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				https://github.com/jiawanlong/Cesium-Examples.git
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			792 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			792 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * @author mrdoob / http://mrdoob.com/
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								 */
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								THREE.OBJLoader = ( function () {
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									// o object_name | g group_name
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									var object_pattern = /^[og]\s*(.+)?/;
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									// mtllib file_reference
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									var material_library_pattern = /^mtllib /;
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									// usemtl material_name
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									var material_use_pattern = /^usemtl /;
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									function ParserState() {
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										var state = {
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											objects: [],
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											object: {},
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											vertices: [],
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											normals: [],
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											colors: [],
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											uvs: [],
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											materialLibraries: [],
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											startObject: function ( name, fromDeclaration ) {
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												// If the current object (initial from reset) is not from a g/o declaration in the parsed
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												// file. We need to use it for the first parsed g/o to keep things in sync.
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												if ( this.object && this.object.fromDeclaration === false ) {
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													this.object.name = name;
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													this.object.fromDeclaration = ( fromDeclaration !== false );
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													return;
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												}
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												var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );
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												if ( this.object && typeof this.object._finalize === 'function' ) {
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													this.object._finalize( true );
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												}
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												this.object = {
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													name: name || '',
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													fromDeclaration: ( fromDeclaration !== false ),
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													geometry: {
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														vertices: [],
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														normals: [],
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														colors: [],
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														uvs: []
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													},
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													materials: [],
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													smooth: true,
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													startMaterial: function ( name, libraries ) {
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														var previous = this._finalize( false );
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														// New usemtl declaration overwrites an inherited material, except if faces were declared
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														// after the material, then it must be preserved for proper MultiMaterial continuation.
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														if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {
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															this.materials.splice( previous.index, 1 );
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														}
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														var material = {
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															index: this.materials.length,
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															name: name || '',
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															mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
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															smooth: ( previous !== undefined ? previous.smooth : this.smooth ),
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															groupStart: ( previous !== undefined ? previous.groupEnd : 0 ),
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															groupEnd: - 1,
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															groupCount: - 1,
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															inherited: false,
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															clone: function ( index ) {
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																var cloned = {
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																	index: ( typeof index === 'number' ? index : this.index ),
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																	name: this.name,
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																	mtllib: this.mtllib,
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																	smooth: this.smooth,
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																	groupStart: 0,
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																	groupEnd: - 1,
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																	groupCount: - 1,
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																	inherited: false
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																};
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																cloned.clone = this.clone.bind( cloned );
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																return cloned;
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															}
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														};
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														this.materials.push( material );
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														return material;
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													},
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													currentMaterial: function () {
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														if ( this.materials.length > 0 ) {
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															return this.materials[ this.materials.length - 1 ];
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														}
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														return undefined;
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													},
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													_finalize: function ( end ) {
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														var lastMultiMaterial = this.currentMaterial();
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														if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
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															lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
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															lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
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															lastMultiMaterial.inherited = false;
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														}
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														// Ignore objects tail materials if no face declarations followed them before a new o/g started.
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														if ( end && this.materials.length > 1 ) {
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															for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
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																if ( this.materials[ mi ].groupCount <= 0 ) {
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																	this.materials.splice( mi, 1 );
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																}
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															}
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														}
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														// Guarantee at least one empty material, this makes the creation later more straight forward.
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														if ( end && this.materials.length === 0 ) {
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															this.materials.push( {
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																name: '',
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																smooth: this.smooth
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															} );
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														}
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														return lastMultiMaterial;
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													}
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												};
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												// Inherit previous objects material.
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												// Spec tells us that a declared material must be set to all objects until a new material is declared.
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												// If a usemtl declaration is encountered while this new object is being parsed, it will
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												// overwrite the inherited material. Exception being that there was already face declarations
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												// to the inherited material, then it will be preserved for proper MultiMaterial continuation.
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												if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
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													var declared = previousMaterial.clone( 0 );
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													declared.inherited = true;
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													this.object.materials.push( declared );
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												}
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												this.objects.push( this.object );
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											},
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											finalize: function () {
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												if ( this.object && typeof this.object._finalize === 'function' ) {
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													this.object._finalize( true );
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												}
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											},
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											parseVertexIndex: function ( value, len ) {
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												var index = parseInt( value, 10 );
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												return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
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											},
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											parseNormalIndex: function ( value, len ) {
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												var index = parseInt( value, 10 );
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												return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
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											},
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											parseUVIndex: function ( value, len ) {
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												var index = parseInt( value, 10 );
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												return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
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											},
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											addVertex: function ( a, b, c ) {
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												var src = this.vertices;
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												var dst = this.object.geometry.vertices;
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												dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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												dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
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												dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
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											},
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											addVertexPoint: function ( a ) {
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												var src = this.vertices;
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												var dst = this.object.geometry.vertices;
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												dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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											},
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											addVertexLine: function ( a ) {
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												var src = this.vertices;
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												var dst = this.object.geometry.vertices;
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												dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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											},
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											addNormal: function ( a, b, c ) {
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												var src = this.normals;
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												var dst = this.object.geometry.normals;
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												dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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												dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
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												dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
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											},
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											addColor: function ( a, b, c ) {
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												var src = this.colors;
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												var dst = this.object.geometry.colors;
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												dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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												dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
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												dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
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											},
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											addUV: function ( a, b, c ) {
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												var src = this.uvs;
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												var dst = this.object.geometry.uvs;
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												dst.push( src[ a + 0 ], src[ a + 1 ] );
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												dst.push( src[ b + 0 ], src[ b + 1 ] );
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												dst.push( src[ c + 0 ], src[ c + 1 ] );
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											},
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											addUVLine: function ( a ) {
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												var src = this.uvs;
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												var dst = this.object.geometry.uvs;
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												dst.push( src[ a + 0 ], src[ a + 1 ] );
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											},
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											addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
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| 
								 | 
							
												var vLen = this.vertices.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var ia = this.parseVertexIndex( a, vLen );
							 | 
						||
| 
								 | 
							
												var ib = this.parseVertexIndex( b, vLen );
							 | 
						||
| 
								 | 
							
												var ic = this.parseVertexIndex( c, vLen );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.addVertex( ia, ib, ic );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( ua !== undefined && ua !== '' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var uvLen = this.uvs.length;
							 | 
						||
| 
								 | 
							
													ia = this.parseUVIndex( ua, uvLen );
							 | 
						||
| 
								 | 
							
													ib = this.parseUVIndex( ub, uvLen );
							 | 
						||
| 
								 | 
							
													ic = this.parseUVIndex( uc, uvLen );
							 | 
						||
| 
								 | 
							
													this.addUV( ia, ib, ic );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( na !== undefined && na !== '' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Normals are many times the same. If so, skip function call and parseInt.
							 | 
						||
| 
								 | 
							
													var nLen = this.normals.length;
							 | 
						||
| 
								 | 
							
													ia = this.parseNormalIndex( na, nLen );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
							 | 
						||
| 
								 | 
							
													ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.addNormal( ia, ib, ic );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( this.colors.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.addColor( ia, ib, ic );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											addPointGeometry: function ( vertices ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.object.geometry.type = 'Points';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var vLen = this.vertices.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											addLineGeometry: function ( vertices, uvs ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												this.object.geometry.type = 'Line';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var vLen = this.vertices.length;
							 | 
						||
| 
								 | 
							
												var uvLen = this.uvs.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										state.startObject( '', false );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return state;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									function OBJLoader( manager ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.materials = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									OBJLoader.prototype = {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										constructor: OBJLoader,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										load: function ( url, onLoad, onProgress, onError ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var scope = this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var loader = new THREE.FileLoader( scope.manager );
							 | 
						||
| 
								 | 
							
											loader.setPath( this.path );
							 | 
						||
| 
								 | 
							
											loader.load( url, function ( text ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												onLoad( scope.parse( text ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}, onProgress, onError );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										setPath: function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.path = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										setMaterials: function ( materials ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.materials = materials;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										parse: function ( text ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											console.time( 'OBJLoader' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var state = new ParserState();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( text.indexOf( '\r\n' ) !== - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// This is faster than String.split with regex that splits on both
							 | 
						||
| 
								 | 
							
												text = text.replace( /\r\n/g, '\n' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( text.indexOf( '\\\n' ) !== - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// join lines separated by a line continuation character (\)
							 | 
						||
| 
								 | 
							
												text = text.replace( /\\\n/g, '' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var lines = text.split( '\n' );
							 | 
						||
| 
								 | 
							
											var line = '', lineFirstChar = '';
							 | 
						||
| 
								 | 
							
											var lineLength = 0;
							 | 
						||
| 
								 | 
							
											var result = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Faster to just trim left side of the line. Use if available.
							 | 
						||
| 
								 | 
							
											var trimLeft = ( typeof ''.trimLeft === 'function' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( var i = 0, l = lines.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												line = lines[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												line = trimLeft ? line.trimLeft() : line.trim();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												lineLength = line.length;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( lineLength === 0 ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												lineFirstChar = line.charAt( 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// @todo invoke passed in handler if any
							 | 
						||
| 
								 | 
							
												if ( lineFirstChar === '#' ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( lineFirstChar === 'v' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var data = line.split( /\s+/ );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													switch ( data[ 0 ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														case 'v':
							 | 
						||
| 
								 | 
							
															state.vertices.push(
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 1 ] ),
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 2 ] ),
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 3 ] )
							 | 
						||
| 
								 | 
							
															);
							 | 
						||
| 
								 | 
							
															if ( data.length === 8 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
																state.colors.push(
							 | 
						||
| 
								 | 
							
																	parseFloat( data[ 4 ] ),
							 | 
						||
| 
								 | 
							
																	parseFloat( data[ 5 ] ),
							 | 
						||
| 
								 | 
							
																	parseFloat( data[ 6 ] )
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
																);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															}
							 | 
						||
| 
								 | 
							
															break;
							 | 
						||
| 
								 | 
							
														case 'vn':
							 | 
						||
| 
								 | 
							
															state.normals.push(
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 1 ] ),
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 2 ] ),
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 3 ] )
							 | 
						||
| 
								 | 
							
															);
							 | 
						||
| 
								 | 
							
															break;
							 | 
						||
| 
								 | 
							
														case 'vt':
							 | 
						||
| 
								 | 
							
															state.uvs.push(
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 1 ] ),
							 | 
						||
| 
								 | 
							
																parseFloat( data[ 2 ] )
							 | 
						||
| 
								 | 
							
															);
							 | 
						||
| 
								 | 
							
															break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( lineFirstChar === 'f' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var lineData = line.substr( 1 ).trim();
							 | 
						||
| 
								 | 
							
													var vertexData = lineData.split( /\s+/ );
							 | 
						||
| 
								 | 
							
													var faceVertices = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Parse the face vertex data into an easy to work with format
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														var vertex = vertexData[ j ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( vertex.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															var vertexParts = vertex.split( '/' );
							 | 
						||
| 
								 | 
							
															faceVertices.push( vertexParts );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var v1 = faceVertices[ 0 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														var v2 = faceVertices[ j ];
							 | 
						||
| 
								 | 
							
														var v3 = faceVertices[ j + 1 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														state.addFace(
							 | 
						||
| 
								 | 
							
															v1[ 0 ], v2[ 0 ], v3[ 0 ],
							 | 
						||
| 
								 | 
							
															v1[ 1 ], v2[ 1 ], v3[ 1 ],
							 | 
						||
| 
								 | 
							
															v1[ 2 ], v2[ 2 ], v3[ 2 ]
							 | 
						||
| 
								 | 
							
														);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( lineFirstChar === 'l' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var lineParts = line.substring( 1 ).trim().split( " " );
							 | 
						||
| 
								 | 
							
													var lineVertices = [], lineUVs = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( line.indexOf( "/" ) === - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														lineVertices = lineParts;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															var parts = lineParts[ li ].split( "/" );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
							 | 
						||
| 
								 | 
							
															if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
													state.addLineGeometry( lineVertices, lineUVs );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( lineFirstChar === 'p' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var lineData = line.substr( 1 ).trim();
							 | 
						||
| 
								 | 
							
													var pointData = lineData.split( " " );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													state.addPointGeometry( pointData );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( ( result = object_pattern.exec( line ) ) !== null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// o object_name
							 | 
						||
| 
								 | 
							
													// or
							 | 
						||
| 
								 | 
							
													// g group_name
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
							 | 
						||
| 
								 | 
							
													// var name = result[ 0 ].substr( 1 ).trim();
							 | 
						||
| 
								 | 
							
													var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													state.startObject( name );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( material_use_pattern.test( line ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// material
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( material_library_pattern.test( line ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// mtl file
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													state.materialLibraries.push( line.substring( 7 ).trim() );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else if ( lineFirstChar === 's' ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													result = line.split( ' ' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// smooth shading
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
							 | 
						||
| 
								 | 
							
													// but does not define a usemtl for each face set.
							 | 
						||
| 
								 | 
							
													// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
							 | 
						||
| 
								 | 
							
													// This requires some care to not create extra material on each smooth value for "normal" obj files.
							 | 
						||
| 
								 | 
							
													// where explicit usemtl defines geometry groups.
							 | 
						||
| 
								 | 
							
													// Example asset: examples/models/obj/cerberus/Cerberus.obj
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													/*
							 | 
						||
| 
								 | 
							
													 * http://paulbourke.net/dataformats/obj/
							 | 
						||
| 
								 | 
							
													 * or
							 | 
						||
| 
								 | 
							
													 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
							 | 
						||
| 
								 | 
							
													 *
							 | 
						||
| 
								 | 
							
													 * From chapter "Grouping" Syntax explanation "s group_number":
							 | 
						||
| 
								 | 
							
													 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
							 | 
						||
| 
								 | 
							
													 * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
							 | 
						||
| 
								 | 
							
													 * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
							 | 
						||
| 
								 | 
							
													 * than 0."
							 | 
						||
| 
								 | 
							
													 */
							 | 
						||
| 
								 | 
							
													if ( result.length > 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														var value = result[ 1 ].trim().toLowerCase();
							 | 
						||
| 
								 | 
							
														state.object.smooth = ( value !== '0' && value !== 'off' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// ZBrush can produce "s" lines #11707
							 | 
						||
| 
								 | 
							
														state.object.smooth = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
													var material = state.object.currentMaterial();
							 | 
						||
| 
								 | 
							
													if ( material ) material.smooth = state.object.smooth;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													// Handle null terminated files without exception
							 | 
						||
| 
								 | 
							
													if ( line === '\0' ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													throw new Error( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											state.finalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var container = new THREE.Group();
							 | 
						||
| 
								 | 
							
											container.materialLibraries = [].concat( state.materialLibraries );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( var i = 0, l = state.objects.length; i < l; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var object = state.objects[ i ];
							 | 
						||
| 
								 | 
							
												var geometry = object.geometry;
							 | 
						||
| 
								 | 
							
												var materials = object.materials;
							 | 
						||
| 
								 | 
							
												var isLine = ( geometry.type === 'Line' );
							 | 
						||
| 
								 | 
							
												var isPoints = ( geometry.type === 'Points' );
							 | 
						||
| 
								 | 
							
												var hasVertexColors = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Skip o/g line declarations that did not follow with any faces
							 | 
						||
| 
								 | 
							
												if ( geometry.vertices.length === 0 ) continue;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var buffergeometry = new THREE.BufferGeometry();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												buffergeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( geometry.normals.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													buffergeometry.computeVertexNormals();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( geometry.colors.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													hasVertexColors = true;
							 | 
						||
| 
								 | 
							
													buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( geometry.uvs.length > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Create materials
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var createdMaterials = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													var sourceMaterial = materials[ mi ];
							 | 
						||
| 
								 | 
							
													var material = undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( this.materials !== null ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material = this.materials.create( sourceMaterial.name );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
							 | 
						||
| 
								 | 
							
														if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															var materialLine = new THREE.LineBasicMaterial();
							 | 
						||
| 
								 | 
							
															materialLine.copy( material );
							 | 
						||
| 
								 | 
							
															materialLine.lights = false; // TOFIX
							 | 
						||
| 
								 | 
							
															material = materialLine;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
							 | 
						||
| 
								 | 
							
															materialLine.copy( material );
							 | 
						||
| 
								 | 
							
															material = materialPoints;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( ! material ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														if ( isLine ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															material = new THREE.LineBasicMaterial();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														} else if ( isPoints ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
															material = new THREE.MeshPhongMaterial();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														material.name = sourceMaterial.name;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													material.flatShading = sourceMaterial.smooth ? false : true;
							 | 
						||
| 
								 | 
							
													material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													createdMaterials.push( material );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Create mesh
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var mesh;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( createdMaterials.length > 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( var mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														var sourceMaterial = materials[ mi ];
							 | 
						||
| 
								 | 
							
														buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( isLine ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( isPoints ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh = new THREE.Points( buffergeometry, createdMaterials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh = new THREE.Mesh( buffergeometry, createdMaterials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( isLine ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else if ( isPoints ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh.name = object.name;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												container.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											console.timeEnd( 'OBJLoader' );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return container;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									return OBJLoader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								} )();
							 |