3d-interface/js/ProgressiveLoader.js

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var ProgressiveLoader = function(res, scene) {
// Create mesh
var geometry = new THREE.Geometry();
geometry.dynamic = true;
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var material = new THREE.MeshLambertMaterial();
material.color.setRGB(1,0,0);
material.side = THREE.DoubleSide;
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var mesh = new THREE.Mesh(geometry, material);
mesh.up = new THREE.Vector3(0,0,1);
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var added = false;
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var finished = false;
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var socket = io();
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// Init streaming with socket
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socket.emit('request', res);
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// When server's ready, start asking for the mesh
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socket.on('ok', function() {
socket.emit('next');
});
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// When receiving elements
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socket.on('elements', function(arr) {
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// We'll receive an array of string (obj)
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for (var i = 0; i < arr.length; i++) {
var line = arr[i];
// console.log(line);
if (line[0] === 'v') {
var elts = line.split(' ');
mesh.geometry.vertices.push(new THREE.Vector3(
parseFloat(elts[1]),
parseFloat(elts[2]),
parseFloat(elts[3])
));
mesh.geometry.verticesNeedUpdate = true;
} else if (line[0] === 'f') {
var elts = line.split(' ');
elts[1] = parseInt(elts[1]) - 1;
elts[2] = parseInt(elts[2]) - 1;
elts[3] = parseInt(elts[3]) - 1;
if (elts[4])
elts[4] = parseInt(elts[4]) - 1;
mesh.geometry.faces.push(new THREE.Face3(
parseInt(elts[1]),
parseInt(elts[2]),
parseInt(elts[3])
));
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// If the face has 4 vertices, create second triangle
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if (elts[4]) {
mesh.geometry.faces.push(new THREE.Face3(
parseInt(elts[1]),
parseInt(elts[3]),
parseInt(elts[4])
));
}
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// Add mesh to scene one there are a few faces in it
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if (!added) {
scene.add(mesh);
added = true;
}
}
}
mesh.geometry.computeFaceNormals();
mesh.geometry.groupsNeedUpdate = true;
mesh.geometry.elementsNeedUpdate = true;
mesh.geometry.normalsNeedUpdate = true;
if (!finished) {
socket.emit('next');
} else {
console.log("Finished");
}
});
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socket.on('finished', function(arg) {
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finished = true;
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mesh.faceNumber = arg;
//mesh.geometry.computeFaceNormals();
mesh.geometry.verticesNeedUpdate = true;
mesh.geometry.groupsNeedUpdate = true;
mesh.geometry.elementsNeedUpdate = true;
mesh.geometry.morphTargetsNeedUpdate = true;
mesh.geometry.uvsNeedUpdate = true;
mesh.geometry.normalsNeedUpdate = true;
mesh.geometry.colorsNeedUpdate = true;
mesh.geometry.tangentsNeedUpdate = true;
// scene.add(mesh);
});
return mesh;
}