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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.BinaryLoader = function ( showStatus ) {
- THREE.Loader.call( this, showStatus );
- };
- THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
- // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
- // - binary models consist of two files: JS and BIN
- // - parameters
- // - url (required)
- // - callback (required)
- // - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
- // - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
- THREE.BinaryLoader.prototype.load = function ( url, callback, texturePath, binaryPath ) {
- // todo: unify load API to for easier SceneLoader use
- texturePath = texturePath || this.extractUrlBase( url );
- binaryPath = binaryPath || this.extractUrlBase( url );
- var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : undefined;
- this.onLoadStart();
- // #1 load JS part via web worker
- this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
- };
- THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
- var xhr = new XMLHttpRequest();
- texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
- binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
- xhr.onreadystatechange = function () {
- if ( xhr.readyState == 4 ) {
- if ( xhr.status == 200 || xhr.status == 0 ) {
- var json = JSON.parse( xhr.responseText );
- context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
- } else {
- console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
- }
- }
- };
- xhr.open( "GET", url, true );
- xhr.send( null );
- };
- THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
- var scope = this;
- var xhr = new XMLHttpRequest(),
- url = binaryPath + json.buffers;
- xhr.addEventListener( 'load', function ( event ) {
- var buffer = xhr.response;
- if ( buffer === undefined ) {
- // IEWEBGL needs this
- buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;
- }
- if ( buffer.byteLength == 0 ) { // iOS and other XMLHttpRequest level 1
- var buffer = new ArrayBuffer( xhr.responseText.length );
- var bufView = new Uint8Array( buffer );
- for ( var i = 0, l = xhr.responseText.length; i < l; i ++ ) {
- bufView[ i ] = xhr.responseText.charCodeAt( i ) & 0xff;
- }
- }
- scope.createBinModel( buffer, callback, texturePath, json.materials );
- }, false );
- if ( callbackProgress !== undefined ) {
- xhr.addEventListener( 'progress', function ( event ) {
- if ( event.lengthComputable ) {
- callbackProgress( event );
- }
- }, false );
- }
- xhr.addEventListener( 'error', function ( event ) {
- console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
- }, false );
- xhr.open( "GET", url, true );
- xhr.responseType = "arraybuffer";
- if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
- xhr.send( null );
- };
- // Binary AJAX parser
- THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
- var Model = function ( texturePath ) {
- var scope = this,
- currentOffset = 0,
- md,
- normals = [],
- uvs = [],
- start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
- start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
- tri_size, quad_size,
- len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
- len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
- THREE.Geometry.call( this );
- md = parseMetaData( data, currentOffset );
- currentOffset += md.header_bytes;
- /*
- md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
- md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
- md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
- md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
- */
- // buffers sizes
- tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
- quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
- len_tri_flat = md.ntri_flat * ( tri_size );
- len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
- len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
- len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
- len_quad_flat = md.nquad_flat * ( quad_size );
- len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
- len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
- len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
- // read buffers
- currentOffset += init_vertices( currentOffset );
- currentOffset += init_normals( currentOffset );
- currentOffset += handlePadding( md.nnormals * 3 );
- currentOffset += init_uvs( currentOffset );
- start_tri_flat = currentOffset;
- start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
- start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
- start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
- start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
- start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
- start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
- start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
- // have to first process faces with uvs
- // so that face and uv indices match
- init_triangles_flat_uv( start_tri_flat_uv );
- init_triangles_smooth_uv( start_tri_smooth_uv );
- init_quads_flat_uv( start_quad_flat_uv );
- init_quads_smooth_uv( start_quad_smooth_uv );
- // now we can process untextured faces
- init_triangles_flat( start_tri_flat );
- init_triangles_smooth( start_tri_smooth );
- init_quads_flat( start_quad_flat );
- init_quads_smooth( start_quad_smooth );
- this.computeFaceNormals();
- function handlePadding( n ) {
- return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
- };
- function parseMetaData( data, offset ) {
- var metaData = {
- 'signature' :parseString( data, offset, 12 ),
- 'header_bytes' :parseUChar8( data, offset + 12 ),
- 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
- 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
- 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
- 'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
- 'normal_index_bytes' :parseUChar8( data, offset + 17 ),
- 'uv_index_bytes' :parseUChar8( data, offset + 18 ),
- 'material_index_bytes' :parseUChar8( data, offset + 19 ),
- 'nvertices' :parseUInt32( data, offset + 20 ),
- 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ),
- 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ),
- 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ),
- 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ),
- 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ),
- 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
- 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ),
- 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ),
- 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ),
- 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
- };
- /*
- console.log( "signature: " + metaData.signature );
- console.log( "header_bytes: " + metaData.header_bytes );
- console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
- console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
- console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
- console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
- console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
- console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
- console.log( "material_index_bytes: " + metaData.material_index_bytes );
- console.log( "nvertices: " + metaData.nvertices );
- console.log( "nnormals: " + metaData.nnormals );
- console.log( "nuvs: " + metaData.nuvs );
- console.log( "ntri_flat: " + metaData.ntri_flat );
- console.log( "ntri_smooth: " + metaData.ntri_smooth );
- console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
- console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
- console.log( "nquad_flat: " + metaData.nquad_flat );
- console.log( "nquad_smooth: " + metaData.nquad_smooth );
- console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
- console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
- var total = metaData.header_bytes
- + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
- + metaData.nnormals * metaData.normal_coordinate_bytes * 3
- + metaData.nuvs * metaData.uv_coordinate_bytes * 2
- + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
- + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
- + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
- + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
- + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
- + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
- + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
- + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
- console.log( "total bytes: " + total );
- */
- return metaData;
- };
- function parseString( data, offset, length ) {
- var charArray = new Uint8Array( data, offset, length );
- var text = "";
- for ( var i = 0; i < length; i ++ ) {
- text += String.fromCharCode( charArray[ offset + i ] );
- }
- return text;
- };
- function parseUChar8( data, offset ) {
- var charArray = new Uint8Array( data, offset, 1 );
- return charArray[ 0 ];
- };
- function parseUInt32( data, offset ) {
- var intArray = new Uint32Array( data, offset, 1 );
- return intArray[ 0 ];
- };
- function init_vertices( start ) {
- var nElements = md.nvertices;
- var coordArray = new Float32Array( data, start, nElements * 3 );
- var i, x, y, z;
- for( i = 0; i < nElements; i ++ ) {
- x = coordArray[ i * 3 ];
- y = coordArray[ i * 3 + 1 ];
- z = coordArray[ i * 3 + 2 ];
- scope.vertices.push( new THREE.Vector3( x, y, z ) );
- }
- return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
- };
- function init_normals( start ) {
- var nElements = md.nnormals;
- if ( nElements ) {
- var normalArray = new Int8Array( data, start, nElements * 3 );
- var i, x, y, z;
- for( i = 0; i < nElements; i ++ ) {
- x = normalArray[ i * 3 ];
- y = normalArray[ i * 3 + 1 ];
- z = normalArray[ i * 3 + 2 ];
- normals.push( x/127, y/127, z/127 );
- }
- }
- return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
- };
- function init_uvs( start ) {
- var nElements = md.nuvs;
- if ( nElements ) {
- var uvArray = new Float32Array( data, start, nElements * 2 );
- var i, u, v;
- for( i = 0; i < nElements; i ++ ) {
- u = uvArray[ i * 2 ];
- v = uvArray[ i * 2 + 1 ];
- uvs.push( u, v );
- }
- }
- return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
- };
- function init_uvs3( nElements, offset ) {
- var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
- var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
- for( i = 0; i < nElements; i ++ ) {
- uva = uvIndexBuffer[ i * 3 ];
- uvb = uvIndexBuffer[ i * 3 + 1 ];
- uvc = uvIndexBuffer[ i * 3 + 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 ];
- scope.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2( u1, v1 ),
- new THREE.Vector2( u2, v2 ),
- new THREE.Vector2( u3, v3 )
- ] );
- }
- };
- function init_uvs4( nElements, offset ) {
- var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
- var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
- for( i = 0; i < nElements; i ++ ) {
- uva = uvIndexBuffer[ i * 4 ];
- uvb = uvIndexBuffer[ i * 4 + 1 ];
- uvc = uvIndexBuffer[ i * 4 + 2 ];
- uvd = uvIndexBuffer[ i * 4 + 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 ];
- scope.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2( u1, v1 ),
- new THREE.Vector2( u2, v2 ),
- new THREE.Vector2( u4, v4 )
- ] );
- scope.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2( u2, v2 ),
- new THREE.Vector2( u3, v3 ),
- new THREE.Vector2( u4, v4 )
- ] );
- }
- };
- function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
- var i, a, b, c, m;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 3 ];
- b = vertexIndexBuffer[ i * 3 + 1 ];
- c = vertexIndexBuffer[ i * 3 + 2 ];
- m = materialIndexBuffer[ i ];
- scope.faces.push( new THREE.Face3( a, b, c, null, null, m ) );
- }
- };
- function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
- var i, a, b, c, d, m;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 4 ];
- b = vertexIndexBuffer[ i * 4 + 1 ];
- c = vertexIndexBuffer[ i * 4 + 2 ];
- d = vertexIndexBuffer[ i * 4 + 3 ];
- m = materialIndexBuffer[ i ];
- scope.faces.push( new THREE.Face3( a, b, d, null, null, m ) );
- scope.faces.push( new THREE.Face3( b, c, d, null, null, m ) );
- }
- };
- function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
- var i, a, b, c, m;
- var na, nb, nc;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
- var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 3 ];
- b = vertexIndexBuffer[ i * 3 + 1 ];
- c = vertexIndexBuffer[ i * 3 + 2 ];
- na = normalIndexBuffer[ i * 3 ];
- nb = normalIndexBuffer[ i * 3 + 1 ];
- nc = normalIndexBuffer[ i * 3 + 2 ];
- m = materialIndexBuffer[ i ];
- var 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 ];
- scope.faces.push( new THREE.Face3( a, b, c, [
- new THREE.Vector3( nax, nay, naz ),
- new THREE.Vector3( nbx, nby, nbz ),
- new THREE.Vector3( ncx, ncy, ncz )
- ], null, m ) );
- }
- };
- function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
- var i, a, b, c, d, m;
- var na, nb, nc, nd;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
- var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 4 ];
- b = vertexIndexBuffer[ i * 4 + 1 ];
- c = vertexIndexBuffer[ i * 4 + 2 ];
- d = vertexIndexBuffer[ i * 4 + 3 ];
- na = normalIndexBuffer[ i * 4 ];
- nb = normalIndexBuffer[ i * 4 + 1 ];
- nc = normalIndexBuffer[ i * 4 + 2 ];
- nd = normalIndexBuffer[ i * 4 + 3 ];
- m = materialIndexBuffer[ i ];
- var 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.Face3( a, b, d, [
- new THREE.Vector3( nax, nay, naz ),
- new THREE.Vector3( nbx, nby, nbz ),
- new THREE.Vector3( ndx, ndy, ndz )
- ], null, m ) );
- scope.faces.push( new THREE.Face3( b, c, d, [
- new THREE.Vector3( nbx, nby, nbz ),
- new THREE.Vector3( ncx, ncy, ncz ),
- new THREE.Vector3( ndx, ndy, ndz )
- ], null, m ) );
- }
- };
- function init_triangles_flat( start ) {
- var nElements = md.ntri_flat;
- if ( nElements ) {
- var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_flat( nElements, start, offsetMaterials );
- }
- };
- function init_triangles_flat_uv( start ) {
- var nElements = md.ntri_flat_uv;
- if ( nElements ) {
- var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_flat( nElements, start, offsetMaterials );
- init_uvs3( nElements, offsetUvs );
- }
- };
- function init_triangles_smooth( start ) {
- var nElements = md.ntri_smooth;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
- }
- };
- function init_triangles_smooth_uv( start ) {
- var nElements = md.ntri_smooth_uv;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
- init_uvs3( nElements, offsetUvs );
- }
- };
- function init_quads_flat( start ) {
- var nElements = md.nquad_flat;
- if ( nElements ) {
- var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_flat( nElements, start, offsetMaterials );
- }
- };
- function init_quads_flat_uv( start ) {
- var nElements = md.nquad_flat_uv;
- if ( nElements ) {
- var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_flat( nElements, start, offsetMaterials );
- init_uvs4( nElements, offsetUvs );
- }
- };
- function init_quads_smooth( start ) {
- var nElements = md.nquad_smooth;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
- }
- };
- function init_quads_smooth_uv( start ) {
- var nElements = md.nquad_smooth_uv;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
- init_uvs4( nElements, offsetUvs );
- }
- };
- };
- Model.prototype = Object.create( THREE.Geometry.prototype );
- var geometry = new Model( texturePath );
- var materials = this.initMaterials( jsonMaterials, texturePath );
- if ( this.needsTangents( materials ) ) geometry.computeTangents();
- callback( geometry, materials );
- };
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