OBJLoader.js 22 KB

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  1. ( function () {
  2. var OBJLoader = function () {
  3. // o object_name | g group_name
  4. var object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference
  5. var material_library_pattern = /^mtllib /; // usemtl material_name
  6. var material_use_pattern = /^usemtl /; // usemap map_name
  7. var map_use_pattern = /^usemap /;
  8. var vA = new THREE.Vector3();
  9. var vB = new THREE.Vector3();
  10. var vC = new THREE.Vector3();
  11. var ab = new THREE.Vector3();
  12. var cb = new THREE.Vector3();
  13. function ParserState() {
  14. var state = {
  15. objects: [],
  16. object: {},
  17. vertices: [],
  18. normals: [],
  19. colors: [],
  20. uvs: [],
  21. materials: {},
  22. materialLibraries: [],
  23. startObject: function ( name, fromDeclaration ) {
  24. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  25. // file. We need to use it for the first parsed g/o to keep things in sync.
  26. if ( this.object && this.object.fromDeclaration === false ) {
  27. this.object.name = name;
  28. this.object.fromDeclaration = fromDeclaration !== false;
  29. return;
  30. }
  31. var previousMaterial = this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined;
  32. if ( this.object && typeof this.object._finalize === 'function' ) {
  33. this.object._finalize( true );
  34. }
  35. this.object = {
  36. name: name || '',
  37. fromDeclaration: fromDeclaration !== false,
  38. geometry: {
  39. vertices: [],
  40. normals: [],
  41. colors: [],
  42. uvs: [],
  43. hasUVIndices: false
  44. },
  45. materials: [],
  46. smooth: true,
  47. startMaterial: function ( name, libraries ) {
  48. var previous = this._finalize( false ); // New usemtl declaration overwrites an inherited material, except if faces were declared
  49. // after the material, then it must be preserved for proper MultiMaterial continuation.
  50. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  51. this.materials.splice( previous.index, 1 );
  52. }
  53. var material = {
  54. index: this.materials.length,
  55. name: name || '',
  56. mtllib: Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '',
  57. smooth: previous !== undefined ? previous.smooth : this.smooth,
  58. groupStart: previous !== undefined ? previous.groupEnd : 0,
  59. groupEnd: - 1,
  60. groupCount: - 1,
  61. inherited: false,
  62. clone: function ( index ) {
  63. var cloned = {
  64. index: typeof index === 'number' ? index : this.index,
  65. name: this.name,
  66. mtllib: this.mtllib,
  67. smooth: this.smooth,
  68. groupStart: 0,
  69. groupEnd: - 1,
  70. groupCount: - 1,
  71. inherited: false
  72. };
  73. cloned.clone = this.clone.bind( cloned );
  74. return cloned;
  75. }
  76. };
  77. this.materials.push( material );
  78. return material;
  79. },
  80. currentMaterial: function () {
  81. if ( this.materials.length > 0 ) {
  82. return this.materials[ this.materials.length - 1 ];
  83. }
  84. return undefined;
  85. },
  86. _finalize: function ( end ) {
  87. var lastMultiMaterial = this.currentMaterial();
  88. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  89. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  90. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  91. lastMultiMaterial.inherited = false;
  92. } // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  93. if ( end && this.materials.length > 1 ) {
  94. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  95. if ( this.materials[ mi ].groupCount <= 0 ) {
  96. this.materials.splice( mi, 1 );
  97. }
  98. }
  99. } // Guarantee at least one empty material, this makes the creation later more straight forward.
  100. if ( end && this.materials.length === 0 ) {
  101. this.materials.push( {
  102. name: '',
  103. smooth: this.smooth
  104. } );
  105. }
  106. return lastMultiMaterial;
  107. }
  108. }; // Inherit previous objects material.
  109. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  110. // If a usemtl declaration is encountered while this new object is being parsed, it will
  111. // overwrite the inherited material. Exception being that there was already face declarations
  112. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  113. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  114. var declared = previousMaterial.clone( 0 );
  115. declared.inherited = true;
  116. this.object.materials.push( declared );
  117. }
  118. this.objects.push( this.object );
  119. },
  120. finalize: function () {
  121. if ( this.object && typeof this.object._finalize === 'function' ) {
  122. this.object._finalize( true );
  123. }
  124. },
  125. parseVertexIndex: function ( value, len ) {
  126. var index = parseInt( value, 10 );
  127. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  128. },
  129. parseNormalIndex: function ( value, len ) {
  130. var index = parseInt( value, 10 );
  131. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  132. },
  133. parseUVIndex: function ( value, len ) {
  134. var index = parseInt( value, 10 );
  135. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  136. },
  137. addVertex: function ( a, b, c ) {
  138. var src = this.vertices;
  139. var dst = this.object.geometry.vertices;
  140. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  141. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  142. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  143. },
  144. addVertexPoint: function ( a ) {
  145. var src = this.vertices;
  146. var dst = this.object.geometry.vertices;
  147. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  148. },
  149. addVertexLine: function ( a ) {
  150. var src = this.vertices;
  151. var dst = this.object.geometry.vertices;
  152. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  153. },
  154. addNormal: function ( a, b, c ) {
  155. var src = this.normals;
  156. var dst = this.object.geometry.normals;
  157. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  158. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  159. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  160. },
  161. addFaceNormal: function ( a, b, c ) {
  162. var src = this.vertices;
  163. var dst = this.object.geometry.normals;
  164. vA.fromArray( src, a );
  165. vB.fromArray( src, b );
  166. vC.fromArray( src, c );
  167. cb.subVectors( vC, vB );
  168. ab.subVectors( vA, vB );
  169. cb.cross( ab );
  170. cb.normalize();
  171. dst.push( cb.x, cb.y, cb.z );
  172. dst.push( cb.x, cb.y, cb.z );
  173. dst.push( cb.x, cb.y, cb.z );
  174. },
  175. addColor: function ( a, b, c ) {
  176. var src = this.colors;
  177. var dst = this.object.geometry.colors;
  178. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  179. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  180. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  181. },
  182. addUV: function ( a, b, c ) {
  183. var src = this.uvs;
  184. var dst = this.object.geometry.uvs;
  185. dst.push( src[ a + 0 ], src[ a + 1 ] );
  186. dst.push( src[ b + 0 ], src[ b + 1 ] );
  187. dst.push( src[ c + 0 ], src[ c + 1 ] );
  188. },
  189. addDefaultUV: function () {
  190. var dst = this.object.geometry.uvs;
  191. dst.push( 0, 0 );
  192. dst.push( 0, 0 );
  193. dst.push( 0, 0 );
  194. },
  195. addUVLine: function ( a ) {
  196. var src = this.uvs;
  197. var dst = this.object.geometry.uvs;
  198. dst.push( src[ a + 0 ], src[ a + 1 ] );
  199. },
  200. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  201. var vLen = this.vertices.length;
  202. var ia = this.parseVertexIndex( a, vLen );
  203. var ib = this.parseVertexIndex( b, vLen );
  204. var ic = this.parseVertexIndex( c, vLen );
  205. this.addVertex( ia, ib, ic );
  206. this.addColor( ia, ib, ic ); // normals
  207. if ( na !== undefined && na !== '' ) {
  208. var nLen = this.normals.length;
  209. ia = this.parseNormalIndex( na, nLen );
  210. ib = this.parseNormalIndex( nb, nLen );
  211. ic = this.parseNormalIndex( nc, nLen );
  212. this.addNormal( ia, ib, ic );
  213. } else {
  214. this.addFaceNormal( ia, ib, ic );
  215. } // uvs
  216. if ( ua !== undefined && ua !== '' ) {
  217. var uvLen = this.uvs.length;
  218. ia = this.parseUVIndex( ua, uvLen );
  219. ib = this.parseUVIndex( ub, uvLen );
  220. ic = this.parseUVIndex( uc, uvLen );
  221. this.addUV( ia, ib, ic );
  222. this.object.geometry.hasUVIndices = true;
  223. } else {
  224. // add placeholder values (for inconsistent face definitions)
  225. this.addDefaultUV();
  226. }
  227. },
  228. addPointGeometry: function ( vertices ) {
  229. this.object.geometry.type = 'Points';
  230. var vLen = this.vertices.length;
  231. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  232. var index = this.parseVertexIndex( vertices[ vi ], vLen );
  233. this.addVertexPoint( index );
  234. this.addColor( index );
  235. }
  236. },
  237. addLineGeometry: function ( vertices, uvs ) {
  238. this.object.geometry.type = 'Line';
  239. var vLen = this.vertices.length;
  240. var uvLen = this.uvs.length;
  241. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  242. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  243. }
  244. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  245. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  246. }
  247. }
  248. };
  249. state.startObject( '', false );
  250. return state;
  251. } //
  252. function OBJLoader( manager ) {
  253. THREE.Loader.call( this, manager );
  254. this.materials = null;
  255. }
  256. OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  257. constructor: OBJLoader,
  258. load: function ( url, onLoad, onProgress, onError ) {
  259. var scope = this;
  260. var loader = new THREE.FileLoader( this.manager );
  261. loader.setPath( this.path );
  262. loader.setRequestHeader( this.requestHeader );
  263. loader.setWithCredentials( this.withCredentials );
  264. loader.load( url, function ( text ) {
  265. try {
  266. onLoad( scope.parse( text ) );
  267. } catch ( e ) {
  268. if ( onError ) {
  269. onError( e );
  270. } else {
  271. console.error( e );
  272. }
  273. scope.manager.itemError( url );
  274. }
  275. }, onProgress, onError );
  276. },
  277. setMaterials: function ( materials ) {
  278. this.materials = materials;
  279. return this;
  280. },
  281. parse: function ( text ) {
  282. var state = new ParserState();
  283. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  284. // This is faster than String.split with regex that splits on both
  285. text = text.replace( /\r\n/g, '\n' );
  286. }
  287. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  288. // join lines separated by a line continuation character (\)
  289. text = text.replace( /\\\n/g, '' );
  290. }
  291. var lines = text.split( '\n' );
  292. var line = '',
  293. lineFirstChar = '';
  294. var lineLength = 0;
  295. var result = []; // Faster to just trim left side of the line. Use if available.
  296. var trimLeft = typeof ''.trimLeft === 'function';
  297. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  298. line = lines[ i ];
  299. line = trimLeft ? line.trimLeft() : line.trim();
  300. lineLength = line.length;
  301. if ( lineLength === 0 ) continue;
  302. lineFirstChar = line.charAt( 0 ); // @todo invoke passed in handler if any
  303. if ( lineFirstChar === '#' ) continue;
  304. if ( lineFirstChar === 'v' ) {
  305. var data = line.split( /\s+/ );
  306. switch ( data[ 0 ] ) {
  307. case 'v':
  308. state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
  309. if ( data.length >= 7 ) {
  310. state.colors.push( parseFloat( data[ 4 ] ), parseFloat( data[ 5 ] ), parseFloat( data[ 6 ] ) );
  311. } else {
  312. // if no colors are defined, add placeholders so color and vertex indices match
  313. state.colors.push( undefined, undefined, undefined );
  314. }
  315. break;
  316. case 'vn':
  317. state.normals.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
  318. break;
  319. case 'vt':
  320. state.uvs.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ) );
  321. break;
  322. }
  323. } else if ( lineFirstChar === 'f' ) {
  324. var lineData = line.substr( 1 ).trim();
  325. var vertexData = lineData.split( /\s+/ );
  326. var faceVertices = []; // Parse the face vertex data into an easy to work with format
  327. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  328. var vertex = vertexData[ j ];
  329. if ( vertex.length > 0 ) {
  330. var vertexParts = vertex.split( '/' );
  331. faceVertices.push( vertexParts );
  332. }
  333. } // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  334. var v1 = faceVertices[ 0 ];
  335. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  336. var v2 = faceVertices[ j ];
  337. var v3 = faceVertices[ j + 1 ];
  338. state.addFace( v1[ 0 ], v2[ 0 ], v3[ 0 ], v1[ 1 ], v2[ 1 ], v3[ 1 ], v1[ 2 ], v2[ 2 ], v3[ 2 ] );
  339. }
  340. } else if ( lineFirstChar === 'l' ) {
  341. var lineParts = line.substring( 1 ).trim().split( ' ' );
  342. var lineVertices = [],
  343. lineUVs = [];
  344. if ( line.indexOf( '/' ) === - 1 ) {
  345. lineVertices = lineParts;
  346. } else {
  347. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  348. var parts = lineParts[ li ].split( '/' );
  349. if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );
  350. if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );
  351. }
  352. }
  353. state.addLineGeometry( lineVertices, lineUVs );
  354. } else if ( lineFirstChar === 'p' ) {
  355. var lineData = line.substr( 1 ).trim();
  356. var pointData = lineData.split( ' ' );
  357. state.addPointGeometry( pointData );
  358. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  359. // o object_name
  360. // or
  361. // g group_name
  362. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  363. // var name = result[ 0 ].substr( 1 ).trim();
  364. var name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  365. state.startObject( name );
  366. } else if ( material_use_pattern.test( line ) ) {
  367. // material
  368. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  369. } else if ( material_library_pattern.test( line ) ) {
  370. // mtl file
  371. state.materialLibraries.push( line.substring( 7 ).trim() );
  372. } else if ( map_use_pattern.test( line ) ) {
  373. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  374. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  375. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  376. } else if ( lineFirstChar === 's' ) {
  377. result = line.split( ' ' ); // smooth shading
  378. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  379. // but does not define a usemtl for each face set.
  380. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  381. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  382. // where explicit usemtl defines geometry groups.
  383. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  384. /*
  385. * http://paulbourke.net/dataformats/obj/
  386. * or
  387. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  388. *
  389. * From chapter "Grouping" Syntax explanation "s group_number":
  390. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  391. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  392. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  393. * than 0."
  394. */
  395. if ( result.length > 1 ) {
  396. var value = result[ 1 ].trim().toLowerCase();
  397. state.object.smooth = value !== '0' && value !== 'off';
  398. } else {
  399. // ZBrush can produce "s" lines #11707
  400. state.object.smooth = true;
  401. }
  402. var material = state.object.currentMaterial();
  403. if ( material ) material.smooth = state.object.smooth;
  404. } else {
  405. // Handle null terminated files without exception
  406. if ( line === '\0' ) continue;
  407. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  408. }
  409. }
  410. state.finalize();
  411. var container = new THREE.Group();
  412. container.materialLibraries = [].concat( state.materialLibraries );
  413. var hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );
  414. if ( hasPrimitives === true ) {
  415. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  416. var object = state.objects[ i ];
  417. var geometry = object.geometry;
  418. var materials = object.materials;
  419. var isLine = geometry.type === 'Line';
  420. var isPoints = geometry.type === 'Points';
  421. var hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces
  422. if ( geometry.vertices.length === 0 ) continue;
  423. var buffergeometry = new THREE.BufferGeometry();
  424. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  425. if ( geometry.normals.length > 0 ) {
  426. buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  427. }
  428. if ( geometry.colors.length > 0 ) {
  429. hasVertexColors = true;
  430. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  431. }
  432. if ( geometry.hasUVIndices === true ) {
  433. buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  434. } // Create materials
  435. var createdMaterials = [];
  436. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  437. var sourceMaterial = materials[ mi ];
  438. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  439. var material = state.materials[ materialHash ];
  440. if ( this.materials !== null ) {
  441. material = this.materials.create( sourceMaterial.name ); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  442. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  443. var materialLine = new THREE.LineBasicMaterial();
  444. THREE.Material.prototype.copy.call( materialLine, material );
  445. materialLine.color.copy( material.color );
  446. material = materialLine;
  447. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  448. var materialPoints = new THREE.PointsMaterial( {
  449. size: 10,
  450. sizeAttenuation: false
  451. } );
  452. THREE.Material.prototype.copy.call( materialPoints, material );
  453. materialPoints.color.copy( material.color );
  454. materialPoints.map = material.map;
  455. material = materialPoints;
  456. }
  457. }
  458. if ( material === undefined ) {
  459. if ( isLine ) {
  460. material = new THREE.LineBasicMaterial();
  461. } else if ( isPoints ) {
  462. material = new THREE.PointsMaterial( {
  463. size: 1,
  464. sizeAttenuation: false
  465. } );
  466. } else {
  467. material = new THREE.MeshPhongMaterial();
  468. }
  469. material.name = sourceMaterial.name;
  470. material.flatShading = sourceMaterial.smooth ? false : true;
  471. material.vertexColors = hasVertexColors;
  472. state.materials[ materialHash ] = material;
  473. }
  474. createdMaterials.push( material );
  475. } // Create mesh
  476. var mesh;
  477. if ( createdMaterials.length > 1 ) {
  478. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  479. var sourceMaterial = materials[ mi ];
  480. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  481. }
  482. if ( isLine ) {
  483. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  484. } else if ( isPoints ) {
  485. mesh = new THREE.Points( buffergeometry, createdMaterials );
  486. } else {
  487. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  488. }
  489. } else {
  490. if ( isLine ) {
  491. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  492. } else if ( isPoints ) {
  493. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  494. } else {
  495. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  496. }
  497. }
  498. mesh.name = object.name;
  499. container.add( mesh );
  500. }
  501. } else {
  502. // if there is only the default parser state object with no geometry data, interpret data as point cloud
  503. if ( state.vertices.length > 0 ) {
  504. var material = new THREE.PointsMaterial( {
  505. size: 1,
  506. sizeAttenuation: false
  507. } );
  508. var buffergeometry = new THREE.BufferGeometry();
  509. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( state.vertices, 3 ) );
  510. if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {
  511. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( state.colors, 3 ) );
  512. material.vertexColors = true;
  513. }
  514. var points = new THREE.Points( buffergeometry, material );
  515. container.add( points );
  516. }
  517. }
  518. return container;
  519. }
  520. } );
  521. return OBJLoader;
  522. }();
  523. THREE.OBJLoader = OBJLoader;
  524. } )();