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							- ( function () {
 
- 	const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference
 
- 	const _material_library_pattern = /^mtllib /; // usemtl material_name
 
- 	const _material_use_pattern = /^usemtl /; // usemap map_name
 
- 	const _map_use_pattern = /^usemap /;
 
- 	const _vA = new THREE.Vector3();
 
- 	const _vB = new THREE.Vector3();
 
- 	const _vC = new THREE.Vector3();
 
- 	const _ab = new THREE.Vector3();
 
- 	const _cb = new THREE.Vector3();
 
- 	function ParserState() {
 
- 		const state = {
 
- 			objects: [],
 
- 			object: {},
 
- 			vertices: [],
 
- 			normals: [],
 
- 			colors: [],
 
- 			uvs: [],
 
- 			materials: {},
 
- 			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;
 
- 				}
 
- 				const 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: [],
 
- 						colors: [],
 
- 						uvs: [],
 
- 						hasUVIndices: false
 
- 					},
 
- 					materials: [],
 
- 					smooth: true,
 
- 					startMaterial: function ( name, libraries ) {
 
- 						const 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 );
 
- 						}
 
- 						const 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 ) {
 
- 								const 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 ) {
 
- 						const 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 ( let 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' ) {
 
- 					const 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 ) {
 
- 				const index = parseInt( value, 10 );
 
- 				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
 
- 			},
 
- 			parseNormalIndex: function ( value, len ) {
 
- 				const index = parseInt( value, 10 );
 
- 				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;
 
- 			},
 
- 			parseUVIndex: function ( value, len ) {
 
- 				const index = parseInt( value, 10 );
 
- 				return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;
 
- 			},
 
- 			addVertex: function ( a, b, c ) {
 
- 				const src = this.vertices;
 
- 				const 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 ] );
 
- 			},
 
- 			addVertexPoint: function ( a ) {
 
- 				const src = this.vertices;
 
- 				const dst = this.object.geometry.vertices;
 
- 				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
 
- 			},
 
- 			addVertexLine: function ( a ) {
 
- 				const src = this.vertices;
 
- 				const dst = this.object.geometry.vertices;
 
- 				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
 
- 			},
 
- 			addNormal: function ( a, b, c ) {
 
- 				const src = this.normals;
 
- 				const 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 ] );
 
- 			},
 
- 			addFaceNormal: function ( a, b, c ) {
 
- 				const src = this.vertices;
 
- 				const dst = this.object.geometry.normals;
 
- 				_vA.fromArray( src, a );
 
- 				_vB.fromArray( src, b );
 
- 				_vC.fromArray( src, c );
 
- 				_cb.subVectors( _vC, _vB );
 
- 				_ab.subVectors( _vA, _vB );
 
- 				_cb.cross( _ab );
 
- 				_cb.normalize();
 
- 				dst.push( _cb.x, _cb.y, _cb.z );
 
- 				dst.push( _cb.x, _cb.y, _cb.z );
 
- 				dst.push( _cb.x, _cb.y, _cb.z );
 
- 			},
 
- 			addColor: function ( a, b, c ) {
 
- 				const src = this.colors;
 
- 				const dst = this.object.geometry.colors;
 
- 				if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
 
- 				if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
 
- 				if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
 
- 			},
 
- 			addUV: function ( a, b, c ) {
 
- 				const src = this.uvs;
 
- 				const 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 ] );
 
- 			},
 
- 			addDefaultUV: function () {
 
- 				const dst = this.object.geometry.uvs;
 
- 				dst.push( 0, 0 );
 
- 				dst.push( 0, 0 );
 
- 				dst.push( 0, 0 );
 
- 			},
 
- 			addUVLine: function ( a ) {
 
- 				const src = this.uvs;
 
- 				const dst = this.object.geometry.uvs;
 
- 				dst.push( src[ a + 0 ], src[ a + 1 ] );
 
- 			},
 
- 			addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
 
- 				const vLen = this.vertices.length;
 
- 				let ia = this.parseVertexIndex( a, vLen );
 
- 				let ib = this.parseVertexIndex( b, vLen );
 
- 				let ic = this.parseVertexIndex( c, vLen );
 
- 				this.addVertex( ia, ib, ic );
 
- 				this.addColor( ia, ib, ic ); // normals
 
- 				if ( na !== undefined && na !== '' ) {
 
- 					const nLen = this.normals.length;
 
- 					ia = this.parseNormalIndex( na, nLen );
 
- 					ib = this.parseNormalIndex( nb, nLen );
 
- 					ic = this.parseNormalIndex( nc, nLen );
 
- 					this.addNormal( ia, ib, ic );
 
- 				} else {
 
- 					this.addFaceNormal( ia, ib, ic );
 
- 				} // uvs
 
- 				if ( ua !== undefined && ua !== '' ) {
 
- 					const uvLen = this.uvs.length;
 
- 					ia = this.parseUVIndex( ua, uvLen );
 
- 					ib = this.parseUVIndex( ub, uvLen );
 
- 					ic = this.parseUVIndex( uc, uvLen );
 
- 					this.addUV( ia, ib, ic );
 
- 					this.object.geometry.hasUVIndices = true;
 
- 				} else {
 
- 					// add placeholder values (for inconsistent face definitions)
 
- 					this.addDefaultUV();
 
- 				}
 
- 			},
 
- 			addPointGeometry: function ( vertices ) {
 
- 				this.object.geometry.type = 'Points';
 
- 				const vLen = this.vertices.length;
 
- 				for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
 
- 					const index = this.parseVertexIndex( vertices[ vi ], vLen );
 
- 					this.addVertexPoint( index );
 
- 					this.addColor( index );
 
- 				}
 
- 			},
 
- 			addLineGeometry: function ( vertices, uvs ) {
 
- 				this.object.geometry.type = 'Line';
 
- 				const vLen = this.vertices.length;
 
- 				const uvLen = this.uvs.length;
 
- 				for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {
 
- 					this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );
 
- 				}
 
- 				for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {
 
- 					this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );
 
- 				}
 
- 			}
 
- 		};
 
- 		state.startObject( '', false );
 
- 		return state;
 
- 	} //
 
- 	class OBJLoader extends THREE.Loader {
 
- 		constructor( manager ) {
 
- 			super( manager );
 
- 			this.materials = null;
 
- 		}
 
- 		load( url, onLoad, onProgress, onError ) {
 
- 			const scope = this;
 
- 			const loader = new THREE.FileLoader( this.manager );
 
- 			loader.setPath( this.path );
 
- 			loader.setRequestHeader( this.requestHeader );
 
- 			loader.setWithCredentials( this.withCredentials );
 
- 			loader.load( url, function ( text ) {
 
- 				try {
 
- 					onLoad( scope.parse( text ) );
 
- 				} catch ( e ) {
 
- 					if ( onError ) {
 
- 						onError( e );
 
- 					} else {
 
- 						console.error( e );
 
- 					}
 
- 					scope.manager.itemError( url );
 
- 				}
 
- 			}, onProgress, onError );
 
- 		}
 
- 		setMaterials( materials ) {
 
- 			this.materials = materials;
 
- 			return this;
 
- 		}
 
- 		parse( text ) {
 
- 			const 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, '' );
 
- 			}
 
- 			const lines = text.split( '\n' );
 
- 			let line = '',
 
- 				lineFirstChar = '';
 
- 			let lineLength = 0;
 
- 			let result = []; // Faster to just trim left side of the line. Use if available.
 
- 			const trimLeft = typeof ''.trimLeft === 'function';
 
- 			for ( let 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' ) {
 
- 					const data = line.split( /\s+/ );
 
- 					switch ( data[ 0 ] ) {
 
- 						case 'v':
 
- 							state.vertices.push( parseFloat( data[ 1 ] ), parseFloat( data[ 2 ] ), parseFloat( data[ 3 ] ) );
 
- 							if ( data.length >= 7 ) {
 
- 								state.colors.push( parseFloat( data[ 4 ] ), parseFloat( data[ 5 ] ), parseFloat( data[ 6 ] ) );
 
- 							} else {
 
- 								// if no colors are defined, add placeholders so color and vertex indices match
 
- 								state.colors.push( undefined, undefined, undefined );
 
- 							}
 
- 							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' ) {
 
- 					const lineData = line.substr( 1 ).trim();
 
- 					const vertexData = lineData.split( /\s+/ );
 
- 					const faceVertices = []; // Parse the face vertex data into an easy to work with format
 
- 					for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {
 
- 						const vertex = vertexData[ j ];
 
- 						if ( vertex.length > 0 ) {
 
- 							const vertexParts = vertex.split( '/' );
 
- 							faceVertices.push( vertexParts );
 
- 						}
 
- 					} // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
 
- 					const v1 = faceVertices[ 0 ];
 
- 					for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
 
- 						const v2 = faceVertices[ j ];
 
- 						const 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' ) {
 
- 					const lineParts = line.substring( 1 ).trim().split( ' ' );
 
- 					let lineVertices = [];
 
- 					const lineUVs = [];
 
- 					if ( line.indexOf( '/' ) === - 1 ) {
 
- 						lineVertices = lineParts;
 
- 					} else {
 
- 						for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {
 
- 							const parts = lineParts[ li ].split( '/' );
 
- 							if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );
 
- 							if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );
 
- 						}
 
- 					}
 
- 					state.addLineGeometry( lineVertices, lineUVs );
 
- 				} else if ( lineFirstChar === 'p' ) {
 
- 					const lineData = line.substr( 1 ).trim();
 
- 					const pointData = lineData.split( ' ' );
 
- 					state.addPointGeometry( pointData );
 
- 				} else if ( ( result = _object_pattern.exec( line ) ) !== null ) {
 
- 					// o object_name
 
- 					// or
 
- 					// g group_name
 
- 					// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
 
- 					// let name = result[ 0 ].substr( 1 ).trim();
 
- 					const 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 ( _map_use_pattern.test( line ) ) {
 
- 					// the line is parsed but ignored since the loader assumes textures are defined MTL files
 
- 					// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
 
- 					console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' );
 
- 				} 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 ) {
 
- 						const value = result[ 1 ].trim().toLowerCase();
 
- 						state.object.smooth = value !== '0' && value !== 'off';
 
- 					} else {
 
- 						// ZBrush can produce "s" lines #11707
 
- 						state.object.smooth = true;
 
- 					}
 
- 					const material = state.object.currentMaterial();
 
- 					if ( material ) material.smooth = state.object.smooth;
 
- 				} else {
 
- 					// Handle null terminated files without exception
 
- 					if ( line === '\0' ) continue;
 
- 					console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' );
 
- 				}
 
- 			}
 
- 			state.finalize();
 
- 			const container = new THREE.Group();
 
- 			container.materialLibraries = [].concat( state.materialLibraries );
 
- 			const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );
 
- 			if ( hasPrimitives === true ) {
 
- 				for ( let i = 0, l = state.objects.length; i < l; i ++ ) {
 
- 					const object = state.objects[ i ];
 
- 					const geometry = object.geometry;
 
- 					const materials = object.materials;
 
- 					const isLine = geometry.type === 'Line';
 
- 					const isPoints = geometry.type === 'Points';
 
- 					let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces
 
- 					if ( geometry.vertices.length === 0 ) continue;
 
- 					const buffergeometry = new THREE.BufferGeometry();
 
- 					buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( geometry.vertices, 3 ) );
 
- 					if ( geometry.normals.length > 0 ) {
 
- 						buffergeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
 
- 					}
 
- 					if ( geometry.colors.length > 0 ) {
 
- 						hasVertexColors = true;
 
- 						buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
 
- 					}
 
- 					if ( geometry.hasUVIndices === true ) {
 
- 						buffergeometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( geometry.uvs, 2 ) );
 
- 					} // Create materials
 
- 					const createdMaterials = [];
 
- 					for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
 
- 						const sourceMaterial = materials[ mi ];
 
- 						const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;
 
- 						let material = state.materials[ materialHash ];
 
- 						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 ) ) {
 
- 								const materialLine = new THREE.LineBasicMaterial();
 
- 								THREE.Material.prototype.copy.call( materialLine, material );
 
- 								materialLine.color.copy( material.color );
 
- 								material = materialLine;
 
- 							} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
 
- 								const materialPoints = new THREE.PointsMaterial( {
 
- 									size: 10,
 
- 									sizeAttenuation: false
 
- 								} );
 
- 								THREE.Material.prototype.copy.call( materialPoints, material );
 
- 								materialPoints.color.copy( material.color );
 
- 								materialPoints.map = material.map;
 
- 								material = materialPoints;
 
- 							}
 
- 						}
 
- 						if ( material === undefined ) {
 
- 							if ( isLine ) {
 
- 								material = new THREE.LineBasicMaterial();
 
- 							} else if ( isPoints ) {
 
- 								material = new THREE.PointsMaterial( {
 
- 									size: 1,
 
- 									sizeAttenuation: false
 
- 								} );
 
- 							} else {
 
- 								material = new THREE.MeshPhongMaterial();
 
- 							}
 
- 							material.name = sourceMaterial.name;
 
- 							material.flatShading = sourceMaterial.smooth ? false : true;
 
- 							material.vertexColors = hasVertexColors;
 
- 							state.materials[ materialHash ] = material;
 
- 						}
 
- 						createdMaterials.push( material );
 
- 					} // Create mesh
 
- 					let mesh;
 
- 					if ( createdMaterials.length > 1 ) {
 
- 						for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {
 
- 							const sourceMaterial = materials[ mi ];
 
- 							buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );
 
- 						}
 
- 						if ( isLine ) {
 
- 							mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
 
- 						} else if ( isPoints ) {
 
- 							mesh = new THREE.Points( buffergeometry, createdMaterials );
 
- 						} else {
 
- 							mesh = new THREE.Mesh( buffergeometry, createdMaterials );
 
- 						}
 
- 					} else {
 
- 						if ( isLine ) {
 
- 							mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
 
- 						} else if ( isPoints ) {
 
- 							mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
 
- 						} else {
 
- 							mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
 
- 						}
 
- 					}
 
- 					mesh.name = object.name;
 
- 					container.add( mesh );
 
- 				}
 
- 			} else {
 
- 				// if there is only the default parser state object with no geometry data, interpret data as point cloud
 
- 				if ( state.vertices.length > 0 ) {
 
- 					const material = new THREE.PointsMaterial( {
 
- 						size: 1,
 
- 						sizeAttenuation: false
 
- 					} );
 
- 					const buffergeometry = new THREE.BufferGeometry();
 
- 					buffergeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( state.vertices, 3 ) );
 
- 					if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {
 
- 						buffergeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( state.colors, 3 ) );
 
- 						material.vertexColors = true;
 
- 					}
 
- 					const points = new THREE.Points( buffergeometry, material );
 
- 					container.add( points );
 
- 				}
 
- 			}
 
- 			return container;
 
- 		}
 
- 	}
 
- 	THREE.OBJLoader = OBJLoader;
 
- } )();
 
 
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