Repository: WrenchDE/dizzyRetroSnake-three.js Branch: master Commit: 5f02817ce206 Files: 11 Total size: 16.1 MB Directory structure: gitextract_1p4v6ikq/ ├── 1.html ├── 2.html ├── 3.html ├── 4.html ├── MTLLoader.js ├── OBJLoader.js ├── OBJLoader2.js ├── OrbitControls.js ├── README.md └── obj/ └── girl/ ├── obj.mtl └── obj.obj ================================================ FILE CONTENTS ================================================ ================================================ FILE: 1.html ================================================ ================================================ FILE: 2.html ================================================ ================================================ FILE: 3.html ================================================
================================================ FILE: 4.html ================================================ 我会让你眼晕,哈哈哈
================================================ FILE: MTLLoader.js ================================================ /** * Loads a Wavefront .mtl file specifying materials * * @author angelxuanchang */ THREE.MTLLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; }; THREE.MTLLoader.prototype = { constructor: THREE.MTLLoader, /** * Loads and parses a MTL asset from a URL. * * @param {String} url - URL to the MTL file. * @param {Function} [onLoad] - Callback invoked with the loaded object. * @param {Function} [onProgress] - Callback for download progress. * @param {Function} [onError] - Callback for download errors. * * @see setPath setTexturePath * * @note In order for relative texture references to resolve correctly * you must call setPath and/or setTexturePath explicitly prior to load. */ load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new THREE.FileLoader( this.manager ); loader.setPath( this.path ); loader.load( url, function ( text ) { onLoad( scope.parse( text ) ); }, onProgress, onError ); }, /** * Set base path for resolving references. * If set this path will be prepended to each loaded and found reference. * * @see setTexturePath * @param {String} path * * @example * mtlLoader.setPath( 'assets/obj/' ); * mtlLoader.load( 'my.mtl', ... ); */ setPath: function ( path ) { this.path = path; }, /** * Set base path for resolving texture references. * If set this path will be prepended found texture reference. * If not set and setPath is, it will be used as texture base path. * * @see setPath * @param {String} path * * @example * mtlLoader.setPath( 'assets/obj/' ); * mtlLoader.setTexturePath( 'assets/textures/' ); * mtlLoader.load( 'my.mtl', ... ); */ setTexturePath: function ( path ) { this.texturePath = path; }, setBaseUrl: function ( path ) { console.warn( 'THREE.MTLLoader: .setBaseUrl() is deprecated. Use .setTexturePath( path ) for texture path or .setPath( path ) for general base path instead.' ); this.setTexturePath( path ); }, setCrossOrigin: function ( value ) { this.crossOrigin = value; }, setMaterialOptions: function ( value ) { this.materialOptions = value; }, /** * Parses a MTL file. * * @param {String} text - Content of MTL file * @return {THREE.MTLLoader.MaterialCreator} * * @see setPath setTexturePath * * @note In order for relative texture references to resolve correctly * you must call setPath and/or setTexturePath explicitly prior to parse. */ parse: function ( text ) { var lines = text.split( '\n' ); var info = {}; var delimiter_pattern = /\s+/; var materialsInfo = {}; for ( var i = 0; i < lines.length; i ++ ) { var line = lines[ i ]; line = line.trim(); if ( line.length === 0 || line.charAt( 0 ) === '#' ) { // Blank line or comment ignore continue; } var pos = line.indexOf( ' ' ); var key = ( pos >= 0 ) ? line.substring( 0, pos ) : line; key = key.toLowerCase(); var value = ( pos >= 0 ) ? line.substring( pos + 1 ) : ''; value = value.trim(); if ( key === 'newmtl' ) { // New material info = { name: value }; materialsInfo[ value ] = info; } else if ( info ) { if ( key === 'ka' || key === 'kd' || key === 'ks' ) { var ss = value.split( delimiter_pattern, 3 ); info[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ]; } else { info[ key ] = value; } } } var materialCreator = new THREE.MTLLoader.MaterialCreator( this.texturePath || this.path, this.materialOptions ); materialCreator.setCrossOrigin( this.crossOrigin ); materialCreator.setManager( this.manager ); materialCreator.setMaterials( materialsInfo ); return materialCreator; } }; /** * Create a new THREE-MTLLoader.MaterialCreator * @param baseUrl - Url relative to which textures are loaded * @param options - Set of options on how to construct the materials * side: Which side to apply the material * THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide * wrap: What type of wrapping to apply for textures * THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping * normalizeRGB: RGBs need to be normalized to 0-1 from 0-255 * Default: false, assumed to be already normalized * ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's * Default: false * @constructor */ THREE.MTLLoader.MaterialCreator = function ( baseUrl, options ) { this.baseUrl = baseUrl || ''; this.options = options; this.materialsInfo = {}; this.materials = {}; this.materialsArray = []; this.nameLookup = {}; this.side = ( this.options && this.options.side ) ? this.options.side : THREE.FrontSide; this.wrap = ( this.options && this.options.wrap ) ? this.options.wrap : THREE.RepeatWrapping; }; THREE.MTLLoader.MaterialCreator.prototype = { constructor: THREE.MTLLoader.MaterialCreator, crossOrigin: 'Anonymous', setCrossOrigin: function ( value ) { this.crossOrigin = value; }, setManager: function ( value ) { this.manager = value; }, setMaterials: function ( materialsInfo ) { this.materialsInfo = this.convert( materialsInfo ); this.materials = {}; this.materialsArray = []; this.nameLookup = {}; }, convert: function ( materialsInfo ) { if ( ! this.options ) return materialsInfo; var converted = {}; for ( var mn in materialsInfo ) { // Convert materials info into normalized form based on options var mat = materialsInfo[ mn ]; var covmat = {}; converted[ mn ] = covmat; for ( var prop in mat ) { var save = true; var value = mat[ prop ]; var lprop = prop.toLowerCase(); switch ( lprop ) { case 'kd': case 'ka': case 'ks': // Diffuse color (color under white light) using RGB values if ( this.options && this.options.normalizeRGB ) { value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ]; } if ( this.options && this.options.ignoreZeroRGBs ) { if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) { // ignore save = false; } } break; default: break; } if ( save ) { covmat[ lprop ] = value; } } } return converted; }, preload: function () { for ( var mn in this.materialsInfo ) { this.create( mn ); } }, getIndex: function ( materialName ) { return this.nameLookup[ materialName ]; }, getAsArray: function () { var index = 0; for ( var mn in this.materialsInfo ) { this.materialsArray[ index ] = this.create( mn ); this.nameLookup[ mn ] = index; index ++; } return this.materialsArray; }, create: function ( materialName ) { if ( this.materials[ materialName ] === undefined ) { this.createMaterial_( materialName ); } return this.materials[ materialName ]; }, createMaterial_: function ( materialName ) { // Create material var scope = this; var mat = this.materialsInfo[ materialName ]; var params = { name: materialName, side: this.side }; function resolveURL( baseUrl, url ) { if ( typeof url !== 'string' || url === '' ) return ''; // Absolute URL if ( /^https?:\/\//i.test( url ) ) return url; return baseUrl + url; } function setMapForType( mapType, value ) { if ( params[ mapType ] ) return; // Keep the first encountered texture var texParams = scope.getTextureParams( value, params ); var map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) ); map.repeat.copy( texParams.scale ); map.offset.copy( texParams.offset ); map.wrapS = scope.wrap; map.wrapT = scope.wrap; params[ mapType ] = map; } for ( var prop in mat ) { var value = mat[ prop ]; var n; if ( value === '' ) continue; switch ( prop.toLowerCase() ) { // Ns is material specular exponent case 'kd': // Diffuse color (color under white light) using RGB values params.color = new THREE.Color().fromArray( value ); break; case 'ks': // Specular color (color when light is reflected from shiny surface) using RGB values params.specular = new THREE.Color().fromArray( value ); break; case 'map_kd': // Diffuse texture map setMapForType( "map", value ); break; case 'map_ks': // Specular map setMapForType( "specularMap", value ); break; case 'norm': setMapForType( "normalMap", value ); break; case 'map_bump': case 'bump': // Bump texture map setMapForType( "bumpMap", value ); break; case 'ns': // The specular exponent (defines the focus of the specular highlight) // A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000. params.shininess = parseFloat( value ); break; case 'd': n = parseFloat( value ); if ( n < 1 ) { params.opacity = n; params.transparent = true; } break; case 'tr': n = parseFloat( value ); if ( n > 0 ) { params.opacity = 1 - n; params.transparent = true; } break; default: break; } } this.materials[ materialName ] = new THREE.MeshPhongMaterial( params ); return this.materials[ materialName ]; }, getTextureParams: function ( value, matParams ) { var texParams = { scale: new THREE.Vector2( 1, 1 ), offset: new THREE.Vector2( 0, 0 ) }; var items = value.split( /\s+/ ); var pos; pos = items.indexOf( '-bm' ); if ( pos >= 0 ) { matParams.bumpScale = parseFloat( items[ pos + 1 ] ); items.splice( pos, 2 ); } pos = items.indexOf( '-s' ); if ( pos >= 0 ) { texParams.scale.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) ); items.splice( pos, 4 ); // we expect 3 parameters here! } pos = items.indexOf( '-o' ); if ( pos >= 0 ) { texParams.offset.set( parseFloat( items[ pos + 1 ] ), parseFloat( items[ pos + 2 ] ) ); items.splice( pos, 4 ); // we expect 3 parameters here! } texParams.url = items.join( ' ' ).trim(); return texParams; }, loadTexture: function ( url, mapping, onLoad, onProgress, onError ) { var texture; var loader = THREE.Loader.Handlers.get( url ); var manager = ( this.manager !== undefined ) ? this.manager : THREE.DefaultLoadingManager; if ( loader === null ) { loader = new THREE.TextureLoader( manager ); } if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin ); texture = loader.load( url, onLoad, onProgress, onError ); if ( mapping !== undefined ) texture.mapping = mapping; return texture; } }; ================================================ FILE: OBJLoader.js ================================================ /** * @author mrdoob / http://mrdoob.com/ */ THREE.OBJLoader = ( function () { // o object_name | g group_name var object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference var material_library_pattern = /^mtllib /; // usemtl material_name var material_use_pattern = /^usemtl /; function ParserState() { var state = { objects : [], object : {}, vertices : [], normals : [], uvs : [], materialLibraries : [], startObject: function ( name, fromDeclaration ) { // If the current object (initial from reset) is not from a g/o declaration in the parsed // file. We need to use it for the first parsed g/o to keep things in sync. if ( this.object && this.object.fromDeclaration === false ) { this.object.name = name; this.object.fromDeclaration = ( fromDeclaration !== false ); return; } var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined ); if ( this.object && typeof this.object._finalize === 'function' ) { this.object._finalize( true ); } this.object = { name : name || '', fromDeclaration : ( fromDeclaration !== false ), geometry : { vertices : [], normals : [], uvs : [] }, materials : [], smooth : true, startMaterial: function ( name, libraries ) { var previous = this._finalize( false ); // New usemtl declaration overwrites an inherited material, except if faces were declared // after the material, then it must be preserved for proper MultiMaterial continuation. if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) { this.materials.splice( previous.index, 1 ); } var material = { index : this.materials.length, name : name || '', mtllib : ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ), smooth : ( previous !== undefined ? previous.smooth : this.smooth ), groupStart : ( previous !== undefined ? previous.groupEnd : 0 ), groupEnd : -1, groupCount : -1, inherited : false, clone: function ( index ) { var cloned = { index : ( typeof index === 'number' ? index : this.index ), name : this.name, mtllib : this.mtllib, smooth : this.smooth, groupStart : 0, groupEnd : -1, groupCount : -1, inherited : false }; cloned.clone = this.clone.bind(cloned); return cloned; } }; this.materials.push( material ); return material; }, currentMaterial: function () { if ( this.materials.length > 0 ) { return this.materials[ this.materials.length - 1 ]; } return undefined; }, _finalize: function ( end ) { var lastMultiMaterial = this.currentMaterial(); if ( lastMultiMaterial && lastMultiMaterial.groupEnd === -1 ) { lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3; lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart; lastMultiMaterial.inherited = false; } // Ignore objects tail materials if no face declarations followed them before a new o/g started. if ( end && this.materials.length > 1 ) { for ( var mi = this.materials.length - 1; mi >= 0; mi-- ) { if ( this.materials[ mi ].groupCount <= 0 ) { this.materials.splice( mi, 1 ); } } } // Guarantee at least one empty material, this makes the creation later more straight forward. if ( end && this.materials.length === 0 ) { this.materials.push({ name : '', smooth : this.smooth }); } return lastMultiMaterial; } }; // Inherit previous objects material. // Spec tells us that a declared material must be set to all objects until a new material is declared. // If a usemtl declaration is encountered while this new object is being parsed, it will // overwrite the inherited material. Exception being that there was already face declarations // to the inherited material, then it will be preserved for proper MultiMaterial continuation. if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) { var declared = previousMaterial.clone( 0 ); declared.inherited = true; this.object.materials.push( declared ); } this.objects.push( this.object ); }, finalize: function () { if ( this.object && typeof this.object._finalize === 'function' ) { this.object._finalize( true ); } }, parseVertexIndex: function ( value, len ) { var index = parseInt( value, 10 ); return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; }, parseNormalIndex: function ( value, len ) { var index = parseInt( value, 10 ); return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; }, parseUVIndex: function ( value, len ) { var index = parseInt( value, 10 ); return ( index >= 0 ? index - 1 : index + len / 2 ) * 2; }, addVertex: function ( a, b, c ) { var src = this.vertices; var dst = this.object.geometry.vertices; dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); }, addVertexLine: function ( a ) { var src = this.vertices; var dst = this.object.geometry.vertices; dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); }, addNormal: function ( a, b, c ) { var src = this.normals; var dst = this.object.geometry.normals; dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); }, addUV: function ( a, b, c ) { var src = this.uvs; var dst = this.object.geometry.uvs; dst.push( src[ a + 0 ], src[ a + 1 ] ); dst.push( src[ b + 0 ], src[ b + 1 ] ); dst.push( src[ c + 0 ], src[ c + 1 ] ); }, addUVLine: function ( a ) { var src = this.uvs; var dst = this.object.geometry.uvs; dst.push( src[ a + 0 ], src[ a + 1 ] ); }, addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) { var vLen = this.vertices.length; var ia = this.parseVertexIndex( a, vLen ); var ib = this.parseVertexIndex( b, vLen ); var ic = this.parseVertexIndex( c, vLen ); this.addVertex( ia, ib, ic ); if ( ua !== undefined ) { var uvLen = this.uvs.length; ia = this.parseUVIndex( ua, uvLen ); ib = this.parseUVIndex( ub, uvLen ); ic = this.parseUVIndex( uc, uvLen ); this.addUV( ia, ib, ic ); } if ( na !== undefined ) { // Normals are many times the same. If so, skip function call and parseInt. var nLen = this.normals.length; ia = this.parseNormalIndex( na, nLen ); ib = na === nb ? ia : this.parseNormalIndex( nb, nLen ); ic = na === nc ? ia : this.parseNormalIndex( nc, nLen ); this.addNormal( ia, ib, ic ); } }, addLineGeometry: function ( vertices, uvs ) { this.object.geometry.type = 'Line'; var vLen = this.vertices.length; var uvLen = this.uvs.length; for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) { this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) ); } for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) { this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) ); } } }; state.startObject( '', false ); return state; } // function OBJLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; this.materials = null; }; OBJLoader.prototype = { constructor: OBJLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new THREE.FileLoader( scope.manager ); loader.setPath( this.path ); loader.load( url, function ( text ) { onLoad( scope.parse( text ) ); }, onProgress, onError ); }, setPath: function ( value ) { this.path = value; }, setMaterials: function ( materials ) { this.materials = materials; return this; }, parse: function ( text ) { console.time( 'OBJLoader' ); var state = new ParserState(); if ( text.indexOf( '\r\n' ) !== - 1 ) { // This is faster than String.split with regex that splits on both text = text.replace( /\r\n/g, '\n' ); } if ( text.indexOf( '\\\n' ) !== - 1) { // join lines separated by a line continuation character (\) text = text.replace( /\\\n/g, '' ); } var lines = text.split( '\n' ); var line = '', lineFirstChar = ''; var lineLength = 0; var result = []; // Faster to just trim left side of the line. Use if available. var trimLeft = ( typeof ''.trimLeft === 'function' ); for ( var i = 0, l = lines.length; i < l; i ++ ) { line = lines[ i ]; line = trimLeft ? line.trimLeft() : line.trim(); lineLength = line.length; if ( lineLength === 0 ) continue; lineFirstChar = line.charAt( 0 ); // @todo invoke passed in handler if any if ( lineFirstChar === '#' ) continue; if ( lineFirstChar === 'v' ) { var data = line.split( /\s+/ ); switch ( data[ 0 ] ) { case 'v': state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) ); 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 ( ( 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( "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' ); // 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.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) ); if ( geometry.normals.length > 0 ) { buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) ); } else { buffergeometry.computeVertexNormals(); } if ( geometry.uvs.length > 0 ) { buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( 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 ); material = materialLine; } } if ( ! material ) { material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() ); material.name = sourceMaterial.name; } material.flatShading = sourceMaterial.smooth ? false : true; 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 ); } mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials ) : new THREE.LineSegments( buffergeometry, createdMaterials ) ); } else { mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) ); } mesh.name = object.name; container.add( mesh ); } console.timeEnd( 'OBJLoader' ); return container; } }; return OBJLoader; } )(); ================================================ FILE: OBJLoader2.js ================================================ /** * @author Kai Salmen / https://kaisalmen.de * Development repository: https://github.com/kaisalmen/WWOBJLoader */ 'use strict'; if ( THREE.OBJLoader2 === undefined ) { THREE.OBJLoader2 = {} } /** * Use this class to load OBJ data from files or to parse OBJ data from an arraybuffer * @class * * @param {THREE.DefaultLoadingManager} [manager] The loadingManager for the loader to use. Default is {@link THREE.DefaultLoadingManager} */ THREE.OBJLoader2 = (function () { var OBJLOADER2_VERSION = '2.0.0'; var Commons = THREE.LoaderSupport.Commons; var Validator = THREE.LoaderSupport.Validator; var ConsoleLogger = THREE.LoaderSupport.ConsoleLogger; OBJLoader2.prototype = Object.create( THREE.LoaderSupport.Commons.prototype ); OBJLoader2.prototype.constructor = OBJLoader2; function OBJLoader2( logger, manager ) { THREE.LoaderSupport.Commons.call( this, logger, manager ); this.logger.logInfo( 'Using THREE.OBJLoader2 version: ' + OBJLOADER2_VERSION ); this.materialPerSmoothingGroup = false; this.fileLoader = Validator.verifyInput( this.fileLoader, new THREE.FileLoader( this.manager ) ); this.workerSupport = null; this.terminateWorkerOnLoad = true; }; /** * Tells whether a material shall be created per smoothing group. * @memberOf THREE.OBJLoader2 * * @param {boolean} materialPerSmoothingGroup=false */ OBJLoader2.prototype.setMaterialPerSmoothingGroup = function ( materialPerSmoothingGroup ) { this.materialPerSmoothingGroup = materialPerSmoothingGroup === true; }; /** * Use this convenient method to load an OBJ file at the given URL. Per default the fileLoader uses an arraybuffer. * @memberOf THREE.OBJLoader2 * * @param {string} url URL of the file to load * @param {callback} onLoad Called after loading was successfully completed * @param {callback} onProgress Called to report progress of loading. The argument will be the XMLHttpRequest instance, which contains {integer total} and {integer loaded} bytes. * @param {callback} onError Called after an error occurred during loading * @param {callback} onMeshAlter Called after a new mesh raw data becomes available to allow alteration * @param {boolean} useAsync If true uses async loading with worker, if false loads data synchronously */ OBJLoader2.prototype.load = function ( url, onLoad, onProgress, onError, onMeshAlter, useAsync ) { var scope = this; if ( ! Validator.isValid( onProgress ) ) { var numericalValueRef = 0; var numericalValue = 0; onProgress = function ( event ) { if ( ! event.lengthComputable ) return; numericalValue = event.loaded / event.total; if ( numericalValue > numericalValueRef ) { numericalValueRef = numericalValue; var output = 'Download of "' + url + '": ' + ( numericalValue * 100 ).toFixed( 2 ) + '%'; scope.onProgress( 'progressLoad', output, numericalValue ); } }; } if ( ! Validator.isValid( onError ) ) { onError = function ( event ) { var output = 'Error occurred while downloading "' + url + '"'; scope.logger.logError( output + ': ' + event ); scope.onProgress( 'error', output, -1 ); }; } this.fileLoader.setPath( this.path ); this.fileLoader.setResponseType( 'arraybuffer' ); this.fileLoader.load( url, function ( content ) { if ( useAsync ) { scope.parseAsync( content, onLoad ); } else { scope._setCallbacks( null, onMeshAlter, null ); onLoad( { detail: { loaderRootNode: scope.parse( content ), modelName: scope.modelName, instanceNo: scope.instanceNo } } ); } }, onProgress, onError ); }; /** * Run the loader according the provided instructions. * @memberOf THREE.OBJLoader2 * * @param {THREE.LoaderSupport.PrepData} prepData All parameters and resources required for execution * @param {THREE.LoaderSupport.WorkerSupport} [workerSupportExternal] Use pre-existing WorkerSupport */ OBJLoader2.prototype.run = function ( prepData, workerSupportExternal ) { this._applyPrepData( prepData ); var available = this._checkFiles( prepData.resources ); if ( Validator.isValid( workerSupportExternal ) ) { this.terminateWorkerOnLoad = false; this.workerSupport = workerSupportExternal; this.logger = workerSupportExternal.logger; } else { this.terminateWorkerOnLoad = true; } var scope = this; var onMaterialsLoaded = function ( materials ) { scope.builder.setMaterials( materials ); if ( Validator.isValid( available.obj.content ) ) { if ( prepData.useAsync ) { scope.parseAsync( available.obj.content, scope.callbacks.onLoad ); } else { scope.parse( available.obj.content ); } } else { scope.setPath( available.obj.path ); scope.load( available.obj.name, scope.callbacks.onLoad, null, null, scope.callbacks.onMeshAlter, prepData.useAsync ); } }; this._loadMtl( available.mtl, onMaterialsLoaded, prepData.crossOrigin ); }; OBJLoader2.prototype._applyPrepData = function ( prepData ) { THREE.LoaderSupport.Commons.prototype._applyPrepData.call( this, prepData ); if ( Validator.isValid( prepData ) ) { this.setMaterialPerSmoothingGroup( prepData.materialPerSmoothingGroup ); } }; /** * Parses OBJ data synchronously from arraybuffer or string. * @memberOf THREE.OBJLoader2 * * @param {arraybuffer|string} content OBJ data as Uint8Array or String */ OBJLoader2.prototype.parse = function ( content ) { this.logger.logTimeStart( 'OBJLoader2 parse: ' + this.modelName ); var parser = new Parser( this.logger ); parser.setMaterialPerSmoothingGroup( this.materialPerSmoothingGroup ); parser.setUseIndices( this.useIndices ); parser.setDisregardNormals( this.disregardNormals ); parser.setMaterialNames( this.builder.materialNames ); var scope = this; var onMeshLoaded = function ( payload ) { var meshes = scope.builder.buildMeshes( payload ); var mesh; for ( var i in meshes ) { mesh = meshes[ i ]; scope.loaderRootNode.add( mesh ); } }; parser.setCallbackBuilder( onMeshLoaded ); var onProgressScoped = function ( text, numericalValue ) { scope.onProgress( 'progressParse', text, numericalValue ); }; parser.setCallbackProgress( onProgressScoped ); if ( content instanceof ArrayBuffer || content instanceof Uint8Array ) { this.logger.logInfo( 'Parsing arrayBuffer...' ); parser.parse( content ); } else if ( typeof( content ) === 'string' || content instanceof String ) { this.logger.logInfo( 'Parsing text...' ); parser.parseText( content ); } else { throw 'Provided content was neither of type String nor Uint8Array! Aborting...'; } this.logger.logTimeEnd( 'OBJLoader2 parse: ' + this.modelName ); return this.loaderRootNode; }; /** * Parses OBJ content asynchronously from arraybuffer. * @memberOf THREE.OBJLoader2 * * @param {arraybuffer} content OBJ data as Uint8Array * @param {callback} onLoad Called after worker successfully completed loading */ OBJLoader2.prototype.parseAsync = function ( content, onLoad ) { this.logger.logTimeStart( 'OBJLoader2 parseAsync: ' + this.modelName ); var scope = this; var scopedOnLoad = function () { onLoad( { detail: { loaderRootNode: scope.loaderRootNode, modelName: scope.modelName, instanceNo: scope.instanceNo } } ); if ( scope.terminateWorkerOnLoad ) scope.workerSupport.terminateWorker(); scope.logger.logTimeEnd( 'OBJLoader2 parseAsync: ' + scope.modelName ); }; var scopedOnMeshLoaded = function ( payload ) { var meshes = scope.builder.buildMeshes( payload ); var mesh; for ( var i in meshes ) { mesh = meshes[ i ]; scope.loaderRootNode.add( mesh ); } }; this.workerSupport = Validator.verifyInput( this.workerSupport, new THREE.LoaderSupport.WorkerSupport( this.logger ) ); var buildCode = function ( funcBuildObject, funcBuildSingelton ) { var workerCode = ''; workerCode += '/**\n'; workerCode += ' * This code was constructed by OBJLoader2 buildWorkerCode.\n'; workerCode += ' */\n\n'; workerCode += funcBuildSingelton( 'Commons', 'Commons', Commons ); workerCode += funcBuildObject( 'Consts', Consts ); workerCode += funcBuildObject( 'Validator', Validator ); workerCode += funcBuildSingelton( 'ConsoleLogger', 'ConsoleLogger', ConsoleLogger ); workerCode += funcBuildSingelton( 'Parser', 'Parser', Parser ); workerCode += funcBuildSingelton( 'RawMesh', 'RawMesh', RawMesh ); workerCode += funcBuildSingelton( 'RawMeshSubGroup', 'RawMeshSubGroup', RawMeshSubGroup ); return workerCode; }; this.workerSupport.validate( buildCode, false ); this.workerSupport.setCallbacks( scopedOnMeshLoaded, scopedOnLoad ); this.workerSupport.run( { cmd: 'run', params: { materialPerSmoothingGroup: this.materialPerSmoothingGroup, useIndices: this.useIndices, disregardNormals: this.disregardNormals }, logger: { debug: this.logger.debug, enabled: this.logger.enabled }, materials: { materialNames: this.builder.materialNames }, buffers: { input: content } }, [ content.buffer ] ); }; /** * Constants used by THREE.OBJLoader2 */ var Consts = { CODE_LF: 10, CODE_CR: 13, CODE_SPACE: 32, CODE_SLASH: 47, STRING_LF: '\n', STRING_CR: '\r', STRING_SPACE: ' ', STRING_SLASH: '/', LINE_F: 'f', LINE_G: 'g', LINE_L: 'l', LINE_O: 'o', LINE_S: 's', LINE_V: 'v', LINE_VT: 'vt', LINE_VN: 'vn', LINE_MTLLIB: 'mtllib', LINE_USEMTL: 'usemtl' }; /** * Parse OBJ data either from ArrayBuffer or string * @class */ var Parser = (function () { function Parser( logger ) { this.callbackProgress = null; this.callbackBuilder = null; this.materialNames = []; this.rawMesh = null; this.materialPerSmoothingGroup = false; this.useIndices = false; this.disregardNormals = false; this.inputObjectCount = 1; this.outputObjectCount = 1; this.counts = { vertices: 0, faces: 0, doubleIndicesCount: 0 }; this.logger = logger; this.totalBytes = 0; }; Parser.prototype.setMaterialPerSmoothingGroup = function ( materialPerSmoothingGroup ) { this.materialPerSmoothingGroup = materialPerSmoothingGroup; }; Parser.prototype.setUseIndices = function ( useIndices ) { this.useIndices = useIndices; }; Parser.prototype.setDisregardNormals = function ( disregardNormals ) { this.disregardNormals = disregardNormals; }; Parser.prototype.setMaterialNames = function ( materialNames ) { this.materialNames = Validator.verifyInput( materialNames, this.materialNames ); this.materialNames = Validator.verifyInput( this.materialNames, [] ); }; Parser.prototype.setCallbackBuilder = function ( callbackBuilder ) { this.callbackBuilder = callbackBuilder; if ( ! Validator.isValid( this.callbackBuilder ) ) throw 'Unable to run as no "builder" callback is set.'; }; Parser.prototype.setCallbackProgress = function ( callbackProgress ) { this.callbackProgress = callbackProgress; }; Parser.prototype.configure = function () { this.rawMesh = new RawMesh( this.materialPerSmoothingGroup, this.useIndices, this.disregardNormals ); if ( this.logger.isEnabled() ) { var matNames = ( this.materialNames.length > 0 ) ? '\n\tmaterialNames:\n\t\t- ' + this.materialNames.join( '\n\t\t- ' ) : '\n\tmaterialNames: None'; var printedConfig = 'OBJLoader2.Parser configuration:' + matNames + '\n\tmaterialPerSmoothingGroup: ' + this.materialPerSmoothingGroup + '\n\tuseIndices: ' + this.useIndices + '\n\tdisregardNormals: ' + this.disregardNormals + '\n\tcallbackBuilderName: ' + this.callbackBuilder.name + '\n\tcallbackProgressName: ' + this.callbackProgress.name; this.logger.logInfo( printedConfig ); } }; /** * Parse the provided arraybuffer * @memberOf Parser * * @param {Uint8Array} arrayBuffer OBJ data as Uint8Array */ Parser.prototype.parse = function ( arrayBuffer ) { this.logger.logTimeStart( 'OBJLoader2.Parser.parse' ); this.configure(); var arrayBufferView = new Uint8Array( arrayBuffer ); var length = arrayBufferView.byteLength; this.totalBytes = length; var buffer = new Array( 128 ); var bufferPointer = 0; var slashesCount = 0; var reachedFaces = false; var code; var word = ''; var i = 0; for ( ; i < length; i ++ ) { code = arrayBufferView[ i ]; switch ( code ) { case Consts.CODE_SPACE: if ( word.length > 0 ) buffer[ bufferPointer ++ ] = word; word = ''; break; case Consts.CODE_SLASH: slashesCount ++; if ( word.length > 0 ) buffer[ bufferPointer ++ ] = word; word = ''; break; case Consts.CODE_LF: if ( word.length > 0 ) buffer[ bufferPointer ++ ] = word; word = ''; reachedFaces = this.processLine( buffer, bufferPointer, slashesCount, reachedFaces, i ); bufferPointer = 0; slashesCount = 0; break; case Consts.CODE_CR: break; default: word += String.fromCharCode( code ); break; } } this.finalize( i ); this.logger.logTimeEnd( 'OBJLoader2.Parser.parse' ); }; /** * Parse the provided text * @memberOf Parser * * @param {string} text OBJ data as string */ Parser.prototype.parseText = function ( text ) { this.logger.logTimeStart( 'OBJLoader2.Parser.parseText' ); this.configure(); var length = text.length; this.totalBytes = length; var buffer = new Array( 128 ); var bufferPointer = 0; var slashesCount = 0; var reachedFaces = false; var char; var word = ''; var i = 0; for ( ; i < length; i ++ ) { char = text[ i ]; switch ( char ) { case Consts.STRING_SPACE: if ( word.length > 0 ) buffer[ bufferPointer ++ ] = word; word = ''; break; case Consts.STRING_SLASH: slashesCount ++; if ( word.length > 0 ) buffer[ bufferPointer ++ ] = word; word = ''; break; case Consts.STRING_LF: if ( word.length > 0 ) buffer[ bufferPointer ++ ] = word; word = ''; reachedFaces = this.processLine( buffer, bufferPointer, slashesCount, reachedFaces, i ); bufferPointer = 0; slashesCount = 0; break; case Consts.STRING_CR: break; default: word += char; } } this.finalize( i ); this.logger.logTimeEnd( 'OBJLoader2.Parser.parseText' ); }; Parser.prototype.processLine = function ( buffer, bufferPointer, slashesCount, reachedFaces, currentByte ) { if ( bufferPointer < 1 ) return reachedFaces; var bufferLength = bufferPointer - 1; var concatBuffer; switch ( buffer[ 0 ] ) { case Consts.LINE_V: // object complete instance required if reached faces already (= reached next block of v) if ( reachedFaces ) { if ( this.rawMesh.colors.length > 0 && this.rawMesh.colors.length !== this.rawMesh.vertices.length ) { throw 'Vertex Colors were detected, but vertex count and color count do not match!'; } this.processCompletedObject( null, this.rawMesh.groupName, currentByte ); reachedFaces = false; } if ( bufferLength === 3 ) { this.rawMesh.pushVertex( buffer ) } else { this.rawMesh.pushVertexAndVertextColors( buffer ); } break; case Consts.LINE_VT: this.rawMesh.pushUv( buffer ); break; case Consts.LINE_VN: this.rawMesh.pushNormal( buffer ); break; case Consts.LINE_F: reachedFaces = true; this.rawMesh.processFaces( buffer, bufferPointer, slashesCount ); break; case Consts.LINE_L: if ( bufferLength === slashesCount * 2 ) { this.rawMesh.buildLineVvt( buffer ); } else { this.rawMesh.buildLineV( buffer ); } break; case Consts.LINE_S: this.rawMesh.pushSmoothingGroup( buffer[ 1 ] ); this.flushStringBuffer( buffer, bufferPointer ); break; case Consts.LINE_G: concatBuffer = bufferLength > 1 ? buffer.slice( 1, bufferPointer ).join( ' ' ) : buffer[ 1 ]; this.processCompletedGroup( concatBuffer, currentByte ); this.flushStringBuffer( buffer, bufferPointer ); break; case Consts.LINE_O: concatBuffer = bufferLength > 1 ? buffer.slice( 1, bufferPointer ).join( ' ' ) : buffer[ 1 ]; if ( this.rawMesh.vertices.length > 0 ) { this.processCompletedObject( concatBuffer, null, currentByte ); reachedFaces = false; } else { this.rawMesh.pushObject( concatBuffer ); } this.flushStringBuffer( buffer, bufferPointer ); break; case Consts.LINE_MTLLIB: concatBuffer = bufferLength > 1 ? buffer.slice( 1, bufferPointer ).join( ' ' ) : buffer[ 1 ]; this.rawMesh.pushMtllib( concatBuffer ); this.flushStringBuffer( buffer, bufferPointer ); break; case Consts.LINE_USEMTL: concatBuffer = bufferLength > 1 ? buffer.slice( 1, bufferPointer ).join( ' ' ) : buffer[ 1 ]; this.rawMesh.pushUsemtl( concatBuffer ); this.flushStringBuffer( buffer, bufferPointer ); break; default: break; } return reachedFaces; }; Parser.prototype.flushStringBuffer = function ( buffer, bufferLength ) { for ( var i = 0; i < bufferLength; i ++ ) { buffer[ i ] = ''; } }; Parser.prototype.createRawMeshReport = function ( rawMesh , inputObjectCount ) { var report = rawMesh.createReport( inputObjectCount ); return 'Input Object number: ' + inputObjectCount + '\n\tObject name: ' + report.objectName + '\n\tGroup name: ' + report.groupName + '\n\tMtllib name: ' + report.mtllibName + '\n\tVertex count: ' + report.vertexCount + '\n\tNormal count: ' + report.normalCount + '\n\tUV count: ' + report.uvCount + '\n\tSmoothingGroup count: ' + report.smoothingGroupCount + '\n\tMaterial count: ' + report.mtlCount + '\n\tReal RawMeshSubGroup count: ' + report.subGroups; }; Parser.prototype.processCompletedObject = function ( objectName, groupName, currentByte ) { var result = this.rawMesh.finalize(); if ( Validator.isValid( result ) ) { this.inputObjectCount++; if ( this.logger.isDebug() ) this.logger.logDebug( this.createRawMeshReport( this.rawMesh, this.inputObjectCount ) ); this.buildMesh( result, currentByte ); var progressBytesPercent = currentByte / this.totalBytes; this.callbackProgress( 'Completed object: ' + objectName + ' Total progress: ' + ( progressBytesPercent * 100 ).toFixed( 2 ) + '%', progressBytesPercent ); } this.rawMesh = this.rawMesh.newInstanceFromObject( objectName, groupName ); }; Parser.prototype.processCompletedGroup = function ( groupName, currentByte ) { var result = this.rawMesh.finalize(); if ( Validator.isValid( result ) ) { this.inputObjectCount++; if ( this.logger.isDebug() ) this.logger.logDebug( this.createRawMeshReport( this.rawMesh, this.inputObjectCount ) ); this.buildMesh( result, currentByte ); var progressBytesPercent = currentByte / this.totalBytes; this.callbackProgress( 'Completed group: ' + groupName + ' Total progress: ' + ( progressBytesPercent * 100 ).toFixed( 2 ) + '%', progressBytesPercent ); this.rawMesh = this.rawMesh.newInstanceFromGroup( groupName ); } else { // if a group was set that did not lead to object creation in finalize, then the group name has to be updated this.rawMesh.pushGroup( groupName ); } }; Parser.prototype.finalize = function ( currentByte ) { this.logger.logInfo( 'Global output object count: ' + this.outputObjectCount ); var result = Validator.isValid( this.rawMesh ) ? this.rawMesh.finalize() : null; if ( Validator.isValid( result ) ) { this.inputObjectCount++; if ( this.logger.isDebug() ) this.logger.logDebug( this.createRawMeshReport( this.rawMesh, this.inputObjectCount ) ); this.buildMesh( result, currentByte ); if ( this.logger.isEnabled() ) { var parserFinalReport = 'Overall counts: ' + '\n\tVertices: ' + this.counts.vertices + '\n\tFaces: ' + this.counts.faces + '\n\tMultiple definitions: ' + this.counts.doubleIndicesCount; this.logger.logInfo( parserFinalReport ); } var progressBytesPercent = currentByte / this.totalBytes; this.callbackProgress( 'Completed Parsing: 100.00%', progressBytesPercent ); } }; /** * RawObjectDescriptions are transformed to too intermediate format that is forwarded to the Builder. * It is ensured that rawObjectDescriptions only contain objects with vertices (no need to check). * * @param result */ Parser.prototype.buildMesh = function ( result, currentByte ) { var rawObjectDescriptions = result.subGroups; var vertexFA = new Float32Array( result.absoluteVertexCount ); this.counts.vertices += result.absoluteVertexCount / 3; this.counts.faces += result.faceCount; this.counts.doubleIndicesCount += result.doubleIndicesCount; var indexUA = ( result.absoluteIndexCount > 0 ) ? new Uint32Array( result.absoluteIndexCount ) : null; var colorFA = ( result.absoluteColorCount > 0 ) ? new Float32Array( result.absoluteColorCount ) : null; var normalFA = ( result.absoluteNormalCount > 0 ) ? new Float32Array( result.absoluteNormalCount ) : null; var uvFA = ( result.absoluteUvCount > 0 ) ? new Float32Array( result.absoluteUvCount ) : null; var rawObjectDescription; var materialDescription; var materialDescriptions = []; var createMultiMaterial = ( rawObjectDescriptions.length > 1 ); var materialIndex = 0; var materialIndexMapping = []; var selectedMaterialIndex; var materialGroup; var materialGroups = []; var vertexFAOffset = 0; var indexUAOffset = 0; var colorFAOffset = 0; var normalFAOffset = 0; var uvFAOffset = 0; var materialGroupOffset = 0; var materialGroupLength = 0; for ( var oodIndex in rawObjectDescriptions ) { if ( ! rawObjectDescriptions.hasOwnProperty( oodIndex ) ) continue; rawObjectDescription = rawObjectDescriptions[ oodIndex ]; materialDescription = { name: rawObjectDescription.materialName, flat: false, default: false }; if ( this.materialNames[ materialDescription.name ] === null ) { materialDescription.default = true; this.logger.logWarn( 'object_group "' + rawObjectDescription.objectName + '_' + rawObjectDescription.groupName + '" was defined without material! Assigning "defaultMaterial".' ); } // Attach '_flat' to materialName in case flat shading is needed due to smoothingGroup 0 if ( rawObjectDescription.smoothingGroup === 0 ) materialDescription.flat = true; if ( createMultiMaterial ) { // re-use material if already used before. Reduces materials array size and eliminates duplicates selectedMaterialIndex = materialIndexMapping[ materialDescription.name ]; if ( ! selectedMaterialIndex ) { selectedMaterialIndex = materialIndex; materialIndexMapping[ materialDescription.name ] = materialIndex; materialDescriptions.push( materialDescription ); materialIndex++; } materialGroupLength = this.useIndices ? rawObjectDescription.indices.length : rawObjectDescription.vertices.length / 3; materialGroup = { start: materialGroupOffset, count: materialGroupLength, index: selectedMaterialIndex }; materialGroups.push( materialGroup ); materialGroupOffset += materialGroupLength; } else { materialDescriptions.push( materialDescription ); } vertexFA.set( rawObjectDescription.vertices, vertexFAOffset ); vertexFAOffset += rawObjectDescription.vertices.length; if ( indexUA ) { indexUA.set( rawObjectDescription.indices, indexUAOffset ); indexUAOffset += rawObjectDescription.indices.length; } if ( colorFA ) { colorFA.set( rawObjectDescription.colors, colorFAOffset ); colorFAOffset += rawObjectDescription.colors.length; } if ( normalFA ) { normalFA.set( rawObjectDescription.normals, normalFAOffset ); normalFAOffset += rawObjectDescription.normals.length; } if ( uvFA ) { uvFA.set( rawObjectDescription.uvs, uvFAOffset ); uvFAOffset += rawObjectDescription.uvs.length; } if ( this.logger.isDebug() ) { var materialIndexLine = Validator.isValid( selectedMaterialIndex ) ? '\n\t\tmaterialIndex: ' + selectedMaterialIndex : ''; var createdReport = 'Output Object no.: ' + this.outputObjectCount + '\n\t\tobjectName: ' + rawObjectDescription.objectName + '\n\t\tgroupName: ' + rawObjectDescription.groupName + '\n\t\tmaterialName: ' + rawObjectDescription.materialName + materialIndexLine + '\n\t\tsmoothingGroup: ' + rawObjectDescription.smoothingGroup + '\n\t\t#vertices: ' + rawObjectDescription.vertices.length / 3 + '\n\t\t#indices: ' + rawObjectDescription.indices.length + '\n\t\t#colors: ' + rawObjectDescription.colors.length / 3 + '\n\t\t#uvs: ' + rawObjectDescription.uvs.length / 2 + '\n\t\t#normals: ' + rawObjectDescription.normals.length / 3; this.logger.logDebug( createdReport ); } } this.outputObjectCount++; this.callbackBuilder( { cmd: 'meshData', progress: { numericalValue: currentByte / this.totalBytes }, params: { meshName: result.name }, materials: { multiMaterial: createMultiMaterial, materialDescriptions: materialDescriptions, materialGroups: materialGroups }, buffers: { vertices: vertexFA, indices: indexUA, colors: colorFA, normals: normalFA, uvs: uvFA } }, [ vertexFA.buffer ], Validator.isValid( indexUA ) ? [ indexUA.buffer ] : null, Validator.isValid( colorFA ) ? [ colorFA.buffer ] : null, Validator.isValid( normalFA ) ? [ normalFA.buffer ] : null, Validator.isValid( uvFA ) ? [ uvFA.buffer ] : null ); }; return Parser; })(); /** * {@link RawMesh} is only used by {@link Parser}. * The user of OBJLoader2 does not need to care about this class. * It is defined publicly for inclusion in web worker based OBJ loader ({@link THREE.OBJLoader2.WWOBJLoader2}) */ var RawMesh = (function () { function RawMesh( materialPerSmoothingGroup, useIndices, disregardNormals, objectName, groupName, activeMtlName ) { this.globalVertexOffset = 1; this.globalUvOffset = 1; this.globalNormalOffset = 1; this.vertices = []; this.colors = []; this.normals = []; this.uvs = []; // faces are stored according combined index of group, material and smoothingGroup (0 or not) this.activeMtlName = Validator.verifyInput( activeMtlName, '' ); this.objectName = Validator.verifyInput( objectName, '' ); this.groupName = Validator.verifyInput( groupName, '' ); this.mtllibName = ''; this.smoothingGroup = { splitMaterials: materialPerSmoothingGroup === true, normalized: -1, real: -1 }; this.useIndices = useIndices === true; this.disregardNormals = disregardNormals === true; this.mtlCount = 0; this.smoothingGroupCount = 0; this.subGroups = []; this.subGroupInUse = null; // this default index is required as it is possible to define faces without 'g' or 'usemtl' this.pushSmoothingGroup( 1 ); this.doubleIndicesCount = 0; this.faceCount = 0; } RawMesh.prototype.newInstanceFromObject = function ( objectName, groupName ) { var newRawObject = new RawMesh( this.smoothingGroup.splitMaterials, this.useIndices, this.disregardNormals, objectName, groupName, this.activeMtlName ); // move indices forward newRawObject.globalVertexOffset = this.globalVertexOffset + this.vertices.length / 3; newRawObject.globalUvOffset = this.globalUvOffset + this.uvs.length / 2; newRawObject.globalNormalOffset = this.globalNormalOffset + this.normals.length / 3; return newRawObject; }; RawMesh.prototype.newInstanceFromGroup = function ( groupName ) { var newRawObject = new RawMesh( this.smoothingGroup.splitMaterials, this.useIndices, this.disregardNormals, this.objectName, groupName, this.activeMtlName ); // keep current buffers and indices forward newRawObject.vertices = this.vertices; newRawObject.colors = this.colors; newRawObject.uvs = this.uvs; newRawObject.normals = this.normals; newRawObject.globalVertexOffset = this.globalVertexOffset; newRawObject.globalUvOffset = this.globalUvOffset; newRawObject.globalNormalOffset = this.globalNormalOffset; return newRawObject; }; RawMesh.prototype.pushVertex = function ( buffer ) { this.vertices.push( parseFloat( buffer[ 1 ] ) ); this.vertices.push( parseFloat( buffer[ 2 ] ) ); this.vertices.push( parseFloat( buffer[ 3 ] ) ); }; RawMesh.prototype.pushVertexAndVertextColors = function ( buffer ) { this.vertices.push( parseFloat( buffer[ 1 ] ) ); this.vertices.push( parseFloat( buffer[ 2 ] ) ); this.vertices.push( parseFloat( buffer[ 3 ] ) ); this.colors.push( parseFloat( buffer[ 4 ] ) ); this.colors.push( parseFloat( buffer[ 5 ] ) ); this.colors.push( parseFloat( buffer[ 6 ] ) ); }; RawMesh.prototype.pushUv = function ( buffer ) { this.uvs.push( parseFloat( buffer[ 1 ] ) ); this.uvs.push( parseFloat( buffer[ 2 ] ) ); }; RawMesh.prototype.pushNormal = function ( buffer ) { this.normals.push( parseFloat( buffer[ 1 ] ) ); this.normals.push( parseFloat( buffer[ 2 ] ) ); this.normals.push( parseFloat( buffer[ 3 ] ) ); }; RawMesh.prototype.pushObject = function ( objectName ) { this.objectName = Validator.verifyInput( objectName, '' ); }; RawMesh.prototype.pushMtllib = function ( mtllibName ) { this.mtllibName = Validator.verifyInput( mtllibName, '' ); }; RawMesh.prototype.pushGroup = function ( groupName ) { this.groupName = Validator.verifyInput( groupName, '' ); }; RawMesh.prototype.pushUsemtl = function ( mtlName ) { if ( this.activeMtlName === mtlName || ! Validator.isValid( mtlName ) ) return; this.activeMtlName = mtlName; this.mtlCount++; this.verifyIndex(); }; RawMesh.prototype.pushSmoothingGroup = function ( smoothingGroup ) { var smoothingGroupInt = parseInt( smoothingGroup ); if ( isNaN( smoothingGroupInt ) ) { smoothingGroupInt = smoothingGroup === "off" ? 0 : 1; } var smoothCheck = this.smoothingGroup.normalized; this.smoothingGroup.normalized = this.smoothingGroup.splitMaterials ? smoothingGroupInt : ( smoothingGroupInt === 0 ) ? 0 : 1; this.smoothingGroup.real = smoothingGroupInt; if ( smoothCheck !== smoothingGroupInt ) { this.smoothingGroupCount++; this.verifyIndex(); } }; RawMesh.prototype.verifyIndex = function () { var index = this.activeMtlName + '|' + this.smoothingGroup.normalized; this.subGroupInUse = this.subGroups[ index ]; if ( ! Validator.isValid( this.subGroupInUse ) ) { this.subGroupInUse = new RawMeshSubGroup( this.objectName, this.groupName, this.activeMtlName, this.smoothingGroup.normalized ); this.subGroups[ index ] = this.subGroupInUse; } }; RawMesh.prototype.processFaces = function ( buffer, bufferPointer, slashesCount ) { var bufferLength = bufferPointer - 1; var i, length; // "f vertex ..." if ( slashesCount === 0 ) { for ( i = 2, length = bufferLength - 1; i < length; i ++ ) { this.buildFace( buffer[ 1 ] ); this.buildFace( buffer[ i ] ); this.buildFace( buffer[ i + 1 ] ); } // "f vertex/uv ..." } else if ( bufferLength === slashesCount * 2 ) { for ( i = 3, length = bufferLength - 2; i < length; i += 2 ) { this.buildFace( buffer[ 1 ], buffer[ 2 ] ); this.buildFace( buffer[ i ], buffer[ i + 1 ] ); this.buildFace( buffer[ i + 2 ], buffer[ i + 3 ] ); } // "f vertex/uv/normal ..." } else if ( bufferLength * 2 === slashesCount * 3 ) { for ( i = 4, length = bufferLength - 3; i < length; i += 3 ) { this.buildFace( buffer[ 1 ], buffer[ 2 ], buffer[ 3 ] ); this.buildFace( buffer[ i ], buffer[ i + 1 ], buffer[ i + 2 ] ); this.buildFace( buffer[ i + 3 ], buffer[ i + 4 ], buffer[ i + 5 ] ); } // "f vertex//normal ..." } else { for ( i = 3, length = bufferLength - 2; i < length; i += 2 ) { this.buildFace( buffer[ 1 ], undefined, buffer[ 2 ] ); this.buildFace( buffer[ i ], undefined, buffer[ i + 1 ] ); this.buildFace( buffer[ i + 2 ], undefined, buffer[ i + 3 ] ); } } }; RawMesh.prototype.buildFace = function ( faceIndexV, faceIndexU, faceIndexN ) { var sgiu = this.subGroupInUse; if ( this.disregardNormals ) faceIndexN = undefined; var scope = this; var updateRawObjectDescriptionInUse = function () { var indexPointerV = ( parseInt( faceIndexV ) - scope.globalVertexOffset ) * 3; var indexPointerC = scope.colors.length > 0 ? indexPointerV : null; var vertices = sgiu.vertices; vertices.push( scope.vertices[ indexPointerV++ ] ); vertices.push( scope.vertices[ indexPointerV++ ] ); vertices.push( scope.vertices[ indexPointerV ] ); if ( indexPointerC !== null ) { var colors = sgiu.colors; colors.push( scope.colors[ indexPointerC++ ] ); colors.push( scope.colors[ indexPointerC++ ] ); colors.push( scope.colors[ indexPointerC ] ); } if ( faceIndexU ) { var indexPointerU = ( parseInt( faceIndexU ) - scope.globalUvOffset ) * 2; var uvs = sgiu.uvs; uvs.push( scope.uvs[ indexPointerU++ ] ); uvs.push( scope.uvs[ indexPointerU ] ); } if ( faceIndexN ) { var indexPointerN = ( parseInt( faceIndexN ) - scope.globalNormalOffset ) * 3; var normals = sgiu.normals; normals.push( scope.normals[ indexPointerN++ ] ); normals.push( scope.normals[ indexPointerN++ ] ); normals.push( scope.normals[ indexPointerN ] ); } }; if ( this.useIndices ) { var mappingName = faceIndexV + ( faceIndexU ? '_' + faceIndexU : '_n' ) + ( faceIndexN ? '_' + faceIndexN : '_n' ); var indicesPointer = sgiu.indexMappings[ mappingName ]; if ( Validator.isValid( indicesPointer ) ) { this.doubleIndicesCount++; } else { indicesPointer = sgiu.vertices.length / 3; updateRawObjectDescriptionInUse(); sgiu.indexMappings[ mappingName ] = indicesPointer; sgiu.indexMappingsCount++; } sgiu.indices.push( indicesPointer ); } else { updateRawObjectDescriptionInUse(); } this.faceCount++; }; /* * Support for lines with or without texture. First element in indexArray is the line identification * 0: "f vertex/uv vertex/uv ..." * 1: "f vertex vertex ..." */ RawMesh.prototype.buildLineVvt = function ( lineArray ) { for ( var i = 1, length = lineArray.length; i < length; i ++ ) { this.vertices.push( parseInt( lineArray[ i ] ) ); this.uvs.push( parseInt( lineArray[ i ] ) ); } }; RawMesh.prototype.buildLineV = function ( lineArray ) { for ( var i = 1, length = lineArray.length; i < length; i++ ) { this.vertices.push( parseInt( lineArray[ i ] ) ); } }; /** * Clear any empty rawObjectDescription and calculate absolute vertex, normal and uv counts */ RawMesh.prototype.finalize = function () { var rawObjectDescriptionsTemp = []; var rawObjectDescription; var absoluteVertexCount = 0; var absoluteIndexMappingsCount = 0; var absoluteIndexCount = 0; var absoluteColorCount = 0; var absoluteNormalCount = 0; var absoluteUvCount = 0; var indices; for ( var name in this.subGroups ) { rawObjectDescription = this.subGroups[ name ]; if ( rawObjectDescription.vertices.length > 0 ) { indices = rawObjectDescription.indices; if ( indices.length > 0 && absoluteIndexMappingsCount > 0 ) { for ( var i in indices ) indices[ i ] = indices[ i ] + absoluteIndexMappingsCount; } rawObjectDescriptionsTemp.push( rawObjectDescription ); absoluteVertexCount += rawObjectDescription.vertices.length; absoluteIndexMappingsCount += rawObjectDescription.indexMappingsCount; absoluteIndexCount += rawObjectDescription.indices.length; absoluteColorCount += rawObjectDescription.colors.length; absoluteUvCount += rawObjectDescription.uvs.length; absoluteNormalCount += rawObjectDescription.normals.length; } } // do not continue if no result var result = null; if ( rawObjectDescriptionsTemp.length > 0 ) { result = { name: this.groupName !== '' ? this.groupName : this.objectName, subGroups: rawObjectDescriptionsTemp, absoluteVertexCount: absoluteVertexCount, absoluteIndexCount: absoluteIndexCount, absoluteColorCount: absoluteColorCount, absoluteNormalCount: absoluteNormalCount, absoluteUvCount: absoluteUvCount, faceCount: this.faceCount, doubleIndicesCount: this.doubleIndicesCount }; } return result; }; RawMesh.prototype.createReport = function () { var report = { objectName: this.objectName, groupName: this.groupName, mtllibName: this.mtllibName, vertexCount: this.vertices.length / 3, normalCount: this.normals.length / 3, uvCount: this.uvs.length / 2, smoothingGroupCount: this.smoothingGroupCount, mtlCount: this.mtlCount, subGroups: this.subGroups.length }; return report; }; return RawMesh; })(); /** * Descriptive information and data (vertices, normals, uvs) to passed on to mesh building function. * @class * * @param {string} objectName Name of the mesh * @param {string} groupName Name of the group * @param {string} materialName Name of the material * @param {number} smoothingGroup Normalized smoothingGroup (0: flat shading, 1: smooth shading) */ var RawMeshSubGroup = (function () { function RawMeshSubGroup( objectName, groupName, materialName, smoothingGroup ) { this.objectName = objectName; this.groupName = groupName; this.materialName = materialName; this.smoothingGroup = smoothingGroup; this.vertices = []; this.indexMappingsCount = 0; this.indexMappings = []; this.indices = []; this.colors = []; this.uvs = []; this.normals = []; } return RawMeshSubGroup; })(); OBJLoader2.prototype._checkFiles = function ( resources ) { var resource; var result = { mtl: null, obj: null }; for ( var index in resources ) { resource = resources[ index ]; if ( ! Validator.isValid( resource.name ) ) continue; if ( Validator.isValid( resource.content ) ) { if ( resource.extension === 'OBJ' ) { // fast-fail on bad type if ( ! ( resource.content instanceof Uint8Array ) ) throw 'Provided content is not of type arraybuffer! Aborting...'; result.obj = resource; } else if ( resource.extension === 'MTL' && Validator.isValid( resource.name ) ) { if ( ! ( typeof( resource.content ) === 'string' || resource.content instanceof String ) ) throw 'Provided content is not of type String! Aborting...'; result.mtl = resource; } else if ( resource.extension === "ZIP" ) { // ignore } else { throw 'Unidentified resource "' + resource.name + '": ' + resource.url; } } else { // fast-fail on bad type if ( ! ( typeof( resource.name ) === 'string' || resource.name instanceof String ) ) throw 'Provided file is not properly defined! Aborting...'; if ( resource.extension === 'OBJ' ) { result.obj = resource; } else if ( resource.extension === 'MTL' ) { result.mtl = resource; } else if ( resource.extension === "ZIP" ) { // ignore } else { throw 'Unidentified resource "' + resource.name + '": ' + resource.url; } } } return result; }; /** * Utility method for loading an mtl file according resource description. * @memberOf THREE.OBJLoader2 * * @param {string} url URL to the file * @param {string} name The name of the object * @param {Object} content The file content as arraybuffer or text * @param {function} callbackOnLoad * @param {string} [crossOrigin] CORS value */ OBJLoader2.prototype.loadMtl = function ( url, name, content, callbackOnLoad, crossOrigin ) { var resource = new THREE.LoaderSupport.ResourceDescriptor( url, 'MTL' ); resource.setContent( content ); this._loadMtl( resource, callbackOnLoad, crossOrigin ); }; /** * Utility method for loading an mtl file according resource description. * @memberOf THREE.OBJLoader2 * * @param {THREE.LoaderSupport.ResourceDescriptor} resource * @param {function} callbackOnLoad * @param {string} [crossOrigin] CORS value */ OBJLoader2.prototype._loadMtl = function ( resource, callbackOnLoad, crossOrigin ) { if ( Validator.isValid( resource ) ) this.logger.logTimeStart( 'Loading MTL: ' + resource.name ); var materials = []; var scope = this; var processMaterials = function ( materialCreator ) { var materialCreatorMaterials = []; if ( Validator.isValid( materialCreator ) ) { materialCreator.preload(); materialCreatorMaterials = materialCreator.materials; for ( var materialName in materialCreatorMaterials ) { if ( materialCreatorMaterials.hasOwnProperty( materialName ) ) { materials[ materialName ] = materialCreatorMaterials[ materialName ]; } } } if ( Validator.isValid( resource ) ) scope.logger.logTimeEnd( 'Loading MTL: ' + resource.name ); callbackOnLoad( materials ); }; var mtlLoader = new THREE.MTLLoader(); crossOrigin = Validator.verifyInput( crossOrigin, 'anonymous' ); mtlLoader.setCrossOrigin( crossOrigin ); // fast-fail if ( ! Validator.isValid( resource ) || ( ! Validator.isValid( resource.content ) && ! Validator.isValid( resource.url ) ) ) { processMaterials(); } else { mtlLoader.setPath( resource.path ); if ( Validator.isValid( resource.content ) ) { processMaterials( Validator.isValid( resource.content ) ? mtlLoader.parse( resource.content ) : null ); } else if ( Validator.isValid( resource.url ) ) { var onError = function ( event ) { var output = 'Error occurred while downloading "' + resource.url + '"'; this.logger.logError( output + ': ' + event ); throw output; }; mtlLoader.load( resource.name, processMaterials, undefined, onError ); } } }; return OBJLoader2; })(); ================================================ FILE: OrbitControls.js ================================================ /** * @author qiao / https://github.com/qiao * @author mrdoob / http://mrdoob.com * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author erich666 / http://erichaines.com */ // This set of controls performs orbiting, dollying (zooming), and panning. // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). // // Orbit - left mouse / touch: one finger move // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish // Pan - right mouse, or arrow keys / touch: three finger swipe THREE.OrbitControls = function ( object, domElement ) { this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; // Set to false to disable this control this.enabled = true; // "target" sets the location of focus, where the object orbits around this.target = new THREE.Vector3(); // How far you can dolly in and out ( PerspectiveCamera only ) this.minDistance = 0; this.maxDistance = Infinity; // How far you can zoom in and out ( OrthographicCamera only ) this.minZoom = 0; this.maxZoom = Infinity; // How far you can orbit vertically, upper and lower limits. // Range is 0 to Math.PI radians. this.minPolarAngle = 0; // radians this.maxPolarAngle = Math.PI; // radians // How far you can orbit horizontally, upper and lower limits. // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. this.minAzimuthAngle = - Infinity; // radians this.maxAzimuthAngle = Infinity; // radians // Set to true to enable damping (inertia) // If damping is enabled, you must call controls.update() in your animation loop this.enableDamping = false; this.dampingFactor = 0.25; // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. // Set to false to disable zooming this.enableZoom = true; this.zoomSpeed = 1.0; // Set to false to disable rotating this.enableRotate = true; this.rotateSpeed = 1.0; // Set to false to disable panning this.enablePan = true; this.keyPanSpeed = 7.0; // pixels moved per arrow key push // Set to true to automatically rotate around the target // If auto-rotate is enabled, you must call controls.update() in your animation loop this.autoRotate = false; this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 // Set to false to disable use of the keys this.enableKeys = true; // The four arrow keys this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; // Mouse buttons this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT }; // for reset this.target0 = this.target.clone(); this.position0 = this.object.position.clone(); this.zoom0 = this.object.zoom; // // public methods // this.getPolarAngle = function () { return spherical.phi; }; this.getAzimuthalAngle = function () { return spherical.theta; }; this.saveState = function () { scope.target0.copy( scope.target ); scope.position0.copy( scope.object.position ); scope.zoom0 = scope.object.zoom; }; this.reset = function () { scope.target.copy( scope.target0 ); scope.object.position.copy( scope.position0 ); scope.object.zoom = scope.zoom0; scope.object.updateProjectionMatrix(); scope.dispatchEvent( changeEvent ); scope.update(); state = STATE.NONE; }; // this method is exposed, but perhaps it would be better if we can make it private... this.update = function () { var offset = new THREE.Vector3(); // so camera.up is the orbit axis var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) ); var quatInverse = quat.clone().inverse(); var lastPosition = new THREE.Vector3(); var lastQuaternion = new THREE.Quaternion(); return function update() { var position = scope.object.position; offset.copy( position ).sub( scope.target ); // rotate offset to "y-axis-is-up" space offset.applyQuaternion( quat ); // angle from z-axis around y-axis spherical.setFromVector3( offset ); if ( scope.autoRotate && state === STATE.NONE ) { rotateLeft( getAutoRotationAngle() ); } spherical.theta += sphericalDelta.theta; spherical.phi += sphericalDelta.phi; // restrict theta to be between desired limits spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) ); // restrict phi to be between desired limits spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) ); spherical.makeSafe(); spherical.radius *= scale; // restrict radius to be between desired limits spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) ); // move target to panned location scope.target.add( panOffset ); offset.setFromSpherical( spherical ); // rotate offset back to "camera-up-vector-is-up" space offset.applyQuaternion( quatInverse ); position.copy( scope.target ).add( offset ); scope.object.lookAt( scope.target ); if ( scope.enableDamping === true ) { sphericalDelta.theta *= ( 1 - scope.dampingFactor ); sphericalDelta.phi *= ( 1 - scope.dampingFactor ); } else { sphericalDelta.set( 0, 0, 0 ); } scale = 1; panOffset.set( 0, 0, 0 ); // update condition is: // min(camera displacement, camera rotation in radians)^2 > EPS // using small-angle approximation cos(x/2) = 1 - x^2 / 8 if ( zoomChanged || lastPosition.distanceToSquared( scope.object.position ) > EPS || 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) { scope.dispatchEvent( changeEvent ); lastPosition.copy( scope.object.position ); lastQuaternion.copy( scope.object.quaternion ); zoomChanged = false; return true; } return false; }; }(); this.dispose = function () { scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false ); scope.domElement.removeEventListener( 'mousedown', onMouseDown, false ); scope.domElement.removeEventListener( 'wheel', onMouseWheel, false ); scope.domElement.removeEventListener( 'touchstart', onTouchStart, false ); scope.domElement.removeEventListener( 'touchend', onTouchEnd, false ); scope.domElement.removeEventListener( 'touchmove', onTouchMove, false ); document.removeEventListener( 'mousemove', onMouseMove, false ); document.removeEventListener( 'mouseup', onMouseUp, false ); window.removeEventListener( 'keydown', onKeyDown, false ); //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here? }; // // internals // var scope = this; var changeEvent = { type: 'change' }; var startEvent = { type: 'start' }; var endEvent = { type: 'end' }; var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 }; var state = STATE.NONE; var EPS = 0.000001; // current position in spherical coordinates var spherical = new THREE.Spherical(); var sphericalDelta = new THREE.Spherical(); var scale = 1; var panOffset = new THREE.Vector3(); var zoomChanged = false; var rotateStart = new THREE.Vector2(); var rotateEnd = new THREE.Vector2(); var rotateDelta = new THREE.Vector2(); var panStart = new THREE.Vector2(); var panEnd = new THREE.Vector2(); var panDelta = new THREE.Vector2(); var dollyStart = new THREE.Vector2(); var dollyEnd = new THREE.Vector2(); var dollyDelta = new THREE.Vector2(); function getAutoRotationAngle() { return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; } function getZoomScale() { return Math.pow( 0.95, scope.zoomSpeed ); } function rotateLeft( angle ) { sphericalDelta.theta -= angle; } function rotateUp( angle ) { sphericalDelta.phi -= angle; } var panLeft = function () { var v = new THREE.Vector3(); return function panLeft( distance, objectMatrix ) { v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix v.multiplyScalar( - distance ); panOffset.add( v ); }; }(); var panUp = function () { var v = new THREE.Vector3(); return function panUp( distance, objectMatrix ) { v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix v.multiplyScalar( distance ); panOffset.add( v ); }; }(); // deltaX and deltaY are in pixels; right and down are positive var pan = function () { var offset = new THREE.Vector3(); return function pan( deltaX, deltaY ) { var element = scope.domElement === document ? scope.domElement.body : scope.domElement; if ( scope.object instanceof THREE.PerspectiveCamera ) { // perspective var position = scope.object.position; offset.copy( position ).sub( scope.target ); var targetDistance = offset.length(); // half of the fov is center to top of screen targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 ); // we actually don't use screenWidth, since perspective camera is fixed to screen height panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix ); panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix ); } else if ( scope.object instanceof THREE.OrthographicCamera ) { // orthographic panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix ); panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix ); } else { // camera neither orthographic nor perspective console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); scope.enablePan = false; } }; }(); function dollyIn( dollyScale ) { if ( scope.object instanceof THREE.PerspectiveCamera ) { scale /= dollyScale; } else if ( scope.object instanceof THREE.OrthographicCamera ) { scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) ); scope.object.updateProjectionMatrix(); zoomChanged = true; } else { console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); scope.enableZoom = false; } } function dollyOut( dollyScale ) { if ( scope.object instanceof THREE.PerspectiveCamera ) { scale *= dollyScale; } else if ( scope.object instanceof THREE.OrthographicCamera ) { scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) ); scope.object.updateProjectionMatrix(); zoomChanged = true; } else { console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); scope.enableZoom = false; } } // // event callbacks - update the object state // function handleMouseDownRotate( event ) { //console.log( 'handleMouseDownRotate' ); rotateStart.set( event.clientX, event.clientY ); } function handleMouseDownDolly( event ) { //console.log( 'handleMouseDownDolly' ); dollyStart.set( event.clientX, event.clientY ); } function handleMouseDownPan( event ) { //console.log( 'handleMouseDownPan' ); panStart.set( event.clientX, event.clientY ); } function handleMouseMoveRotate( event ) { //console.log( 'handleMouseMoveRotate' ); rotateEnd.set( event.clientX, event.clientY ); rotateDelta.subVectors( rotateEnd, rotateStart ); var element = scope.domElement === document ? scope.domElement.body : scope.domElement; // rotating across whole screen goes 360 degrees around rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); // rotating up and down along whole screen attempts to go 360, but limited to 180 rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); rotateStart.copy( rotateEnd ); scope.update(); } function handleMouseMoveDolly( event ) { //console.log( 'handleMouseMoveDolly' ); dollyEnd.set( event.clientX, event.clientY ); dollyDelta.subVectors( dollyEnd, dollyStart ); if ( dollyDelta.y > 0 ) { dollyIn( getZoomScale() ); } else if ( dollyDelta.y < 0 ) { dollyOut( getZoomScale() ); } dollyStart.copy( dollyEnd ); scope.update(); } function handleMouseMovePan( event ) { //console.log( 'handleMouseMovePan' ); panEnd.set( event.clientX, event.clientY ); panDelta.subVectors( panEnd, panStart ); pan( panDelta.x, panDelta.y ); panStart.copy( panEnd ); scope.update(); } function handleMouseUp( event ) { // console.log( 'handleMouseUp' ); } function handleMouseWheel( event ) { // console.log( 'handleMouseWheel' ); if ( event.deltaY < 0 ) { dollyOut( getZoomScale() ); } else if ( event.deltaY > 0 ) { dollyIn( getZoomScale() ); } scope.update(); } function handleKeyDown( event ) { //console.log( 'handleKeyDown' ); switch ( event.keyCode ) { case scope.keys.UP: pan( 0, scope.keyPanSpeed ); scope.update(); break; case scope.keys.BOTTOM: pan( 0, - scope.keyPanSpeed ); scope.update(); break; case scope.keys.LEFT: pan( scope.keyPanSpeed, 0 ); scope.update(); break; case scope.keys.RIGHT: pan( - scope.keyPanSpeed, 0 ); scope.update(); break; } } function handleTouchStartRotate( event ) { //console.log( 'handleTouchStartRotate' ); rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); } function handleTouchStartDolly( event ) { //console.log( 'handleTouchStartDolly' ); var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; var distance = Math.sqrt( dx * dx + dy * dy ); dollyStart.set( 0, distance ); } function handleTouchStartPan( event ) { //console.log( 'handleTouchStartPan' ); panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); } function handleTouchMoveRotate( event ) { //console.log( 'handleTouchMoveRotate' ); rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); rotateDelta.subVectors( rotateEnd, rotateStart ); var element = scope.domElement === document ? scope.domElement.body : scope.domElement; // rotating across whole screen goes 360 degrees around rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); // rotating up and down along whole screen attempts to go 360, but limited to 180 rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); rotateStart.copy( rotateEnd ); scope.update(); } function handleTouchMoveDolly( event ) { //console.log( 'handleTouchMoveDolly' ); var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; var distance = Math.sqrt( dx * dx + dy * dy ); dollyEnd.set( 0, distance ); dollyDelta.subVectors( dollyEnd, dollyStart ); if ( dollyDelta.y > 0 ) { dollyOut( getZoomScale() ); } else if ( dollyDelta.y < 0 ) { dollyIn( getZoomScale() ); } dollyStart.copy( dollyEnd ); scope.update(); } function handleTouchMovePan( event ) { //console.log( 'handleTouchMovePan' ); panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); panDelta.subVectors( panEnd, panStart ); pan( panDelta.x, panDelta.y ); panStart.copy( panEnd ); scope.update(); } function handleTouchEnd( event ) { //console.log( 'handleTouchEnd' ); } // // event handlers - FSM: listen for events and reset state // function onMouseDown( event ) { if ( scope.enabled === false ) return; event.preventDefault(); switch ( event.button ) { case scope.mouseButtons.ORBIT: if ( scope.enableRotate === false ) return; handleMouseDownRotate( event ); state = STATE.ROTATE; break; case scope.mouseButtons.ZOOM: if ( scope.enableZoom === false ) return; handleMouseDownDolly( event ); state = STATE.DOLLY; break; case scope.mouseButtons.PAN: if ( scope.enablePan === false ) return; handleMouseDownPan( event ); state = STATE.PAN; break; } if ( state !== STATE.NONE ) { document.addEventListener( 'mousemove', onMouseMove, false ); document.addEventListener( 'mouseup', onMouseUp, false ); scope.dispatchEvent( startEvent ); } } function onMouseMove( event ) { if ( scope.enabled === false ) return; event.preventDefault(); switch ( state ) { case STATE.ROTATE: if ( scope.enableRotate === false ) return; handleMouseMoveRotate( event ); break; case STATE.DOLLY: if ( scope.enableZoom === false ) return; handleMouseMoveDolly( event ); break; case STATE.PAN: if ( scope.enablePan === false ) return; handleMouseMovePan( event ); break; } } function onMouseUp( event ) { if ( scope.enabled === false ) return; handleMouseUp( event ); document.removeEventListener( 'mousemove', onMouseMove, false ); document.removeEventListener( 'mouseup', onMouseUp, false ); scope.dispatchEvent( endEvent ); state = STATE.NONE; } function onMouseWheel( event ) { if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return; event.preventDefault(); event.stopPropagation(); handleMouseWheel( event ); scope.dispatchEvent( startEvent ); // not sure why these are here... scope.dispatchEvent( endEvent ); } function onKeyDown( event ) { if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return; handleKeyDown( event ); } function onTouchStart( event ) { if ( scope.enabled === false ) return; switch ( event.touches.length ) { case 1: // one-fingered touch: rotate if ( scope.enableRotate === false ) return; handleTouchStartRotate( event ); state = STATE.TOUCH_ROTATE; break; case 2: // two-fingered touch: dolly if ( scope.enableZoom === false ) return; handleTouchStartDolly( event ); state = STATE.TOUCH_DOLLY; break; case 3: // three-fingered touch: pan if ( scope.enablePan === false ) return; handleTouchStartPan( event ); state = STATE.TOUCH_PAN; break; default: state = STATE.NONE; } if ( state !== STATE.NONE ) { scope.dispatchEvent( startEvent ); } } function onTouchMove( event ) { if ( scope.enabled === false ) return; event.preventDefault(); event.stopPropagation(); switch ( event.touches.length ) { case 1: // one-fingered touch: rotate if ( scope.enableRotate === false ) return; if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?... handleTouchMoveRotate( event ); break; case 2: // two-fingered touch: dolly if ( scope.enableZoom === false ) return; if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?... handleTouchMoveDolly( event ); break; case 3: // three-fingered touch: pan if ( scope.enablePan === false ) return; if ( state !== STATE.TOUCH_PAN ) return; // is this needed?... handleTouchMovePan( event ); break; default: state = STATE.NONE; } } function onTouchEnd( event ) { if ( scope.enabled === false ) return; handleTouchEnd( event ); scope.dispatchEvent( endEvent ); state = STATE.NONE; } function onContextMenu( event ) { if ( scope.enabled === false ) return; event.preventDefault(); } // scope.domElement.addEventListener( 'contextmenu', onContextMenu, false ); scope.domElement.addEventListener( 'mousedown', onMouseDown, false ); scope.domElement.addEventListener( 'wheel', onMouseWheel, false ); scope.domElement.addEventListener( 'touchstart', onTouchStart, false ); scope.domElement.addEventListener( 'touchend', onTouchEnd, false ); scope.domElement.addEventListener( 'touchmove', onTouchMove, false ); window.addEventListener( 'keydown', onKeyDown, false ); // force an update at start this.update(); }; THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype ); THREE.OrbitControls.prototype.constructor = THREE.OrbitControls; Object.defineProperties( THREE.OrbitControls.prototype, { center: { get: function () { console.warn( 'THREE.OrbitControls: .center has been renamed to .target' ); return this.target; } }, // backward compatibility noZoom: { get: function () { console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); return ! this.enableZoom; }, set: function ( value ) { console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); this.enableZoom = ! value; } }, noRotate: { get: function () { console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); return ! this.enableRotate; }, set: function ( value ) { console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); this.enableRotate = ! value; } }, noPan: { get: function () { console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); return ! this.enablePan; }, set: function ( value ) { console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); this.enablePan = ! value; } }, noKeys: { get: function () { console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); return ! this.enableKeys; }, set: function ( value ) { console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); this.enableKeys = ! value; } }, staticMoving: { get: function () { console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); return ! this.enableDamping; }, set: function ( value ) { console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); this.enableDamping = ! value; } }, dynamicDampingFactor: { get: function () { console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); return this.dampingFactor; }, set: function ( value ) { console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); this.dampingFactor = value; } } } ); ================================================ FILE: README.md ================================================ ================================================ FILE: obj/girl/obj.mtl ================================================ # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # �������ļ�:23.03.2015 22:13:02 newmtl wire_154215229 Ns 32 d 1 Tr 0 Tf 1 1 1 illum 2 Ka 0.6039 0.8431 0.8980 Kd 0.6039 0.8431 0.8980 Ks 0.3500 0.3500 0.3500 newmtl SkinHip_1 Ns 300.0000 Ni 1.5000 d 1.0000 Tr 0.0000 Tf 1.0000 1.0000 1.0000 illum 2 Ka 0.0000 0.0000 0.0000 Kd 1.0000 1.0000 1.0000 Ks 0.0000 0.0000 0.0000 Ke 0.0000 0.0000 0.0000 map_Ka CindyBodyMap_natural.jpg map_Kd CindyBodyMap_natural.jpg newmtl SkinTorso_1 Ns 300.0000 Ni 1.5000 d 1.0000 Tr 0.0000 Tf 1.0000 1.0000 1.0000 illum 2 Ka 0.0000 0.0000 0.0000 Kd 1.0000 1.0000 1.0000 Ks 0.0000 0.0000 0.0000 Ke 0.0000 0.0000 0.0000 map_Ka CindyBodyMap_natural.jpg map_Kd 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