ i * 3 + 1 ];
  200. z = normalArray[ i * 3 + 2 ];
  201. normals.push( x / 127, y / 127, z / 127 );
  202. }
  203. }
  204. return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
  205. }
  206. function init_uvs( start ) {
  207. var nElements = md.nuvs;
  208. if ( nElements ) {
  209. var uvArray = new Float32Array( data, start, nElements * 2 );
  210. var i, u, v;
  211. for ( i = 0; i < nElements; i ++ ) {
  212. u = uvArray[ i * 2 ];
  213. v = uvArray[ i * 2 + 1 ];
  214. uvs.push( u, v );
  215. }
  216. }
  217. return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
  218. }
  219. function init_uvs3( nElements, offset ) {
  220. var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
  221. var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
  222. for ( i = 0; i < nElements; i ++ ) {
  223. uva = uvIndexBuffer[ i * 3 ];
  224. uvb = uvIndexBuffer[ i * 3 + 1 ];
  225. uvc = uvIndexBuffer[ i * 3 + 2 ];
  226. u1 = uvs[ uva * 2 ];
  227. v1 = uvs[ uva * 2 + 1 ];
  228. u2 = uvs[ uvb * 2 ];
  229. v2 = uvs[ uvb * 2 + 1 ];
  230. u3 = uvs[ uvc * 2 ];
  231. v3 = uvs[ uvc * 2 + 1 ];
  232. scope.faceVertexUvs[ 0 ].push( [
  233. new THREE.Vector2( u1, v1 ),
  234. new THREE.Vector2( u2, v2 ),
  235. new THREE.Vector2( u3, v3 )
  236. ] );
  237. }
  238. }
  239. function init_uvs4( nElements, offset ) {
  240. var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
  241. var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
  242. for ( i = 0; i < nElements; i ++ ) {
  243. uva = uvIndexBuffer[ i * 4 ];
  244. uvb = uvIndexBuffer[ i * 4 + 1 ];
  245. uvc = uvIndexBuffer[ i * 4 + 2 ];
  246. uvd = uvIndexBuffer[ i * 4 + 3 ];
  247. u1 = uvs[ uva * 2 ];
  248. v1 = uvs[ uva * 2 + 1 ];
  249. u2 = uvs[ uvb * 2 ];
  250. v2 = uvs[ uvb * 2 + 1 ];
  251. u3 = uvs[ uvc * 2 ];
  252. v3 = uvs[ uvc * 2 + 1 ];
  253. u4 = uvs[ uvd * 2 ];
  254. v4 = uvs[ uvd * 2 + 1 ];
  255. scope.faceVertexUvs[ 0 ].push( [
  256. new THREE.Vector2( u1, v1 ),
  257. new THREE.Vector2( u2, v2 ),
  258. new THREE.Vector2( u4, v4 )
  259. ] );
  260. scope.faceVertexUvs[ 0 ].push( [
  261. new THREE.Vector2( u2, v2 ),
  262. new THREE.Vector2( u3, v3 ),
  263. new THREE.Vector2( u4, v4 )
  264. ] );
  265. }
  266. }
  267. function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
  268. var i, a, b, c, m;
  269. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  270. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  271. for ( i = 0; i < nElements; i ++ ) {
  272. a = vertexIndexBuffer[ i * 3 ];
  273. b = vertexIndexBuffer[ i * 3 + 1 ];
  274. c = vertexIndexBuffer[ i * 3 + 2 ];
  275. m = materialIndexBuffer[ i ];
  276. scope.faces.push( new THREE.Face3( a, b, c, null, null, m ) );
  277. }
  278. }
  279. function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
  280. var i, a, b, c, d, m;
  281. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  282. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  283. for ( i = 0; i < nElements; i ++ ) {
  284. a = vertexIndexBuffer[ i * 4 ];
  285. b = vertexIndexBuffer[ i * 4 + 1 ];
  286. c = vertexIndexBuffer[ i * 4 + 2 ];
  287. d = vertexIndexBuffer[ i * 4 + 3 ];
  288. m = materialIndexBuffer[ i ];
  289. scope.faces.push( new THREE.Face3( a, b, d, null, null, m ) );
  290. scope.faces.push( new THREE.Face3( b, c, d, null, null, m ) );
  291. }
  292. }
  293. function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  294. var i, a, b, c, m;
  295. var na, nb, nc;
  296. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  297. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
  298. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  299. for ( i = 0; i < nElements; i ++ ) {
  300. a = vertexIndexBuffer[ i * 3 ];
  301. b = vertexIndexBuffer[ i * 3 + 1 ];
  302. c = vertexIndexBuffer[ i * 3 + 2 ];
  303. na = normalIndexBuffer[ i * 3 ];
  304. nb = normalIndexBuffer[ i * 3 + 1 ];
  305. nc = normalIndexBuffer[ i * 3 + 2 ];
  306. m = materialIndexBuffer[ i ];
  307. var nax = normals[ na * 3 ],
  308. nay = normals[ na * 3 + 1 ],
  309. naz = normals[ na * 3 + 2 ],
  310. nbx = normals[ nb * 3 ],
  311. nby = normals[ nb * 3 + 1 ],
  312. nbz = normals[ nb * 3 + 2 ],
  313. ncx = normals[ nc * 3 ],
  314. ncy = normals[ nc * 3 + 1 ],
  315. ncz = normals[ nc * 3 + 2 ];
  316. scope.faces.push( new THREE.Face3( a, b, c, [
  317. new THREE.Vector3( nax, nay, naz ),
  318. new THREE.Vector3( nbx, nby, nbz ),
  319. new THREE.Vector3( ncx, ncy, ncz )
  320. ], null, m ) );
  321. }
  322. }
  323. function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  324. var i, a, b, c, d, m;
  325. var na, nb, nc, nd;
  326. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  327. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
  328. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  329. for ( i = 0; i < nElements; i ++ ) {
  330. a = vertexIndexBuffer[ i * 4 ];
  331. b = vertexIndexBuffer[ i * 4 + 1 ];
  332. c = vertexIndexBuffer[ i * 4 + 2 ];
  333. d = vertexIndexBuffer[ i * 4 + 3 ];
  334. na = normalIndexBuffer[ i * 4 ];
  335. nb = normalIndexBuffer[ i * 4 + 1 ];
  336. nc = normalIndexBuffer[ i * 4 + 2 ];
  337. nd = normalIndexBuffer[ i * 4 + 3 ];
  338. m = materialIndexBuffer[ i ];
  339. var nax = normals[ na * 3 ],
  340. nay = normals[ na * 3 + 1 ],
  341. naz = normals[ na * 3 + 2 ],
  342. nbx = normals[ nb * 3 ],
  343. nby = normals[ nb * 3 + 1 ],
  344. nbz = normals[ nb * 3 + 2 ],
  345. ncx = normals[ nc * 3 ],
  346. ncy = normals[ nc * 3 + 1 ],
  347. ncz = normals[ nc * 3 + 2 ],
  348. ndx = normals[ nd * 3 ],
  349. ndy = normals[ nd * 3 + 1 ],
  350. ndz = normals[ nd * 3 + 2 ];
  351. scope.faces.push( new THREE.Face3( a, b, d, [
  352. new THREE.Vector3( nax, nay, naz ),
  353. new THREE.Vector3( nbx, nby, nbz ),
  354. new THREE.Vector3( ndx, ndy, ndz )
  355. ], null, m ) );
  356. scope.faces.push( new THREE.Face3( b, c, d, [
  357. new THREE.Vector3( nbx, nby, nbz ),
  358. new THREE.Vector3( ncx, ncy, ncz ),
  359. new THREE.Vector3( ndx, ndy, ndz )
  360. ], null, m ) );
  361. }
  362. }
  363. function init_triangles_flat( start ) {
  364. var nElements = md.ntri_flat;
  365. if ( nElements ) {
  366. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  367. init_faces3_flat( nElements, start, offsetMaterials );
  368. }
  369. }
  370. function init_triangles_flat_uv( start ) {
  371. var nElements = md.ntri_flat_uv;
  372. if ( nElements ) {
  373. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  374. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  375. init_faces3_flat( nElements, start, offsetMaterials );
  376. init_uvs3( nElements, offsetUvs );
  377. }
  378. }
  379. function init_triangles_smooth( start ) {
  380. var nElements = md.ntri_smooth;
  381. if ( nElements ) {
  382. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  383. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  384. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  385. }
  386. }
  387. function init_triangles_smooth_uv( start ) {
  388. var nElements = md.ntri_smooth_uv;
  389. if ( nElements ) {
  390. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  391. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  392. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  393. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  394. init_uvs3( nElements, offsetUvs );
  395. }
  396. }
  397. function init_quads_flat( start ) {
  398. var nElements = md.nquad_flat;
  399. if ( nElements ) {
  400. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  401. init_faces4_flat( nElements, start, offsetMaterials );
  402. }
  403. }
  404. function init_quads_flat_uv( start ) {
  405. var nElements = md.nquad_flat_uv;
  406. if ( nElements ) {
  407. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  408. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  409. init_faces4_flat( nElements, start, offsetMaterials );
  410. init_uvs4( nElements, offsetUvs );
  411. }
  412. }
  413. function init_quads_smooth( start ) {
  414. var nElements = md.nquad_smooth;
  415. if ( nElements ) {
  416. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  417. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  418. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  419. }
  420. }
  421. function init_quads_smooth_uv( start ) {
  422. var nElements = md.nquad_smooth_uv;
  423. if ( nElements ) {
  424. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  425. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  426. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  427. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  428. init_uvs4( nElements, offsetUvs );
  429. }
  430. }
  431. };
  432. Model.prototype = Object.create( THREE.Geometry.prototype );
  433. Model.prototype.constructor = Model;
  434. var geometry = new Model();
  435. var materials = THREE.Loader.prototype.initMaterials( jsonMaterials, texturePath, this.crossOrigin );
  436. callback( geometry, materials );
  437. }
  438. };