BinaryLoader.js 21 KB

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