/**
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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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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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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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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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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) {
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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) {
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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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},
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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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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 ((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 {
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// ZBrush can produce "s" lines #11707
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state.object.smooth = true;
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}
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var material = state.object.currentMaterial();
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if (material) material.smooth = state.object.smooth;
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} else {
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// Handle null terminated files without exception
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if (line === '\0') continue;
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throw new Error("Unexpected line: '" + line + "'");
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}
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}
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state.finalize();
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var container = new THREE.Group();
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container.materialLibraries = [].concat(state.materialLibraries);
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for (var i = 0, l = state.objects.length; i < l; i++) {
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var object = state.objects[i];
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var geometry = object.geometry;
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var materials = object.materials;
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var isLine = (geometry.type === 'Line');
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// Skip o/g line declarations that did not follow with any faces
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if (geometry.vertices.length === 0) continue;
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var buffergeometry = new THREE.BufferGeometry();
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buffergeometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(geometry.vertices), 3));
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if (geometry.normals.length > 0) {
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buffergeometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(geometry.normals), 3));
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} else {
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buffergeometry.computeVertexNormals();
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}
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if (geometry.uvs.length > 0) {
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buffergeometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array(geometry.uvs), 2));
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}
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// Create materials
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var createdMaterials = [];
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for (var mi = 0, miLen = materials.length; mi < miLen ; mi++) {
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var sourceMaterial = materials[mi];
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var material = undefined;
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if (this.materials !== null) {
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material = this.materials.create(sourceMaterial.name);
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// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
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if (isLine && material && !(material instanceof THREE.LineBasicMaterial)) {
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var materialLine = new THREE.LineBasicMaterial();
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materialLine.copy(material);
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material = materialLine;
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}
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}
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if (!material) {
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material = (!isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial());
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material.name = sourceMaterial.name;
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}
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material.flatShading = sourceMaterial.smooth ? false : true;
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createdMaterials.push(material);
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}
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// Create mesh
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var mesh;
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if (createdMaterials.length > 1) {
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for (var mi = 0, miLen = materials.length; mi < miLen ; mi++) {
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var sourceMaterial = materials[mi];
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buffergeometry.addGroup(sourceMaterial.groupStart, sourceMaterial.groupCount, mi);
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}
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mesh = (!isLine ? new THREE.Mesh(buffergeometry, createdMaterials) : new THREE.LineSegments(buffergeometry, createdMaterials));
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} else {
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mesh = (!isLine ? new THREE.Mesh(buffergeometry, createdMaterials[0]) : new THREE.LineSegments(buffergeometry, createdMaterials[0]));
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}
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mesh.name = object.name;
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container.add(mesh);
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}
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console.timeEnd('OBJLoader');
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return container;
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}
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};
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return OBJLoader;
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})();
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