mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-27 22:05:58 +10:00
Optimized binary model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly.
This saves about 10% from size of textured binary models.
This commit is contained in:
+353
-221
@@ -123,7 +123,8 @@ THREE.Loader.prototype = {
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var scope = this,
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currentOffset = 0,
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md,
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normals = [];
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normals = [],
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uvs = [];
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THREE.Geometry.call(this);
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@@ -135,14 +136,18 @@ THREE.Loader.prototype = {
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currentOffset += init_vertices( currentOffset );
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currentOffset += init_normals( currentOffset );
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currentOffset += init_uvs( currentOffset );
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currentOffset += init_triangles_flat( currentOffset );
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currentOffset += init_triangles_smooth( currentOffset );
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currentOffset += init_triangles_flat_uv( currentOffset );
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currentOffset += init_triangles_smooth_uv( currentOffset );
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currentOffset += init_quads_flat( currentOffset );
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currentOffset += init_quads_smooth( currentOffset );
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currentOffset += init_uvs_tri( currentOffset );
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init_uvs_quad( data, currentOffset, md.nuvtri );
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currentOffset += init_quads_flat_uv( currentOffset );
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currentOffset += init_quads_smooth_uv( currentOffset );
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this.computeCentroids();
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this.computeNormals();
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@@ -153,24 +158,33 @@ THREE.Loader.prototype = {
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function parseMetaData( data, offset ) {
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var metaData = {
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'signature' :parseString( data, offset, 8 ),
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'signature' :parseString( data, offset, 8 ),
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'header_bytes' :parseUChar8( data, offset + 8 ),
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'vertex_coordinate_bytes' :parseUChar8( data, offset + 9 ),
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'vertex_index_bytes' :parseUChar8( data, offset + 10 ),
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'normal_index_bytes' :parseUChar8( data, offset + 11 ),
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'material_index_bytes' :parseUChar8( data, offset + 12 ),
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'normal_coordinate_bytes' :parseUChar8( data, offset + 13 ),
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'uv_coordinate_bytes' :parseUChar8( data, offset + 14 ),
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'normal_coordinate_bytes' :parseUChar8( data, offset + 10 ),
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'uv_coordinate_bytes' :parseUChar8( data, offset + 11 ),
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'vertex_index_bytes' :parseUChar8( data, offset + 12 ),
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'normal_index_bytes' :parseUChar8( data, offset + 13 ),
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'uv_index_bytes' :parseUChar8( data, offset + 14 ),
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'material_index_bytes' :parseUChar8( data, offset + 15 ),
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'nvertices' :parseUInt32( data, offset + 15 ),
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'ntri_flat' :parseUInt32( data, offset + 15 + 4*1 ),
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'ntri_smooth' :parseUInt32( data, offset + 15 + 4*2 ),
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'nquad_flat' :parseUInt32( data, offset + 15 + 4*3 ),
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'nquad_smooth' :parseUInt32( data, offset + 15 + 4*4 ),
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'nnormals' :parseUInt32( data, offset + 15 + 4*5 ),
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'nuvtri' :parseUInt32( data, offset + 15 + 4*6 ),
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'nuvquad' :parseUInt32( data, offset + 15 + 4*7 ),
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'nvertices' :parseUInt32( data, offset + 16 ),
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'nnormals' :parseUInt32( data, offset + 16 + 4*1 ),
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'nuvs' :parseUInt32( data, offset + 16 + 4*2 ),
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'ntri_flat' :parseUInt32( data, offset + 16 + 4*3 ),
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'ntri_smooth' :parseUInt32( data, offset + 16 + 4*4 ),
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'ntri_flat_uv' :parseUInt32( data, offset + 16 + 4*5 ),
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'ntri_smooth_uv' :parseUInt32( data, offset + 16 + 4*6 ),
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'nquad_flat' :parseUInt32( data, offset + 16 + 4*7 ),
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'nquad_smooth' :parseUInt32( data, offset + 16 + 4*8 ),
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'nquad_flat_uv' :parseUInt32( data, offset + 16 + 4*9 ),
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'nquad_smooth_uv' :parseUInt32( data, offset + 16 + 4*10 )
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};
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/*
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@@ -178,20 +192,27 @@ THREE.Loader.prototype = {
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log( "header_bytes: " + metaData.header_bytes );
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log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
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log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
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log( "normal_index_bytes: " + metaData.normal_index_bytes );
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log( "material_index_bytes: " + metaData.material_index_bytes );
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log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
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log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
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log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
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log( "normal_index_bytes: " + metaData.normal_index_bytes );
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log( "uv_index_bytes: " + metaData.uv_index_bytes );
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log( "material_index_bytes: " + metaData.material_index_bytes );
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log( "nvertices: " + metaData.nvertices );
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log( "nnormals: " + metaData.nnormals );
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log( "nuvs: " + metaData.nuvs );
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log( "ntri_flat: " + metaData.ntri_flat );
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log( "ntri_smooth: " + metaData.ntri_smooth );
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log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
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log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
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log( "nquad_flat: " + metaData.nquad_flat );
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log( "nquad_smooth: " + metaData.nquad_smooth );
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log( "nnormals: " + metaData.nnormals );
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log( "nuvtri: " + metaData.nuvtri );
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log( "nuvquad: " + metaData.nuvquad );
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log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
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log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
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*/
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return metaData;
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@@ -271,199 +292,6 @@ THREE.Loader.prototype = {
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}
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function init_triangles_flat( start ) {
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var i, a, b, c, m, material,
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stride = md.vertex_index_bytes * 3 + md.material_index_bytes;
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for( i = 0; i < md.ntri_flat; ++i ) {
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*3 );
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material = scope.materials[ m ];
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scope.faces.push( new THREE.Face3( a, b, c, null, material ) );
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}
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return md.ntri_flat * stride;
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}
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function init_triangles_smooth( start ) {
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var i, a, b, c, m, na, nb, nc, material,
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nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz,
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stride = md.vertex_index_bytes * 3 + md.material_index_bytes + md.normal_index_bytes * 3;
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for( i = 0; i < md.ntri_smooth; ++i ) {
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*3 );
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na = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes );
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nb = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes + md.normal_index_bytes );
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nc = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes + md.normal_index_bytes*2 );
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material = scope.materials[ m ];
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nax = normals[ na*3 ],
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nay = normals[ na*3 + 1 ],
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naz = normals[ na*3 + 2 ],
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nbx = normals[ nb*3 ],
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nby = normals[ nb*3 + 1 ],
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nbz = normals[ nb*3 + 2 ],
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ncx = normals[ nc*3 ],
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ncy = normals[ nc*3 + 1 ],
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ncz = normals[ nc*3 + 2 ];
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scope.faces.push( new THREE.Face3( a, b, c,
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[new THREE.Vector3( nax, nay, naz ),
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new THREE.Vector3( nbx, nby, nbz ),
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new THREE.Vector3( ncx, ncy, ncz )],
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material ) );
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}
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return md.ntri_smooth * stride;
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}
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function init_quads_flat( start ) {
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var i, a, b, c, d, m, material,
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stride = md.vertex_index_bytes * 4 + md.material_index_bytes;;
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for( i = 0; i < md.nquad_flat; ++i ) {
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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d = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*4 );
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material = scope.materials[ m ];
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scope.faces.push( new THREE.Face4( a, b, c, d, null, material ) );
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}
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return md.nquad_flat * stride;
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}
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function init_quads_smooth( start ) {
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var i, a, b, c, d, m, na, nb, nc, nd, material,
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nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz, ndx, ndy, ndz,
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stride = md.vertex_index_bytes * 4 + md.material_index_bytes + md.normal_index_bytes * 4;
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for( i = 0; i < md.nquad_smooth; ++i ) {
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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d = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*4 );
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na = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes );
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nb = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes );
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nc = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes*2 );
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nd = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes*3 );
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material = scope.materials[ m ];
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nax = normals[ na*3 ],
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nay = normals[ na*3 + 1 ],
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naz = normals[ na*3 + 2 ],
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nbx = normals[ nb*3 ],
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nby = normals[ nb*3 + 1 ],
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nbz = normals[ nb*3 + 2 ],
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ncx = normals[ nc*3 ],
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ncy = normals[ nc*3 + 1 ],
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ncz = normals[ nc*3 + 2 ];
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ndx = normals[ nd*3 ],
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ndy = normals[ nd*3 + 1 ],
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ndz = normals[ nd*3 + 2 ];
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scope.faces.push( new THREE.Face4( a, b, c, d,
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[new THREE.Vector3( nax, nay, naz ),
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new THREE.Vector3( nbx, nby, nbz ),
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new THREE.Vector3( ncx, ncy, ncz ),
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new THREE.Vector3( ndx, ndy, ndz )],
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material ) );
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}
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return md.nquad_smooth * stride;
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}
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function init_uvs_tri( start ) {
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var i, ua, ub, uc, va, vb, vc, uv,
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stride = md.uv_coordinate_bytes * 6;
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for( i = 0; i < md.nuvtri; i++ ) {
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ua = parseFloat32( data, start + i*stride );
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va = parseFloat32( data, start + i*stride + 4 );
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ub = parseFloat32( data, start + i*stride + 8 );
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vb = parseFloat32( data, start + i*stride + 12 );
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uc = parseFloat32( data, start + i*stride + 16 );
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vc = parseFloat32( data, start + i*stride + 20 );
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uv = [];
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uv.push( new THREE.UV( ua, va ) );
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uv.push( new THREE.UV( ub, vb ) );
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uv.push( new THREE.UV( uc, vc ) );
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scope.uvs.push( uv );
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}
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return md.nuvtri * stride;
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}
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function init_uvs_quad( start ) {
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var i, ua, ub, uc, ud, va, vb, vc, vd, uv,
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stride = md.uv_coordinate_bytes * 8;
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for( i = 0; i < md.nuvquad; i++ ) {
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ua = parseFloat32( data, start + i*stride );
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va = parseFloat32( data, start + i*stride + 4 );
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ub = parseFloat32( data, start + i*stride + 8 );
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vb = parseFloat32( data, start + i*stride + 12 );
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uc = parseFloat32( data, start + i*stride + 16 );
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vc = parseFloat32( data, start + i*stride + 20 );
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ud = parseFloat32( data, start + i*stride + 24 );
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vd = parseFloat32( data, start + i*stride + 28 );
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uv = [];
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uv.push( new THREE.UV( ua, va ) );
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uv.push( new THREE.UV( ub, vb ) );
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uv.push( new THREE.UV( uc, vc ) );
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uv.push( new THREE.UV( ud, vd ) );
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scope.uvs.push( uv );
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}
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return md.nuvquad * stride;
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}
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function init_normals( start ) {
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var i, x, y, z,
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@@ -482,6 +310,311 @@ THREE.Loader.prototype = {
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return md.nnormals * stride;
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}
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function init_uvs( start ) {
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var i, u, v,
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stride = md.uv_coordinate_bytes * 2;
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for( i = 0; i < md.nuvs; ++i ) {
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u = parseFloat32( data, start + i*stride );
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v = parseFloat32( data, start + i*stride + md.uv_coordinate_bytes );
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uvs.push( u, v );
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}
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return md.nuvs * stride;
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}
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function add_tri( start, i, stride ) {
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var a, b, c, m, material;
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*3 );
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material = scope.materials[ m ];
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scope.faces.push( new THREE.Face3( a, b, c, null, material ) );
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}
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function add_tri_n( start, i, stride ) {
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var a, b, c, m, na, nb, nc, material,
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nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz;
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*3 );
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na = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes );
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nb = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes + md.normal_index_bytes );
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nc = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 + md.material_index_bytes + md.normal_index_bytes*2 );
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material = scope.materials[ m ];
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nax = normals[ na*3 ],
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nay = normals[ na*3 + 1 ],
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naz = normals[ na*3 + 2 ],
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nbx = normals[ nb*3 ],
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nby = normals[ nb*3 + 1 ],
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nbz = normals[ nb*3 + 2 ],
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ncx = normals[ nc*3 ],
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ncy = normals[ nc*3 + 1 ],
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ncz = normals[ nc*3 + 2 ];
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scope.faces.push( new THREE.Face3( a, b, c,
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[new THREE.Vector3( nax, nay, naz ),
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new THREE.Vector3( nbx, nby, nbz ),
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new THREE.Vector3( ncx, ncy, ncz )],
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material ) );
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}
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function add_quad( start, i, stride ) {
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var a, b, c, d, m, material;
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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d = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*4 );
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material = scope.materials[ m ];
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scope.faces.push( new THREE.Face4( a, b, c, d, null, material ) );
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}
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function add_quad_n( start, i, stride ) {
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var a, b, c, d, m, na, nb, nc, nd, material,
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nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz, ndx, ndy, ndz;
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a = parseUInt32( data, start + i*stride );
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b = parseUInt32( data, start + i*stride + md.vertex_index_bytes );
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c = parseUInt32( data, start + i*stride + md.vertex_index_bytes*2 );
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d = parseUInt32( data, start + i*stride + md.vertex_index_bytes*3 );
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m = parseUInt16( data, start + i*stride + md.vertex_index_bytes*4 );
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||||
|
||||
na = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes );
|
||||
nb = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes );
|
||||
nc = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes*2 );
|
||||
nd = parseUInt32( data, start + i*stride + md.vertex_index_bytes*4 + md.material_index_bytes + md.normal_index_bytes*3 );
|
||||
|
||||
material = scope.materials[ m ];
|
||||
|
||||
nax = normals[ na*3 ],
|
||||
nay = normals[ na*3 + 1 ],
|
||||
naz = normals[ na*3 + 2 ],
|
||||
|
||||
nbx = normals[ nb*3 ],
|
||||
nby = normals[ nb*3 + 1 ],
|
||||
nbz = normals[ nb*3 + 2 ],
|
||||
|
||||
ncx = normals[ nc*3 ],
|
||||
ncy = normals[ nc*3 + 1 ],
|
||||
ncz = normals[ nc*3 + 2 ];
|
||||
|
||||
ndx = normals[ nd*3 ],
|
||||
ndy = normals[ nd*3 + 1 ],
|
||||
ndz = normals[ nd*3 + 2 ];
|
||||
|
||||
scope.faces.push( new THREE.Face4( a, b, c, d,
|
||||
[new THREE.Vector3( nax, nay, naz ),
|
||||
new THREE.Vector3( nbx, nby, nbz ),
|
||||
new THREE.Vector3( ncx, ncy, ncz ),
|
||||
new THREE.Vector3( ndx, ndy, ndz )],
|
||||
material ) );
|
||||
|
||||
}
|
||||
|
||||
function add_uv3( start, i, stride, offset ) {
|
||||
|
||||
var uva, uvb, uvc, u1, u2, u3, v1, v2, v3, uv;
|
||||
|
||||
uva = parseUInt32( data, start + i*stride + offset );
|
||||
uvb = parseUInt32( data, start + i*stride + offset + md.uv_index_bytes );
|
||||
uvc = parseUInt32( data, start + i*stride + offset + md.uv_index_bytes * 2 );
|
||||
|
||||
u1 = uvs[ uva*2 ];
|
||||
v1 = uvs[ uva*2 + 1];
|
||||
|
||||
u2 = uvs[ uvb*2 ];
|
||||
v2 = uvs[ uvb*2 + 1];
|
||||
|
||||
u3 = uvs[ uvc*2 ];
|
||||
v3 = uvs[ uvc*2 + 1];
|
||||
|
||||
uv = [];
|
||||
uv.push( new THREE.UV( u1, v1 ) );
|
||||
uv.push( new THREE.UV( u2, v2 ) );
|
||||
uv.push( new THREE.UV( u3, v3 ) );
|
||||
|
||||
scope.uvs.push( uv );
|
||||
|
||||
}
|
||||
|
||||
function add_uv4( start, i, stride, offset ) {
|
||||
|
||||
var uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4, uv;
|
||||
|
||||
uva = parseUInt32( data, start + i*stride + offset );
|
||||
uvb = parseUInt32( data, start + i*stride + offset + md.uv_index_bytes );
|
||||
uvc = parseUInt32( data, start + i*stride + offset + md.uv_index_bytes * 2 );
|
||||
uvd = parseUInt32( data, start + i*stride + offset + md.uv_index_bytes * 3 );
|
||||
|
||||
u1 = uvs[ uva*2 ];
|
||||
v1 = uvs[ uva*2 + 1];
|
||||
|
||||
u2 = uvs[ uvb*2 ];
|
||||
v2 = uvs[ uvb*2 + 1];
|
||||
|
||||
u3 = uvs[ uvc*2 ];
|
||||
v3 = uvs[ uvc*2 + 1];
|
||||
|
||||
u4 = uvs[ uvd*2 ];
|
||||
v4 = uvs[ uvd*2 + 1];
|
||||
|
||||
uv = [];
|
||||
uv.push( new THREE.UV( u1, v1 ) );
|
||||
uv.push( new THREE.UV( u2, v2 ) );
|
||||
uv.push( new THREE.UV( u3, v3 ) );
|
||||
uv.push( new THREE.UV( u4, v4 ) );
|
||||
|
||||
scope.uvs.push( uv );
|
||||
|
||||
}
|
||||
|
||||
function init_triangles_flat( start ) {
|
||||
|
||||
var i, stride = md.vertex_index_bytes * 3 + md.material_index_bytes;
|
||||
|
||||
for( i = 0; i < md.ntri_flat; ++i ) {
|
||||
|
||||
add_tri( start, i, stride );
|
||||
|
||||
}
|
||||
|
||||
return md.ntri_flat * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_triangles_flat_uv( start ) {
|
||||
|
||||
var i, offset = md.vertex_index_bytes * 3 + md.material_index_bytes,
|
||||
stride = offset + md.uv_index_bytes * 3;
|
||||
|
||||
for( i = 0; i < md.ntri_flat_uv; ++i ) {
|
||||
|
||||
add_tri( start, i, stride );
|
||||
add_uv3( start, i, stride, md.vertex_index_bytes*3 + md.material_index_bytes );
|
||||
|
||||
}
|
||||
|
||||
return md.ntri_flat_uv * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_triangles_smooth( start ) {
|
||||
|
||||
var i, stride = md.vertex_index_bytes * 3 + md.material_index_bytes + md.normal_index_bytes * 3;
|
||||
|
||||
for( i = 0; i < md.ntri_smooth; ++i ) {
|
||||
|
||||
add_tri_n( start, i, stride );
|
||||
|
||||
}
|
||||
|
||||
return md.ntri_smooth * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_triangles_smooth_uv( start ) {
|
||||
|
||||
var i, offset = md.vertex_index_bytes * 3 + md.material_index_bytes + md.normal_index_bytes * 3,
|
||||
stride = offset + md.uv_index_bytes * 3;
|
||||
|
||||
for( i = 0; i < md.ntri_smooth_uv; ++i ) {
|
||||
|
||||
add_tri_n( start, i, stride );
|
||||
add_uv3( start, i, stride, offset );
|
||||
|
||||
}
|
||||
|
||||
return md.ntri_smooth * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_quads_flat( start ) {
|
||||
|
||||
var i, stride = md.vertex_index_bytes * 4 + md.material_index_bytes;
|
||||
|
||||
for( i = 0; i < md.nquad_flat; ++i ) {
|
||||
|
||||
add_quad( start, i, stride );
|
||||
|
||||
}
|
||||
|
||||
return md.nquad_flat * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_quads_flat_uv( start ) {
|
||||
|
||||
var i, offset = md.vertex_index_bytes * 4 + md.material_index_bytes,
|
||||
stride = offset + md.uv_index_bytes * 4;
|
||||
|
||||
for( i = 0; i < md.nquad_flat_uv; ++i ) {
|
||||
|
||||
add_quad( start, i, stride );
|
||||
add_uv4( start, i, offset );
|
||||
|
||||
}
|
||||
|
||||
return md.nquad_flat * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_quads_smooth( start ) {
|
||||
|
||||
var i, stride = md.vertex_index_bytes * 4 + md.material_index_bytes + md.normal_index_bytes * 4;
|
||||
|
||||
for( i = 0; i < md.nquad_smooth; ++i ) {
|
||||
|
||||
add_quad_n( start, i, stride );
|
||||
}
|
||||
|
||||
return md.nquad_smooth * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_quads_smooth_uv( start ) {
|
||||
|
||||
var i, offset = md.vertex_index_bytes * 4 + md.material_index_bytes + md.normal_index_bytes * 4,
|
||||
stride = offset + md.uv_index_bytes * 4;
|
||||
|
||||
for( i = 0; i < md.nquad_smooth_uv; ++i ) {
|
||||
|
||||
add_quad_n( start, i, stride );
|
||||
add_uv4( start, i, stride, offset );
|
||||
}
|
||||
|
||||
return md.nquad_smooth * stride;
|
||||
|
||||
}
|
||||
|
||||
function init_materials() {
|
||||
|
||||
@@ -557,9 +690,9 @@ THREE.Loader.prototype = {
|
||||
}
|
||||
|
||||
return material;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
Model.prototype = new THREE.Geometry();
|
||||
@@ -601,8 +734,6 @@ THREE.Loader.prototype = {
|
||||
|
||||
function init_faces() {
|
||||
|
||||
var i, l;
|
||||
|
||||
function add_tri( src, i, stride ) {
|
||||
|
||||
var a, b, c, m;
|
||||
@@ -716,6 +847,7 @@ THREE.Loader.prototype = {
|
||||
|
||||
}
|
||||
|
||||
var i, l;
|
||||
|
||||
for( i = 0, l = data.triangles.length/4; i < l; i++ ) {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user