mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 13:06:01 +10:00
Added Python script for file concatenation with keeping track of file start offsets. This single file way is a bit slower, but should be easier on server / workers (before every part spawned own worker, now all parts for a single model are handled by a single worker).
822 lines
17 KiB
JavaScript
822 lines
17 KiB
JavaScript
/**
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* Loader for CTM encoded models generated by OpenCTM tools:
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* http://openctm.sourceforge.net/
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*
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* Uses js-openctm library by Juan Mellado
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* http://code.google.com/p/js-openctm/
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*
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.CTMLoader = function ( context, showStatus ) {
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this.context = context;
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THREE.Loader.call( this, showStatus );
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};
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THREE.CTMLoader.prototype = new THREE.Loader();
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THREE.CTMLoader.prototype.constructor = THREE.CTMLoader;
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// Load multiple CTM parts defined in JSON
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THREE.CTMLoader.prototype.loadParts = function( url, callback, useWorker, useBuffers, basePath ) {
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var scope = this;
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var xhr = new XMLHttpRequest();
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basePath = basePath ? basePath : this.extractUrlbase( url );
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xhr.onreadystatechange = function() {
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if ( xhr.readyState == 4 ) {
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if ( xhr.status == 200 || xhr.status == 0 ) {
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var jsonObject = JSON.parse( xhr.responseText );
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var materials = [], geometries = [], counter = 0;
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function callbackFinal( geometry ) {
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counter += 1;
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geometries.push( geometry );
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if ( counter === jsonObject.offsets.length ) {
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callback( geometries, materials );
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}
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}
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// init materials
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for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
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materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
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}
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// load joined CTM file
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var partUrl = basePath + jsonObject.data;
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scope.load( partUrl, callbackFinal, useWorker, useBuffers, jsonObject.offsets );
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}
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}
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}
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xhr.open( "GET", url, true );
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xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
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xhr.setRequestHeader( "Content-Type", "text/plain" );
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xhr.send( null );
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};
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// Load CTMLoader compressed models
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// - parameters
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// - url (required)
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// - callback (required)
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THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers, offsets ) {
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var scope = this;
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offsets = offsets !== undefined ? offsets : [ 0 ];
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var xhr = new XMLHttpRequest(),
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callbackProgress = null;
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var length = 0;
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xhr.onreadystatechange = function() {
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if ( xhr.readyState == 4 ) {
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if ( xhr.status == 200 || xhr.status == 0 ) {
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var binaryData = xhr.responseText;
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//var s = Date.now();
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if ( useWorker ) {
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var worker = new Worker( "js/ctm/CTMWorker.js" );
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worker.onmessage = function( event ) {
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var files = event.data;
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for ( var i = 0; i < files.length; i ++ ) {
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var ctmFile = files[ i ];
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if ( useBuffers ) {
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scope.createModelBuffers( ctmFile, callback );
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} else {
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scope.createModelClassic( ctmFile, callback );
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}
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}
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//var e = Date.now();
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//console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
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};
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worker.postMessage( { "data": binaryData, "offsets": offsets } );
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} else {
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for ( var i = 0; i < offsets.length; i ++ ) {
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var stream = new CTM.Stream( binaryData );
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stream.offset = offsets[ i ];
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var ctmFile = new CTM.File( stream );
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if ( useBuffers ) {
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scope.createModelBuffers( ctmFile, callback );
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} else {
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scope.createModelClassic( ctmFile, callback );
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}
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}
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//var e = Date.now();
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//console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
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}
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} else {
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console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
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}
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} else if ( xhr.readyState == 3 ) {
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if ( callbackProgress ) {
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if ( length == 0 ) {
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length = xhr.getResponseHeader( "Content-Length" );
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}
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callbackProgress( { total: length, loaded: xhr.responseText.length } );
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}
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} else if ( xhr.readyState == 2 ) {
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length = xhr.getResponseHeader( "Content-Length" );
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}
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}
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xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
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xhr.open( "GET", url, true );
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xhr.send( null );
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};
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THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
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var gl = this.context;
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var Model = function ( ) {
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var scope = this;
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var dynamic = false,
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computeNormals = true,
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normalizeNormals = true,
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reorderVertices = true;
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scope.materials = [];
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THREE.BufferGeometry.call( this );
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// init GL buffers
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var vertexIndexArray = file.body.indices,
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vertexPositionArray = file.body.vertices,
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vertexNormalArray = file.body.normals;
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var vertexUvArray, vertexColorArray;
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if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
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vertexUvArray = file.body.uvMaps[ 0 ].uv;
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}
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if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
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vertexColorArray = file.body.attrMaps[ 0 ].attr;
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}
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//console.log( "vertices", vertexPositionArray.length/3 );
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//console.log( "triangles", vertexIndexArray.length/3 );
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// compute face normals from scratch
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// (must be done before computing offsets)
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if ( vertexNormalArray === undefined && computeNormals ) {
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var nElements = vertexPositionArray.length;
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vertexNormalArray = new Float32Array( nElements );
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var vA, vB, vC, x, y, z,
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pA = new THREE.Vector3(),
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pB = new THREE.Vector3(),
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pC = new THREE.Vector3(),
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cb = new THREE.Vector3(),
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ab = new THREE.Vector3();
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for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
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vA = vertexIndexArray[ i ];
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vB = vertexIndexArray[ i + 1 ];
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vC = vertexIndexArray[ i + 2 ];
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x = vertexPositionArray[ vA * 3 ];
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y = vertexPositionArray[ vA * 3 + 1 ];
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z = vertexPositionArray[ vA * 3 + 2 ];
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pA.set( x, y, z );
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x = vertexPositionArray[ vB * 3 ];
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y = vertexPositionArray[ vB * 3 + 1 ];
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z = vertexPositionArray[ vB * 3 + 2 ];
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pB.set( x, y, z );
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x = vertexPositionArray[ vC * 3 ];
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y = vertexPositionArray[ vC * 3 + 1 ];
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z = vertexPositionArray[ vC * 3 + 2 ];
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pC.set( x, y, z );
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cb.sub( pC, pB );
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ab.sub( pA, pB );
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cb.crossSelf( ab );
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vertexNormalArray[ vA * 3 ] += cb.x;
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vertexNormalArray[ vA * 3 + 1 ] += cb.y;
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vertexNormalArray[ vA * 3 + 2 ] += cb.z;
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vertexNormalArray[ vB * 3 ] += cb.x;
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vertexNormalArray[ vB * 3 + 1 ] += cb.y;
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vertexNormalArray[ vB * 3 + 2 ] += cb.z;
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vertexNormalArray[ vC * 3 ] += cb.x;
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vertexNormalArray[ vC * 3 + 1 ] += cb.y;
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vertexNormalArray[ vC * 3 + 2 ] += cb.z;
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}
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if ( normalizeNormals ) {
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for ( var i = 0; i < nElements; i += 3 ) {
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x = vertexNormalArray[ i ];
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y = vertexNormalArray[ i + 1 ];
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z = vertexNormalArray[ i + 2 ];
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var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
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vertexNormalArray[ i ] *= n;
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vertexNormalArray[ i + 1 ] *= n;
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vertexNormalArray[ i + 2 ] *= n;
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}
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}
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}
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// reorder vertices
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// (needed for buffer splitting, to keep together face vertices)
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if ( reorderVertices ) {
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var newFaces = new Uint32Array( vertexIndexArray.length ),
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newVertices = new Float32Array( vertexPositionArray.length );
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var newNormals, newUvs, newColors;
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if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
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if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
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if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
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var indexMap = {}, vertexCounter = 0;
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function handleVertex( v ) {
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if ( indexMap[ v ] === undefined ) {
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indexMap[ v ] = vertexCounter;
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var sx = v * 3,
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sy = v * 3 + 1,
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sz = v * 3 + 2,
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dx = vertexCounter * 3,
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dy = vertexCounter * 3 + 1,
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dz = vertexCounter * 3 + 2;
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newVertices[ dx ] = vertexPositionArray[ sx ];
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newVertices[ dy ] = vertexPositionArray[ sy ];
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newVertices[ dz ] = vertexPositionArray[ sz ];
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if ( vertexNormalArray ) {
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newNormals[ dx ] = vertexNormalArray[ sx ];
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newNormals[ dy ] = vertexNormalArray[ sy ];
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newNormals[ dz ] = vertexNormalArray[ sz ];
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}
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if ( vertexUvArray ) {
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newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
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newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
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}
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if ( vertexColorArray ) {
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newColors[ vertexCounter * 4 ] = vertexNormalArray[ v * 4 ];
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newColors[ vertexCounter * 4 + 1 ] = vertexNormalArray[ v * 4 + 1 ];
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newColors[ vertexCounter * 4 + 2 ] = vertexNormalArray[ v * 4 + 2 ];
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newColors[ vertexCounter * 4 + 3 ] = vertexNormalArray[ v * 4 + 3 ];
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}
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vertexCounter += 1;
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}
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}
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var a, b, c;
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for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
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a = vertexIndexArray[ i ];
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b = vertexIndexArray[ i + 1 ];
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c = vertexIndexArray[ i + 2 ];
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handleVertex( a );
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handleVertex( b );
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handleVertex( c );
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newFaces[ i ] = indexMap[ a ];
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newFaces[ i + 1 ] = indexMap[ b ];
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newFaces[ i + 2 ] = indexMap[ c ];
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}
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vertexIndexArray = newFaces;
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vertexPositionArray = newVertices;
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if ( vertexNormalArray ) vertexNormalArray = newNormals;
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if ( vertexUvArray ) vertexUvArray = newUvs;
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if ( vertexColorArray ) vertexColorArray = newColors;
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}
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// compute offsets
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scope.offsets = [];
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var indices = vertexIndexArray;
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var start = 0,
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min = vertexPositionArray.length,
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max = 0,
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minPrev = min;
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for ( var i = 0; i < indices.length; ) {
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for ( var j = 0; j < 3; ++ j ) {
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var idx = indices[ i ++ ];
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if ( idx < min ) min = idx;
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if ( idx > max ) max = idx;
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}
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if ( max - min > 65535 ) {
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i -= 3;
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for ( var k = start; k < i; ++ k ) {
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indices[ k ] -= minPrev;
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}
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scope.offsets.push( { start: start, count: i - start, index: minPrev } );
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start = i;
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min = vertexPositionArray.length;
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max = 0;
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}
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minPrev = min;
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}
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for ( var k = start; k < i; ++ k ) {
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indices[ k ] -= minPrev;
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}
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scope.offsets.push( { start: start, count: i - start, index: minPrev } );
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// indices
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scope.vertexIndexBuffer = gl.createBuffer();
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gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
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gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( vertexIndexArray ), gl.STATIC_DRAW );
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scope.vertexIndexBuffer.itemSize = 1;
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scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
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// vertices
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scope.vertexPositionBuffer = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
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gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
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scope.vertexPositionBuffer.itemSize = 3;
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scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
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// normals
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if ( vertexNormalArray !== undefined ) {
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scope.vertexNormalBuffer = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
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gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
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scope.vertexNormalBuffer.itemSize = 3;
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scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
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}
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// uvs
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if ( vertexUvArray !== undefined ) {
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// "fix" flipping
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for ( var i = 0; i < vertexUvArray.length; i += 2 ) {
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vertexUvArray[ i + 1 ] = 1 - vertexUvArray[ i + 1 ];
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}
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scope.vertexUvBuffer = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
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gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
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scope.vertexUvBuffer.itemSize = 2;
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scope.vertexUvBuffer.numItems = vertexUvArray.length;
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}
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// colors
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if ( vertexColorArray !== undefined ) {
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scope.vertexColorBuffer = gl.createBuffer();
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gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
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gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
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scope.vertexColorBuffer.itemSize = 4;
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scope.vertexColorBuffer.numItems = vertexColorArray.length;
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}
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// compute bounding sphere and bounding box
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// (must do it now as we don't keep typed arrays after setting GL buffers)
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scope.boundingBox = { min: new THREE.Vector3( Infinity, Infinity, Infinity ), max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) };
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var vertices = file.body.vertices,
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bb = scope.boundingBox,
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radius, maxRadius = 0,
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x, y, z;
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for ( var i = 0, il = vertices.length; i < il; i += 3 ) {
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x = vertices[ i ];
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y = vertices[ i + 1 ];
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z = vertices[ i + 2 ];
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// bounding sphere
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radius = Math.sqrt( x * x + y * y + z * z );
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if ( radius > maxRadius ) maxRadius = radius;
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// bounding box
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if ( x < bb.min.x ) {
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bb.min.x = x;
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} else if ( x > bb.max.x ) {
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bb.max.x = x;
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}
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if ( y < bb.min.y ) {
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bb.min.y = y;
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} else if ( y > bb.max.y ) {
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bb.max.y = y;
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}
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if ( z < bb.min.z ) {
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bb.min.z = z;
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} else if ( z > bb.max.z ) {
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bb.max.z = z;
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}
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}
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scope.boundingSphere = { radius: maxRadius };
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// keep references to typed arrays
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if ( dynamic ) {
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scope.vertexIndexArray = vertexIndexArray;
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scope.vertexPositionArray = vertexPositionArray;
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scope.vertexNormalArray = vertexNormalArray;
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scope.vertexUvArray = vertexUvArray;
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scope.vertexColorArray = vertexColorArray;
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}
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}
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Model.prototype = new THREE.BufferGeometry();
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Model.prototype.constructor = Model;
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callback( new Model() );
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};
|
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|
|
THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
|
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|
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var Model = function ( ) {
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var scope = this;
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scope.materials = [];
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THREE.Geometry.call( this );
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var normals = [],
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uvs = [],
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colors = [];
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init_vertices( file.body.vertices );
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if ( file.body.normals !== undefined )
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init_normals( file.body.normals );
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if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
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init_uvs( file.body.uvMaps[ 0 ].uv );
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if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
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init_colors( file.body.attrMaps[ 0 ].attr );
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var hasNormals = normals.length > 0 ? true : false,
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hasUvs = uvs.length > 0 ? true : false,
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hasColors = colors.length > 0 ? true : false;
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init_faces( file.body.indices );
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this.computeCentroids();
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this.computeFaceNormals();
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//this.computeTangents();
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function init_vertices( buffer ) {
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var x, y, z, i, il = buffer.length;
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for( i = 0; i < il; i += 3 ) {
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x = buffer[ i ];
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y = buffer[ i + 1 ];
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z = buffer[ i + 2 ];
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vertex( scope, x, y, z );
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}
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};
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function init_normals( buffer ) {
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var x, y, z, i, il = buffer.length;
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for( i = 0; i < il; i += 3 ) {
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x = buffer[ i ];
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y = buffer[ i + 1 ];
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z = buffer[ i + 2 ];
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normals.push( x, y, z );
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}
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};
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function init_colors( buffer ) {
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var r, g, b, a, i, il = buffer.length;
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for( i = 0; i < il; i += 4 ) {
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r = buffer[ i ];
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g = buffer[ i + 1 ];
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b = buffer[ i + 2 ];
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a = buffer[ i + 3 ];
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var color = new THREE.Color();
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color.setRGB( r, g, b );
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colors.push( color );
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}
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};
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function init_uvs( buffer ) {
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var u, v, i, il = buffer.length;
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for( i = 0; i < il; i += 2 ) {
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u = buffer[ i ];
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v = buffer[ i + 1 ];
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uvs.push( u, 1 - v );
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}
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};
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function init_faces( buffer ) {
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var a, b, c,
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u1, v1, u2, v2, u3, v3,
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m, face,
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i, il = buffer.length;
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m = 0; // all faces defaulting to material 0
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for( i = 0; i < il; i += 3 ) {
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a = buffer[ i ];
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b = buffer[ i + 1 ];
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c = buffer[ i + 2 ];
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if ( hasNormals ){
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face = f3n( scope, normals, a, b, c, m, a, b, c );
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} else {
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face = f3( scope, a, b, c, m );
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}
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if ( hasColors ) {
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face.vertexColors[ 0 ] = colors[ a ];
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face.vertexColors[ 1 ] = colors[ b ];
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face.vertexColors[ 2 ] = colors[ c ];
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}
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if ( hasUvs ) {
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u1 = uvs[ a * 2 ];
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v1 = uvs[ a * 2 + 1 ];
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u2 = uvs[ b * 2 ];
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v2 = uvs[ b * 2 + 1 ];
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u3 = uvs[ c * 2 ];
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v3 = uvs[ c * 2 + 1 ];
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uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
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}
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}
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}
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};
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function vertex ( scope, x, y, z ) {
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scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
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};
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function f3 ( scope, a, b, c, mi ) {
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var face = new THREE.Face3( a, b, c, null, null, mi );
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scope.faces.push( face );
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return face;
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};
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function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
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var 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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var na = new THREE.Vector3( nax, nay, naz ),
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nb = new THREE.Vector3( nbx, nby, nbz ),
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nc = new THREE.Vector3( ncx, ncy, ncz );
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var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
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scope.faces.push( face );
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return face;
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};
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function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
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var uv = [];
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uv.push( new THREE.UV( u1, v1 ) );
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uv.push( new THREE.UV( u2, v2 ) );
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uv.push( new THREE.UV( u3, v3 ) );
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where.push( uv );
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};
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Model.prototype = new THREE.Geometry();
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Model.prototype.constructor = Model;
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callback( new Model() );
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};
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