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@@ -0,0 +1,834 @@
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+/**
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+ * @author mrdoob / http://mrdoob.com/
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+ */
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+
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+/* import {
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+ BufferGeometry,
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+ DefaultLoadingManager,
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+ FileLoader,
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+ Float32BufferAttribute,
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+ Group,
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+ LineBasicMaterial,
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+ LineSegments,
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+ Material,
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+ Mesh,
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+ MeshPhongMaterial,
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+ NoColors,
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+ Points,
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+ PointsMaterial,
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+ VertexColors
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+} from "../../../build/three.module.js"; */
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+
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+
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+
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+
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+THREE.OBJLoader = ( function () {
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+ var BufferGeometry = THREE.BufferGeometry;
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+ var DefaultLoadingManager = THREE.DefaultLoadingManager;
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+ var FileLoader = THREE.FileLoader;
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+ var Float32BufferAttribute = THREE.Float32BufferAttribute;
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+ var Group = THREE.Group;
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+ var LineBasicMaterial = THREE.LineBasicMaterial;
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+ var LineSegments = THREE.LineSegments;
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+ var Material = THREE.Material;
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+ var Mesh = THREE.Mesh;
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+ var MeshPhongMaterial = THREE.MeshPhongMaterial;
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+ var NoColors = THREE.NoColors;
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+ var PointsMaterial = THREE.PointsMaterial;
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+ var VertexColors = THREE.VertexColors;
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+
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+
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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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+
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+ function ParserState() {
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+
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+ var state = {
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+ objects: [],
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+ object: {},
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+
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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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+ materialLibraries: [],
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+
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+ startObject: function ( name, fromDeclaration ) {
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+
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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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+
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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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+ }
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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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+
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+ if ( this.object && typeof this.object._finalize === 'function' ) {
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+
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+ this.object._finalize( true );
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+
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+ }
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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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+
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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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+
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+ startMaterial: function ( name, libraries ) {
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+
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+ var previous = this._finalize( false );
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+
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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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+
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+ this.materials.splice( previous.index, 1 );
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+
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+ }
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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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+
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+ clone: function ( index ) {
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+
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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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+ };
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+
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+ this.materials.push( material );
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+
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+ return material;
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+
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+ },
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+
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+ currentMaterial: function () {
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+
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+ if ( this.materials.length > 0 ) {
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+
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+ return this.materials[ this.materials.length - 1 ];
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+
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+ }
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+
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+ return undefined;
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+
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+ },
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+
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+ _finalize: function ( end ) {
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+
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+ var lastMultiMaterial = this.currentMaterial();
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+ if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {
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+
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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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+ }
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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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+
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+ for ( var mi = this.materials.length - 1; mi >= 0; mi -- ) {
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+
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+ if ( this.materials[ mi ].groupCount <= 0 ) {
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+
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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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+ }
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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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+
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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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+ }
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+
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+ return lastMultiMaterial;
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+
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+ }
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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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+
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+ if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {
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+
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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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+ }
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+
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+ this.objects.push( this.object );
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+
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+ },
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+
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+ finalize: function () {
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+
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+ if ( this.object && typeof this.object._finalize === 'function' ) {
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+
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+ this.object._finalize( true );
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+
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+ }
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+
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+ },
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+
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+ parseVertexIndex: function ( value, len ) {
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+
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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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+ },
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+
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+ parseNormalIndex: function ( value, len ) {
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+
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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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+ },
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+
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+ parseUVIndex: function ( value, len ) {
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+
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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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+ },
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+
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+ addVertex: function ( a, b, c ) {
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+
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+ var src = this.vertices;
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+ var dst = this.object.geometry.vertices;
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+
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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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+ },
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+
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+ addVertexPoint: function ( a ) {
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+
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+ var src = this.vertices;
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+ var dst = this.object.geometry.vertices;
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+
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+ dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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+
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+ },
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+
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+ addVertexLine: function ( a ) {
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+
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+ var src = this.vertices;
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+ var dst = this.object.geometry.vertices;
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+
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+ dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
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+
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+ },
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+
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+ addNormal: function ( a, b, c ) {
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+
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+ var src = this.normals;
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+ var dst = this.object.geometry.normals;
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+
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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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+ },
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+
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+ addColor: function ( a, b, c ) {
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+
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+ var src = this.colors;
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+ var dst = this.object.geometry.colors;
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+
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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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+ },
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+
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+ addUV: function ( a, b, c ) {
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+
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+ var src = this.uvs;
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+ var dst = this.object.geometry.uvs;
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+
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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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+ },
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+
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+ addUVLine: function ( a ) {
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+
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+ var src = this.uvs;
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+ var dst = this.object.geometry.uvs;
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+
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+ dst.push( src[ a + 0 ], src[ a + 1 ] );
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+
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+ },
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+
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+ addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
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+
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+ var vLen = this.vertices.length;
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+
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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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+
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+ this.addVertex( ia, ib, ic );
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+
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+ if ( ua !== undefined && ua !== '' ) {
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+
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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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+ }
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+
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+ if ( na !== undefined && na !== '' ) {
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+
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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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+
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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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+
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+ this.addNormal( ia, ib, ic );
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+
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+ }
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+
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+ if ( this.colors.length > 0 ) {
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+
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+ this.addColor( ia, ib, ic );
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+
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+ }
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+
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+ },
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+
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+ addPointGeometry: function ( vertices ) {
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+
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+ this.object.geometry.type = 'Points';
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+
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+ var vLen = this.vertices.length;
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+
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+ for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
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+
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+ this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
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+
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+ }
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+
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+ },
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+
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+ addLineGeometry: function ( vertices, uvs ) {
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+
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+ this.object.geometry.type = 'Line';
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+
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+ var vLen = this.vertices.length;
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+ var uvLen = this.uvs.length;
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+
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+ for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
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+
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+ this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
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+
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+ }
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+
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+ for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
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+
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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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+ }
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+
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+ };
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+
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+ state.startObject( '', false );
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+
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+ return state;
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+
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+ }
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+
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+ //
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+
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+ function OBJLoader( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
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+
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+ this.materials = null;
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+
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+ }
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+
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+ OBJLoader.prototype = {
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+
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+ constructor: OBJLoader,
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+
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+ load: function ( url, onLoad, onProgress, onError ) {
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+
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+ var scope = this;
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+
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+ var loader = new FileLoader( scope.manager );
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+ loader.setPath( this.path );
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+ loader.load( url, function ( text ) {
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+
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+ onLoad( scope.parse( text ) );
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ setPath: function ( value ) {
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+
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+ this.path = value;
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+
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+ return this;
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+
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+ },
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+
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+ setMaterials: function ( materials ) {
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+
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+ this.materials = materials;
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+
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+ return this;
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+
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+ },
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+
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+ parse: function ( text ) {
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+
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+ console.time( 'OBJLoader' );
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+
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+ var state = new ParserState();
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+
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+ if ( text.indexOf( '\r\n' ) !== - 1 ) {
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+
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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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+ }
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+
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+ if ( text.indexOf( '\\\n' ) !== - 1 ) {
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+
|
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+ // join lines separated by a line continuation character (\)
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|
|
+ 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 >= 7 ) {
|
|
|
+
|
|
|
+ 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 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 BufferGeometry();
|
|
|
+
|
|
|
+ buffergeometry.addAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );
|
|
|
+
|
|
|
+ if ( geometry.normals.length > 0 ) {
|
|
|
+
|
|
|
+ buffergeometry.addAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ buffergeometry.computeVertexNormals();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.colors.length > 0 ) {
|
|
|
+
|
|
|
+ hasVertexColors = true;
|
|
|
+ buffergeometry.addAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.uvs.length > 0 ) {
|
|
|
+
|
|
|
+ buffergeometry.addAttribute( 'uv', new 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 LineBasicMaterial ) ) {
|
|
|
+
|
|
|
+ var materialLine = new LineBasicMaterial();
|
|
|
+ Material.prototype.copy.call( materialLine, material );
|
|
|
+ materialLine.color.copy( material.color );
|
|
|
+ materialLine.lights = false;
|
|
|
+ material = materialLine;
|
|
|
+
|
|
|
+ } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {
|
|
|
+
|
|
|
+ var materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );
|
|
|
+ Material.prototype.copy.call( materialPoints, material );
|
|
|
+ materialPoints.color.copy( material.color );
|
|
|
+ materialPoints.map = material.map;
|
|
|
+ materialPoints.lights = false;
|
|
|
+ material = materialPoints;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! material ) {
|
|
|
+
|
|
|
+ if ( isLine ) {
|
|
|
+
|
|
|
+ material = new LineBasicMaterial();
|
|
|
+
|
|
|
+ } else if ( isPoints ) {
|
|
|
+
|
|
|
+ material = new PointsMaterial( { size: 1, sizeAttenuation: false } );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = new MeshPhongMaterial();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.name = sourceMaterial.name;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.flatShading = sourceMaterial.smooth ? false : true;
|
|
|
+ material.vertexColors = hasVertexColors ? VertexColors : 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 LineSegments( buffergeometry, createdMaterials );
|
|
|
+
|
|
|
+ } else if ( isPoints ) {
|
|
|
+
|
|
|
+ mesh = new Points( buffergeometry, createdMaterials );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ mesh = new Mesh( buffergeometry, createdMaterials );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( isLine ) {
|
|
|
+
|
|
|
+ mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );
|
|
|
+
|
|
|
+ } else if ( isPoints ) {
|
|
|
+
|
|
|
+ mesh = new Points( buffergeometry, createdMaterials[ 0 ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ mesh.name = object.name;
|
|
|
+
|
|
|
+ container.add( mesh );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ console.timeEnd( 'OBJLoader' );
|
|
|
+
|
|
|
+ return container;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ return OBJLoader;
|
|
|
+
|
|
|
+} )();
|
|
|
+
|
|
|
+//export { OBJLoader };
|
|
|
+
|