OBJLoader.js 21 KB

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  1. THREE.OBJLoader = ( function () {
  2. // o object_name | g group_name
  3. var object_pattern = /^[og]\s*(.+)?/;
  4. // mtllib file_reference
  5. var material_library_pattern = /^mtllib /;
  6. // usemtl material_name
  7. var material_use_pattern = /^usemtl /;
  8. // usemap map_name
  9. var map_use_pattern = /^usemap /;
  10. var vA = new THREE.Vector3();
  11. var vB = new THREE.Vector3();
  12. var vC = new THREE.Vector3();
  13. var ab = new THREE.Vector3();
  14. var cb = new THREE.Vector3();
  15. function ParserState() {
  16. var state = {
  17. objects: [],
  18. object: {},
  19. vertices: [],
  20. normals: [],
  21. colors: [],
  22. uvs: [],
  23. materials: {},
  24. materialLibraries: [],
  25. startObject: function ( name, fromDeclaration ) {
  26. // If the current object (initial from reset) is not from a g/o declaration in the parsed
  27. // file. We need to use it for the first parsed g/o to keep things in sync.
  28. if ( this.object && this.object.fromDeclaration === false ) {
  29. this.object.name = name;
  30. this.object.fromDeclaration = ( fromDeclaration !== false );
  31. return;
  32. }
  33. var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
  34. if ( this.object && typeof this.object._finalize === 'function' ) {
  35. this.object._finalize( true );
  36. }
  37. this.object = {
  38. name: name || '',
  39. fromDeclaration: ( fromDeclaration !== false ),
  40. geometry: {
  41. vertices: [],
  42. normals: [],
  43. colors: [],
  44. uvs: [],
  45. hasUVIndices: false
  46. },
  47. materials: [],
  48. smooth: true,
  49. startMaterial: function ( name, libraries ) {
  50. var previous = this._finalize( false );
  51. // New usemtl declaration overwrites an inherited material, except if faces were declared
  52. // after the material, then it must be preserved for proper MultiMaterial continuation.
  53. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
  54. this.materials.splice( previous.index, 1 );
  55. }
  56. var material = {
  57. index: this.materials.length,
  58. name: name || '',
  59. mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
  60. smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
  61. groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
  62. groupEnd: - 1,
  63. groupCount: - 1,
  64. inherited: false,
  65. clone: function ( index ) {
  66. var cloned = {
  67. index: ( typeof index === 'number' ? index : this.index ),
  68. name: this.name,
  69. mtllib: this.mtllib,
  70. smooth: this.smooth,
  71. groupStart: 0,
  72. groupEnd: - 1,
  73. groupCount: - 1,
  74. inherited: false
  75. };
  76. cloned.clone = this.clone.bind( cloned );
  77. return cloned;
  78. }
  79. };
  80. this.materials.push( material );
  81. return material;
  82. },
  83. currentMaterial: function () {
  84. if ( this.materials.length > 0 ) {
  85. return this.materials[ this.materials.length - 1 ];
  86. }
  87. return undefined;
  88. },
  89. _finalize: function ( end ) {
  90. var lastMultiMaterial = this.currentMaterial();
  91. if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
  92. lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
  93. lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
  94. lastMultiMaterial.inherited = false;
  95. }
  96. // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  97. if ( end && this.materials.length > 1 ) {
  98. for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
  99. if ( this.materials[ mi ].groupCount <= 0 ) {
  100. this.materials.splice( mi, 1 );
  101. }
  102. }
  103. }
  104. // Guarantee at least one empty material, this makes the creation later more straight forward.
  105. if ( end && this.materials.length === 0 ) {
  106. this.materials.push( {
  107. name: '',
  108. smooth: this.smooth
  109. } );
  110. }
  111. return lastMultiMaterial;
  112. }
  113. };
  114. // Inherit previous objects material.
  115. // Spec tells us that a declared material must be set to all objects until a new material is declared.
  116. // If a usemtl declaration is encountered while this new object is being parsed, it will
  117. // overwrite the inherited material. Exception being that there was already face declarations
  118. // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  119. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
  120. var declared = previousMaterial.clone( 0 );
  121. declared.inherited = true;
  122. this.object.materials.push( declared );
  123. }
  124. this.objects.push( this.object );
  125. },
  126. finalize: function () {
  127. if ( this.object && typeof this.object._finalize === 'function' ) {
  128. this.object._finalize( true );
  129. }
  130. },
  131. parseVertexIndex: function ( value, len ) {
  132. var index = parseInt( value, 10 );
  133. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  134. },
  135. parseNormalIndex: function ( value, len ) {
  136. var index = parseInt( value, 10 );
  137. return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
  138. },
  139. parseUVIndex: function ( value, len ) {
  140. var index = parseInt( value, 10 );
  141. return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
  142. },
  143. addVertex: function ( a, b, c ) {
  144. var src = this.vertices;
  145. var dst = this.object.geometry.vertices;
  146. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  147. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  148. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  149. },
  150. addVertexPoint: function ( a ) {
  151. var src = this.vertices;
  152. var dst = this.object.geometry.vertices;
  153. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  154. },
  155. addVertexLine: function ( a ) {
  156. var src = this.vertices;
  157. var dst = this.object.geometry.vertices;
  158. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  159. },
  160. addNormal: function ( a, b, c ) {
  161. var src = this.normals;
  162. var dst = this.object.geometry.normals;
  163. dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  164. dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  165. dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  166. },
  167. addFaceNormal: function ( a, b, c ) {
  168. var src = this.vertices;
  169. var dst = this.object.geometry.normals;
  170. vA.fromArray( src, a );
  171. vB.fromArray( src, b );
  172. vC.fromArray( src, c );
  173. cb.subVectors( vC, vB );
  174. ab.subVectors( vA, vB );
  175. cb.cross( ab );
  176. cb.normalize();
  177. dst.push( cb.x, cb.y, cb.z );
  178. dst.push( cb.x, cb.y, cb.z );
  179. dst.push( cb.x, cb.y, cb.z );
  180. },
  181. addColor: function ( a, b, c ) {
  182. var src = this.colors;
  183. var dst = this.object.geometry.colors;
  184. if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
  185. if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
  186. if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
  187. },
  188. addUV: function ( a, b, c ) {
  189. var src = this.uvs;
  190. var dst = this.object.geometry.uvs;
  191. dst.push( src[ a + 0 ], src[ a + 1 ] );
  192. dst.push( src[ b + 0 ], src[ b + 1 ] );
  193. dst.push( src[ c + 0 ], src[ c + 1 ] );
  194. },
  195. addDefaultUV: function () {
  196. var dst = this.object.geometry.uvs;
  197. dst.push( 0, 0 );
  198. dst.push( 0, 0 );
  199. dst.push( 0, 0 );
  200. },
  201. addUVLine: function ( a ) {
  202. var src = this.uvs;
  203. var dst = this.object.geometry.uvs;
  204. dst.push( src[ a + 0 ], src[ a + 1 ] );
  205. },
  206. addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
  207. var vLen = this.vertices.length;
  208. var ia = this.parseVertexIndex( a, vLen );
  209. var ib = this.parseVertexIndex( b, vLen );
  210. var ic = this.parseVertexIndex( c, vLen );
  211. this.addVertex( ia, ib, ic );
  212. this.addColor( ia, ib, ic );
  213. // normals
  214. if ( na !== undefined && na !== '' ) {
  215. var nLen = this.normals.length;
  216. ia = this.parseNormalIndex( na, nLen );
  217. ib = this.parseNormalIndex( nb, nLen );
  218. ic = this.parseNormalIndex( nc, nLen );
  219. this.addNormal( ia, ib, ic );
  220. } else {
  221. this.addFaceNormal( ia, ib, ic );
  222. }
  223. // uvs
  224. if ( ua !== undefined && ua !== '' ) {
  225. var uvLen = this.uvs.length;
  226. ia = this.parseUVIndex( ua, uvLen );
  227. ib = this.parseUVIndex( ub, uvLen );
  228. ic = this.parseUVIndex( uc, uvLen );
  229. this.addUV( ia, ib, ic );
  230. this.object.geometry.hasUVIndices = true;
  231. } else {
  232. // add placeholder values (for inconsistent face definitions)
  233. this.addDefaultUV();
  234. }
  235. },
  236. addPointGeometry: function ( vertices ) {
  237. this.object.geometry.type = 'Points';
  238. var vLen = this.vertices.length;
  239. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  240. var index = this.parseVertexIndex( vertices[ vi ], vLen );
  241. this.addVertexPoint( index );
  242. this.addColor( index );
  243. }
  244. },
  245. addLineGeometry: function ( vertices, uvs ) {
  246. this.object.geometry.type = 'Line';
  247. var vLen = this.vertices.length;
  248. var uvLen = this.uvs.length;
  249. for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
  250. this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
  251. }
  252. for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
  253. this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
  254. }
  255. }
  256. };
  257. state.startObject( '', false );
  258. return state;
  259. }
  260. //
  261. function OBJLoader( manager ) {
  262. THREE.Loader.call( this, manager );
  263. this.materials = null;
  264. }
  265. OBJLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  266. constructor: OBJLoader,
  267. load: function ( url, onLoad, onProgress, onError ) {
  268. var scope = this;
  269. var loader = new THREE.FileLoader( this.manager );
  270. loader.setPath( this.path );
  271. loader.setRequestHeader( this.requestHeader );
  272. loader.setWithCredentials( this.withCredentials );
  273. loader.load( url, function ( text ) {
  274. try {
  275. onLoad( scope.parse( text ) );
  276. } catch ( e ) {
  277. if ( onError ) {
  278. onError( e );
  279. } else {
  280. console.error( e );
  281. }
  282. scope.manager.itemError( url );
  283. }
  284. }, onProgress, onError );
  285. },
  286. setMaterials: function ( materials ) {
  287. this.materials = materials;
  288. return this;
  289. },
  290. parse: function ( text ) {
  291. var state = new ParserState();
  292. if ( text.indexOf( '\r\n' ) !== - 1 ) {
  293. // This is faster than String.split with regex that splits on both
  294. text = text.replace( /\r\n/g, '\n' );
  295. }
  296. if ( text.indexOf( '\\\n' ) !== - 1 ) {
  297. // join lines separated by a line continuation character (\)
  298. text = text.replace( /\\\n/g, '' );
  299. }
  300. var lines = text.split( '\n' );
  301. var line = '', lineFirstChar = '';
  302. var lineLength = 0;
  303. var result = [];
  304. // Faster to just trim left side of the line. Use if available.
  305. var trimLeft = ( typeof ''.trimLeft === 'function' );
  306. for ( var i = 0, l = lines.length; i < l; i ++ ) {
  307. line = lines[ i ];
  308. line = trimLeft ? line.trimLeft() : line.trim();
  309. lineLength = line.length;
  310. if ( lineLength === 0 ) continue;
  311. lineFirstChar = line.charAt( 0 );
  312. // @todo invoke passed in handler if any
  313. if ( lineFirstChar === '#' ) continue;
  314. if ( lineFirstChar === 'v' ) {
  315. var data = line.split( /\s+/ );
  316. switch ( data[ 0 ] ) {
  317. case 'v':
  318. state.vertices.push(
  319. parseFloat( data[ 1 ] ),
  320. parseFloat( data[ 2 ] ),
  321. parseFloat( data[ 3 ] )
  322. );
  323. if ( data.length >= 7 ) {
  324. state.colors.push(
  325. parseFloat( data[ 4 ] ),
  326. parseFloat( data[ 5 ] ),
  327. parseFloat( data[ 6 ] )
  328. );
  329. } else {
  330. // if no colors are defined, add placeholders so color and vertex indices match
  331. state.colors.push( undefined, undefined, undefined );
  332. }
  333. break;
  334. case 'vn':
  335. state.normals.push(
  336. parseFloat( data[ 1 ] ),
  337. parseFloat( data[ 2 ] ),
  338. parseFloat( data[ 3 ] )
  339. );
  340. break;
  341. case 'vt':
  342. state.uvs.push(
  343. parseFloat( data[ 1 ] ),
  344. parseFloat( data[ 2 ] )
  345. );
  346. break;
  347. }
  348. } else if ( lineFirstChar === 'f' ) {
  349. var lineData = line.substr( 1 ).trim();
  350. var vertexData = lineData.split( /\s+/ );
  351. var faceVertices = [];
  352. // Parse the face vertex data into an easy to work with format
  353. for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
  354. var vertex = vertexData[ j ];
  355. if ( vertex.length > 0 ) {
  356. var vertexParts = vertex.split( '/' );
  357. faceVertices.push( vertexParts );
  358. }
  359. }
  360. // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  361. var v1 = faceVertices[ 0 ];
  362. for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
  363. var v2 = faceVertices[ j ];
  364. var v3 = faceVertices[ j + 1 ];
  365. state.addFace(
  366. v1[ 0 ], v2[ 0 ], v3[ 0 ],
  367. v1[ 1 ], v2[ 1 ], v3[ 1 ],
  368. v1[ 2 ], v2[ 2 ], v3[ 2 ]
  369. );
  370. }
  371. } else if ( lineFirstChar === 'l' ) {
  372. var lineParts = line.substring( 1 ).trim().split( ' ' );
  373. var lineVertices = [], lineUVs = [];
  374. if ( line.indexOf( '/' ) === - 1 ) {
  375. lineVertices = lineParts;
  376. } else {
  377. for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
  378. var parts = lineParts[ li ].split( '/' );
  379. if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );
  380. if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );
  381. }
  382. }
  383. state.addLineGeometry( lineVertices, lineUVs );
  384. } else if ( lineFirstChar === 'p' ) {
  385. var lineData = line.substr( 1 ).trim();
  386. var pointData = lineData.split( ' ' );
  387. state.addPointGeometry( pointData );
  388. } else if ( ( result = object_pattern.exec( line ) ) !== null ) {
  389. // o object_name
  390. // or
  391. // g group_name
  392. // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
  393. // var name = result[ 0 ].substr( 1 ).trim();
  394. var name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
  395. state.startObject( name );
  396. } else if ( material_use_pattern.test( line ) ) {
  397. // material
  398. state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
  399. } else if ( material_library_pattern.test( line ) ) {
  400. // mtl file
  401. state.materialLibraries.push( line.substring( 7 ).trim() );
  402. } else if ( map_use_pattern.test( line ) ) {
  403. // the line is parsed but ignored since the loader assumes textures are defined MTL files
  404. // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
  405. console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
  406. } else if ( lineFirstChar === 's' ) {
  407. result = line.split( ' ' );
  408. // smooth shading
  409. // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
  410. // but does not define a usemtl for each face set.
  411. // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
  412. // This requires some care to not create extra material on each smooth value for "normal" obj files.
  413. // where explicit usemtl defines geometry groups.
  414. // Example asset: examples/models/obj/cerberus/Cerberus.obj
  415. /*
  416. * http://paulbourke.net/dataformats/obj/
  417. * or
  418. * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  419. *
  420. * From chapter "Grouping" Syntax explanation "s group_number":
  421. * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
  422. * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
  423. * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
  424. * than 0."
  425. */
  426. if ( result.length > 1 ) {
  427. var value = result[ 1 ].trim().toLowerCase();
  428. state.object.smooth = ( value !== '0' && value !== 'off' );
  429. } else {
  430. // ZBrush can produce "s" lines #11707
  431. state.object.smooth = true;
  432. }
  433. var material = state.object.currentMaterial();
  434. if ( material ) material.smooth = state.object.smooth;
  435. } else {
  436. // Handle null terminated files without exception
  437. if ( line === '\0' ) continue;
  438. console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
  439. }
  440. }
  441. state.finalize();
  442. var container = new THREE.Group();
  443. container.materialLibraries = [].concat( state.materialLibraries );
  444. var hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );
  445. if ( hasPrimitives === true ) {
  446. for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
  447. var object = state.objects[ i ];
  448. var geometry = object.geometry;
  449. var materials = object.materials;
  450. var isLine = ( geometry.type === 'Line' );
  451. var isPoints = ( geometry.type === 'Points' );
  452. var hasVertexColors = false;
  453. // Skip o/g line declarations that did not follow with any faces
  454. if ( geometry.vertices.length === 0 ) continue;
  455. var buffergeometry = new THREE.BufferGeometry();
  456. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
  457. if ( geometry.normals.length > 0 ) {
  458. buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
  459. }
  460. if ( geometry.colors.length > 0 ) {
  461. hasVertexColors = true;
  462. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
  463. }
  464. if ( geometry.hasUVIndices === true ) {
  465. buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
  466. }
  467. // Create materials
  468. var createdMaterials = [];
  469. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  470. var sourceMaterial = materials[ mi ];
  471. var materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
  472. var material = state.materials[ materialHash ];
  473. if ( this.materials !== null ) {
  474. material = this.materials.create( sourceMaterial.name );
  475. // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  476. if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
  477. var materialLine = new THREE.LineBasicMaterial();
  478. THREE.Material.prototype.copy.call( materialLine, material );
  479. materialLine.color.copy( material.color );
  480. material = materialLine;
  481. } else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
  482. var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
  483. THREE.Material.prototype.copy.call( materialPoints, material );
  484. materialPoints.color.copy( material.color );
  485. materialPoints.map = material.map;
  486. material = materialPoints;
  487. }
  488. }
  489. if ( material === undefined ) {
  490. if ( isLine ) {
  491. material = new THREE.LineBasicMaterial();
  492. } else if ( isPoints ) {
  493. material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  494. } else {
  495. material = new THREE.MeshPhongMaterial();
  496. }
  497. material.name = sourceMaterial.name;
  498. material.flatShading = sourceMaterial.smooth ? false : true;
  499. material.vertexColors = hasVertexColors;
  500. state.materials[ materialHash ] = material;
  501. }
  502. createdMaterials.push( material );
  503. }
  504. // Create mesh
  505. var mesh;
  506. if ( createdMaterials.length > 1 ) {
  507. for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
  508. var sourceMaterial = materials[ mi ];
  509. buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
  510. }
  511. if ( isLine ) {
  512. mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
  513. } else if ( isPoints ) {
  514. mesh = new THREE.Points( buffergeometry, createdMaterials );
  515. } else {
  516. mesh = new THREE.Mesh( buffergeometry, createdMaterials );
  517. }
  518. } else {
  519. if ( isLine ) {
  520. mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
  521. } else if ( isPoints ) {
  522. mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
  523. } else {
  524. mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
  525. }
  526. }
  527. mesh.name = object.name;
  528. container.add( mesh );
  529. }
  530. } else {
  531. // if there is only the default parser state object with no geometry data, interpret data as point cloud
  532. if ( state.vertices.length > 0 ) {
  533. var material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
  534. var buffergeometry = new THREE.BufferGeometry();
  535. buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( state.vertices, 3 ) );
  536. if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {
  537. buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( state.colors, 3 ) );
  538. material.vertexColors = true;
  539. }
  540. var points = new THREE.Points( buffergeometry, material );
  541. container.add( points );
  542. }
  543. }
  544. return container;
  545. }
  546. } );
  547. return OBJLoader;
  548. } )();