792 lines
19 KiB
JavaScript
792 lines
19 KiB
JavaScript
/**
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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;
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var ia = this.parseVertexIndex( a, vLen );
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var ib = this.parseVertexIndex( b, vLen );
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var ic = this.parseVertexIndex( c, vLen );
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this.addVertex( ia, ib, ic );
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if ( ua !== undefined && ua !== '' ) {
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var uvLen = this.uvs.length;
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ia = this.parseUVIndex( ua, uvLen );
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ib = this.parseUVIndex( ub, uvLen );
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ic = this.parseUVIndex( uc, uvLen );
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this.addUV( ia, ib, ic );
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}
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if ( na !== undefined && na !== '' ) {
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// Normals are many times the same. If so, skip function call and parseInt.
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var nLen = this.normals.length;
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ia = this.parseNormalIndex( na, nLen );
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ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
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ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );
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this.addNormal( ia, ib, ic );
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}
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if ( this.colors.length > 0 ) {
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this.addColor( ia, ib, ic );
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}
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},
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addPointGeometry: function ( vertices ) {
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this.object.geometry.type = 'Points';
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var vLen = this.vertices.length;
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for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
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this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
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}
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},
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addLineGeometry: function ( vertices, uvs ) {
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this.object.geometry.type = 'Line';
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var vLen = this.vertices.length;
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var uvLen = this.uvs.length;
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for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
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this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
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}
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for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
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this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
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}
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}
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};
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state.startObject( '', false );
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return state;
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}
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//
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function OBJLoader( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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this.materials = null;
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}
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OBJLoader.prototype = {
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constructor: OBJLoader,
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load: function ( url, onLoad, onProgress, onError ) {
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var scope = this;
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var loader = new THREE.FileLoader( scope.manager );
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loader.setPath( this.path );
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loader.load( url, function ( text ) {
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onLoad( scope.parse( text ) );
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}, onProgress, onError );
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},
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setPath: function ( value ) {
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this.path = value;
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},
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setMaterials: function ( materials ) {
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this.materials = materials;
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return this;
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},
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parse: function ( text ) {
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console.time( 'OBJLoader' );
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var state = new ParserState();
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if ( text.indexOf( '\r\n' ) !== - 1 ) {
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// This is faster than String.split with regex that splits on both
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text = text.replace( /\r\n/g, '\n' );
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}
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if ( text.indexOf( '\\\n' ) !== - 1 ) {
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// join lines separated by a line continuation character (\)
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text = text.replace( /\\\n/g, '' );
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}
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var lines = text.split( '\n' );
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var line = '', lineFirstChar = '';
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var lineLength = 0;
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var result = [];
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// Faster to just trim left side of the line. Use if available.
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var trimLeft = ( typeof ''.trimLeft === 'function' );
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for ( var i = 0, l = lines.length; i < l; i ++ ) {
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line = lines[ i ];
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line = trimLeft ? line.trimLeft() : line.trim();
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lineLength = line.length;
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if ( lineLength === 0 ) continue;
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lineFirstChar = line.charAt( 0 );
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// @todo invoke passed in handler if any
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if ( lineFirstChar === '#' ) continue;
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if ( lineFirstChar === 'v' ) {
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var data = line.split( /\s+/ );
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switch ( data[ 0 ] ) {
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case 'v':
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state.vertices.push(
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parseFloat( data[ 1 ] ),
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parseFloat( data[ 2 ] ),
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parseFloat( data[ 3 ] )
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);
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if ( data.length === 8 ) {
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state.colors.push(
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parseFloat( data[ 4 ] ),
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parseFloat( data[ 5 ] ),
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parseFloat( data[ 6 ] )
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);
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}
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break;
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case 'vn':
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state.normals.push(
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parseFloat( data[ 1 ] ),
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parseFloat( data[ 2 ] ),
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parseFloat( data[ 3 ] )
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);
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break;
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case 'vt':
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state.uvs.push(
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parseFloat( data[ 1 ] ),
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parseFloat( data[ 2 ] )
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);
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break;
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}
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} else if ( lineFirstChar === 'f' ) {
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var lineData = line.substr( 1 ).trim();
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var vertexData = lineData.split( /\s+/ );
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var faceVertices = [];
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// Parse the face vertex data into an easy to work with format
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for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
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var vertex = vertexData[ j ];
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if ( vertex.length > 0 ) {
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var vertexParts = vertex.split( '/' );
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faceVertices.push( vertexParts );
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}
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}
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// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
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var v1 = faceVertices[ 0 ];
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for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
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var v2 = faceVertices[ j ];
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var v3 = faceVertices[ j + 1 ];
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state.addFace(
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v1[ 0 ], v2[ 0 ], v3[ 0 ],
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v1[ 1 ], v2[ 1 ], v3[ 1 ],
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v1[ 2 ], v2[ 2 ], v3[ 2 ]
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);
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}
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} else if ( lineFirstChar === 'l' ) {
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var lineParts = line.substring( 1 ).trim().split( " " );
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var lineVertices = [], lineUVs = [];
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if ( line.indexOf( "/" ) === - 1 ) {
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lineVertices = lineParts;
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} else {
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for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {
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var parts = lineParts[ li ].split( "/" );
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if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
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if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );
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}
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}
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state.addLineGeometry( lineVertices, lineUVs );
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} else if ( lineFirstChar === 'p' ) {
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var lineData = line.substr( 1 ).trim();
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var pointData = lineData.split( " " );
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state.addPointGeometry( pointData );
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} else if ( ( result = object_pattern.exec( line ) ) !== null ) {
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// o object_name
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// or
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// g group_name
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// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
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// var name = result[ 0 ].substr( 1 ).trim();
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var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );
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state.startObject( name );
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} else if ( material_use_pattern.test( line ) ) {
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// material
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state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
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} else if ( material_library_pattern.test( line ) ) {
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// mtl file
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state.materialLibraries.push( line.substring( 7 ).trim() );
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} else if ( lineFirstChar === 's' ) {
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result = line.split( ' ' );
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// smooth shading
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// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
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// but does not define a usemtl for each face set.
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// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
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// This requires some care to not create extra material on each smooth value for "normal" obj files.
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// where explicit usemtl defines geometry groups.
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// Example asset: examples/models/obj/cerberus/Cerberus.obj
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/*
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* http://paulbourke.net/dataformats/obj/
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* or
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* http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
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*
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* From chapter "Grouping" Syntax explanation "s group_number":
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* "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
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* Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
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* surfaces, smoothing groups are either turned on or off; there is no difference between values greater
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* than 0."
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*/
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if ( result.length > 1 ) {
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var value = result[ 1 ].trim().toLowerCase();
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state.object.smooth = ( value !== '0' && value !== 'off' );
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|
|
} 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;
|
|
|
|
} )();
|