BinaryLoader.js 21 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.BinaryLoader = function ( showStatus ) {
  5. THREE.Loader.call( this, showStatus );
  6. };
  7. THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
  8. // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
  9. // - binary models consist of two files: JS and BIN
  10. // - parameters
  11. // - url (required)
  12. // - callback (required)
  13. // - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
  14. // - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
  15. THREE.BinaryLoader.prototype.load = function ( url, callback, texturePath, binaryPath ) {
  16. // todo: unify load API to for easier SceneLoader use
  17. texturePath = texturePath || this.extractUrlBase( url );
  18. binaryPath = binaryPath || this.extractUrlBase( url );
  19. var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : undefined;
  20. this.onLoadStart();
  21. // #1 load JS part via web worker
  22. this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
  23. };
  24. THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
  25. var xhr = new XMLHttpRequest();
  26. texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
  27. binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
  28. xhr.onreadystatechange = function () {
  29. if ( xhr.readyState == 4 ) {
  30. if ( xhr.status == 200 || xhr.status == 0 ) {
  31. var json = JSON.parse( xhr.responseText );
  32. context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
  33. } else {
  34. console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
  35. }
  36. }
  37. };
  38. xhr.open( "GET", url, true );
  39. xhr.send( null );
  40. };
  41. THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
  42. var xhr = new XMLHttpRequest(),
  43. url = binaryPath + json.buffers;
  44. xhr.addEventListener( 'load', function ( event ) {
  45. var buffer = xhr.response;
  46. if ( buffer === undefined ) {
  47. // IEWEBGL needs this
  48. buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
  49. }
  50. if ( buffer.byteLength == 0 ) { // iOS and other XMLHttpRequest level 1
  51. var buffer = new ArrayBuffer( xhr.responseText.length );
  52. var bufView = new Uint8Array( buffer );
  53. for ( var i = 0, l = xhr.responseText.length; i < l; i ++ ) {
  54. bufView[ i ] = xhr.responseText.charCodeAt( i ) & 0xff;
  55. }
  56. }
  57. THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
  58. }, false );
  59. if ( callbackProgress !== undefined ) {
  60. xhr.addEventListener( 'progress', function ( event ) {
  61. if ( event.lengthComputable ) {
  62. callbackProgress( event );
  63. }
  64. }, false );
  65. }
  66. xhr.addEventListener( 'error', function ( event ) {
  67. console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
  68. }, false );
  69. xhr.open( "GET", url, true );
  70. xhr.responseType = "arraybuffer";
  71. if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  72. xhr.send( null );
  73. };
  74. // Binary AJAX parser
  75. THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
  76. var Model = function ( texturePath ) {
  77. var scope = this,
  78. currentOffset = 0,
  79. md,
  80. normals = [],
  81. uvs = [],
  82. start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
  83. start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
  84. tri_size, quad_size,
  85. len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
  86. len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
  87. THREE.Geometry.call( this );
  88. md = parseMetaData( data, currentOffset );
  89. currentOffset += md.header_bytes;
  90. /*
  91. md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  92. md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
  93. md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  94. md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
  95. */
  96. // buffers sizes
  97. tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
  98. quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
  99. len_tri_flat = md.ntri_flat * ( tri_size );
  100. len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
  101. len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
  102. len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
  103. len_quad_flat = md.nquad_flat * ( quad_size );
  104. len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
  105. len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
  106. len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
  107. // read buffers
  108. currentOffset += init_vertices( currentOffset );
  109. currentOffset += init_normals( currentOffset );
  110. currentOffset += handlePadding( md.nnormals * 3 );
  111. currentOffset += init_uvs( currentOffset );
  112. start_tri_flat = currentOffset;
  113. start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
  114. start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
  115. start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
  116. start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
  117. start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
  118. start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
  119. start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
  120. // have to first process faces with uvs
  121. // so that face and uv indices match
  122. init_triangles_flat_uv( start_tri_flat_uv );
  123. init_triangles_smooth_uv( start_tri_smooth_uv );
  124. init_quads_flat_uv( start_quad_flat_uv );
  125. init_quads_smooth_uv( start_quad_smooth_uv );
  126. // now we can process untextured faces
  127. init_triangles_flat( start_tri_flat );
  128. init_triangles_smooth( start_tri_smooth );
  129. init_quads_flat( start_quad_flat );
  130. init_quads_smooth( start_quad_smooth );
  131. this.computeFaceNormals();
  132. function handlePadding( n ) {
  133. return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
  134. };
  135. function parseMetaData( data, offset ) {
  136. var metaData = {
  137. 'signature' :parseString( data, offset, 12 ),
  138. 'header_bytes' :parseUChar8( data, offset + 12 ),
  139. 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
  140. 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
  141. 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
  142. 'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
  143. 'normal_index_bytes' :parseUChar8( data, offset + 17 ),
  144. 'uv_index_bytes' :parseUChar8( data, offset + 18 ),
  145. 'material_index_bytes' :parseUChar8( data, offset + 19 ),
  146. 'nvertices' :parseUInt32( data, offset + 20 ),
  147. 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ),
  148. 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ),
  149. 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ),
  150. 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ),
  151. 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ),
  152. 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
  153. 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ),
  154. 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ),
  155. 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ),
  156. 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
  157. };
  158. /*
  159. console.log( "signature: " + metaData.signature );
  160. console.log( "header_bytes: " + metaData.header_bytes );
  161. console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
  162. console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
  163. console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
  164. console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
  165. console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
  166. console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
  167. console.log( "material_index_bytes: " + metaData.material_index_bytes );
  168. console.log( "nvertices: " + metaData.nvertices );
  169. console.log( "nnormals: " + metaData.nnormals );
  170. console.log( "nuvs: " + metaData.nuvs );
  171. console.log( "ntri_flat: " + metaData.ntri_flat );
  172. console.log( "ntri_smooth: " + metaData.ntri_smooth );
  173. console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
  174. console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
  175. console.log( "nquad_flat: " + metaData.nquad_flat );
  176. console.log( "nquad_smooth: " + metaData.nquad_smooth );
  177. console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
  178. console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
  179. var total = metaData.header_bytes
  180. + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
  181. + metaData.nnormals * metaData.normal_coordinate_bytes * 3
  182. + metaData.nuvs * metaData.uv_coordinate_bytes * 2
  183. + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
  184. + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
  185. + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
  186. + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
  187. + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
  188. + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
  189. + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
  190. + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
  191. console.log( "total bytes: " + total );
  192. */
  193. return metaData;
  194. };
  195. function parseString( data, offset, length ) {
  196. var charArray = new Uint8Array( data, offset, length );
  197. var text = "";
  198. for ( var i = 0; i < length; i ++ ) {
  199. text += String.fromCharCode( charArray[ offset + i ] );
  200. }
  201. return text;
  202. };
  203. function parseUChar8( data, offset ) {
  204. var charArray = new Uint8Array( data, offset, 1 );
  205. return charArray[ 0 ];
  206. };
  207. function parseUInt32( data, offset ) {
  208. var intArray = new Uint32Array( data, offset, 1 );
  209. return intArray[ 0 ];
  210. };
  211. function init_vertices( start ) {
  212. var nElements = md.nvertices;
  213. var coordArray = new Float32Array( data, start, nElements * 3 );
  214. var i, x, y, z;
  215. for( i = 0; i < nElements; i ++ ) {
  216. x = coordArray[ i * 3 ];
  217. y = coordArray[ i * 3 + 1 ];
  218. z = coordArray[ i * 3 + 2 ];
  219. vertex( scope, x, y, z );
  220. }
  221. return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
  222. };
  223. function init_normals( start ) {
  224. var nElements = md.nnormals;
  225. if ( nElements ) {
  226. var normalArray = new Int8Array( data, start, nElements * 3 );
  227. var i, x, y, z;
  228. for( i = 0; i < nElements; i ++ ) {
  229. x = normalArray[ i * 3 ];
  230. y = normalArray[ i * 3 + 1 ];
  231. z = normalArray[ i * 3 + 2 ];
  232. normals.push( x/127, y/127, z/127 );
  233. }
  234. }
  235. return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
  236. };
  237. function init_uvs( start ) {
  238. var nElements = md.nuvs;
  239. if ( nElements ) {
  240. var uvArray = new Float32Array( data, start, nElements * 2 );
  241. var i, u, v;
  242. for( i = 0; i < nElements; i ++ ) {
  243. u = uvArray[ i * 2 ];
  244. v = uvArray[ i * 2 + 1 ];
  245. uvs.push( u, v );
  246. }
  247. }
  248. return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
  249. };
  250. function init_uvs3( nElements, offset ) {
  251. var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
  252. var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
  253. for( i = 0; i < nElements; i ++ ) {
  254. uva = uvIndexBuffer[ i * 3 ];
  255. uvb = uvIndexBuffer[ i * 3 + 1 ];
  256. uvc = uvIndexBuffer[ i * 3 + 2 ];
  257. u1 = uvs[ uva*2 ];
  258. v1 = uvs[ uva*2 + 1 ];
  259. u2 = uvs[ uvb*2 ];
  260. v2 = uvs[ uvb*2 + 1 ];
  261. u3 = uvs[ uvc*2 ];
  262. v3 = uvs[ uvc*2 + 1 ];
  263. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  264. }
  265. };
  266. function init_uvs4( nElements, offset ) {
  267. var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
  268. var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
  269. for( i = 0; i < nElements; i ++ ) {
  270. uva = uvIndexBuffer[ i * 4 ];
  271. uvb = uvIndexBuffer[ i * 4 + 1 ];
  272. uvc = uvIndexBuffer[ i * 4 + 2 ];
  273. uvd = uvIndexBuffer[ i * 4 + 3 ];
  274. u1 = uvs[ uva*2 ];
  275. v1 = uvs[ uva*2 + 1 ];
  276. u2 = uvs[ uvb*2 ];
  277. v2 = uvs[ uvb*2 + 1 ];
  278. u3 = uvs[ uvc*2 ];
  279. v3 = uvs[ uvc*2 + 1 ];
  280. u4 = uvs[ uvd*2 ];
  281. v4 = uvs[ uvd*2 + 1 ];
  282. uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
  283. }
  284. };
  285. function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
  286. var i, a, b, c, m;
  287. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  288. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  289. for( i = 0; i < nElements; i ++ ) {
  290. a = vertexIndexBuffer[ i * 3 ];
  291. b = vertexIndexBuffer[ i * 3 + 1 ];
  292. c = vertexIndexBuffer[ i * 3 + 2 ];
  293. m = materialIndexBuffer[ i ];
  294. f3( scope, a, b, c, m );
  295. }
  296. };
  297. function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
  298. var i, a, b, c, d, m;
  299. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  300. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  301. for( i = 0; i < nElements; i ++ ) {
  302. a = vertexIndexBuffer[ i * 4 ];
  303. b = vertexIndexBuffer[ i * 4 + 1 ];
  304. c = vertexIndexBuffer[ i * 4 + 2 ];
  305. d = vertexIndexBuffer[ i * 4 + 3 ];
  306. m = materialIndexBuffer[ i ];
  307. f4( scope, a, b, c, d, m );
  308. }
  309. };
  310. function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  311. var i, a, b, c, m;
  312. var na, nb, nc;
  313. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
  314. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
  315. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  316. for( i = 0; i < nElements; i ++ ) {
  317. a = vertexIndexBuffer[ i * 3 ];
  318. b = vertexIndexBuffer[ i * 3 + 1 ];
  319. c = vertexIndexBuffer[ i * 3 + 2 ];
  320. na = normalIndexBuffer[ i * 3 ];
  321. nb = normalIndexBuffer[ i * 3 + 1 ];
  322. nc = normalIndexBuffer[ i * 3 + 2 ];
  323. m = materialIndexBuffer[ i ];
  324. f3n( scope, normals, a, b, c, m, na, nb, nc );
  325. }
  326. };
  327. function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
  328. var i, a, b, c, d, m;
  329. var na, nb, nc, nd;
  330. var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
  331. var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
  332. var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
  333. for( i = 0; i < nElements; i ++ ) {
  334. a = vertexIndexBuffer[ i * 4 ];
  335. b = vertexIndexBuffer[ i * 4 + 1 ];
  336. c = vertexIndexBuffer[ i * 4 + 2 ];
  337. d = vertexIndexBuffer[ i * 4 + 3 ];
  338. na = normalIndexBuffer[ i * 4 ];
  339. nb = normalIndexBuffer[ i * 4 + 1 ];
  340. nc = normalIndexBuffer[ i * 4 + 2 ];
  341. nd = normalIndexBuffer[ i * 4 + 3 ];
  342. m = materialIndexBuffer[ i ];
  343. f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
  344. }
  345. };
  346. function init_triangles_flat( start ) {
  347. var nElements = md.ntri_flat;
  348. if ( nElements ) {
  349. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  350. init_faces3_flat( nElements, start, offsetMaterials );
  351. }
  352. };
  353. function init_triangles_flat_uv( start ) {
  354. var nElements = md.ntri_flat_uv;
  355. if ( nElements ) {
  356. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  357. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  358. init_faces3_flat( nElements, start, offsetMaterials );
  359. init_uvs3( nElements, offsetUvs );
  360. }
  361. };
  362. function init_triangles_smooth( start ) {
  363. var nElements = md.ntri_smooth;
  364. if ( nElements ) {
  365. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  366. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  367. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  368. }
  369. };
  370. function init_triangles_smooth_uv( start ) {
  371. var nElements = md.ntri_smooth_uv;
  372. if ( nElements ) {
  373. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  374. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  375. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
  376. init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
  377. init_uvs3( nElements, offsetUvs );
  378. }
  379. };
  380. function init_quads_flat( start ) {
  381. var nElements = md.nquad_flat;
  382. if ( nElements ) {
  383. var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  384. init_faces4_flat( nElements, start, offsetMaterials );
  385. }
  386. };
  387. function init_quads_flat_uv( start ) {
  388. var nElements = md.nquad_flat_uv;
  389. if ( nElements ) {
  390. var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  391. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  392. init_faces4_flat( nElements, start, offsetMaterials );
  393. init_uvs4( nElements, offsetUvs );
  394. }
  395. };
  396. function init_quads_smooth( start ) {
  397. var nElements = md.nquad_smooth;
  398. if ( nElements ) {
  399. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  400. var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  401. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  402. }
  403. };
  404. function init_quads_smooth_uv( start ) {
  405. var nElements = md.nquad_smooth_uv;
  406. if ( nElements ) {
  407. var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  408. var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  409. var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
  410. init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
  411. init_uvs4( nElements, offsetUvs );
  412. }
  413. };
  414. };
  415. function vertex ( scope, x, y, z ) {
  416. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  417. };
  418. function f3 ( scope, a, b, c, mi ) {
  419. scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
  420. };
  421. function f4 ( scope, a, b, c, d, mi ) {
  422. scope.faces.push( new THREE.Face3( a, b, d, null, null, mi ) );
  423. scope.faces.push( new THREE.Face3( b, c, d, null, null, mi ) );
  424. };
  425. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  426. var nax = normals[ na*3 ],
  427. nay = normals[ na*3 + 1 ],
  428. naz = normals[ na*3 + 2 ],
  429. nbx = normals[ nb*3 ],
  430. nby = normals[ nb*3 + 1 ],
  431. nbz = normals[ nb*3 + 2 ],
  432. ncx = normals[ nc*3 ],
  433. ncy = normals[ nc*3 + 1 ],
  434. ncz = normals[ nc*3 + 2 ];
  435. scope.faces.push( new THREE.Face3( a, b, c,
  436. [new THREE.Vector3( nax, nay, naz ),
  437. new THREE.Vector3( nbx, nby, nbz ),
  438. new THREE.Vector3( ncx, ncy, ncz )],
  439. null,
  440. mi ) );
  441. };
  442. function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
  443. var nax = normals[ na*3 ],
  444. nay = normals[ na*3 + 1 ],
  445. naz = normals[ na*3 + 2 ],
  446. nbx = normals[ nb*3 ],
  447. nby = normals[ nb*3 + 1 ],
  448. nbz = normals[ nb*3 + 2 ],
  449. ncx = normals[ nc*3 ],
  450. ncy = normals[ nc*3 + 1 ],
  451. ncz = normals[ nc*3 + 2 ],
  452. ndx = normals[ nd*3 ],
  453. ndy = normals[ nd*3 + 1 ],
  454. ndz = normals[ nd*3 + 2 ];
  455. scope.faces.push( new THREE.Face3( a, b, d, [
  456. new THREE.Vector3( nax, nay, naz ),
  457. new THREE.Vector3( nbx, nby, nbz ),
  458. new THREE.Vector3( ndx, ndy, ndz )
  459. ], null, mi ) );
  460. scope.faces.push( new THREE.Face3( b, c, d, [
  461. new THREE.Vector3( nbx, nby, nbz ),
  462. new THREE.Vector3( ncx, ncy, ncz ),
  463. new THREE.Vector3( ndx, ndy, ndz )
  464. ], null, mi ) );
  465. };
  466. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  467. where.push( [
  468. new THREE.Vector2( u1, v1 ),
  469. new THREE.Vector2( u2, v2 ),
  470. new THREE.Vector2( u3, v3 )
  471. ] );
  472. };
  473. function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
  474. where.push( [
  475. new THREE.Vector2( u1, v1 ),
  476. new THREE.Vector2( u2, v2 ),
  477. new THREE.Vector2( u4, v4 )
  478. ] );
  479. where.push( [
  480. new THREE.Vector2( u2, v2 ),
  481. new THREE.Vector2( u3, v3 ),
  482. new THREE.Vector2( u4, v4 )
  483. ] );
  484. };
  485. Model.prototype = Object.create( THREE.Geometry.prototype );
  486. var geometry = new Model( texturePath );
  487. var materials = this.initMaterials( jsonMaterials, texturePath );
  488. if ( this.needsTangents( materials ) ) geometry.computeTangents();
  489. callback( geometry, materials );
  490. };