Improved performance in streaming
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5dfc5e4d4c
commit
17bf548fef
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@ -6,7 +6,7 @@ mesh.Mesh = function() {
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this.faces = [];
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this.texCoords = [];
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this.normals = [];
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this.faceIndex = 0;
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this.faceIndex = -1;
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this.material = null;
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}
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@ -79,7 +79,7 @@ mesh.Mesh.prototype.addNormal = function(normal) {
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}
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mesh.Mesh.prototype.isFinished = function() {
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return this.faces.length === this.faceIndex;
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return this.faces.length < this.faceIndex;
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}
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// Vertex
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@ -117,7 +117,7 @@ geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
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geo.MeshStreamer.prototype.start = function(socket) {
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this.meshIndex = -1;
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this.meshIndex = 0;
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var self = this;
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@ -142,68 +142,85 @@ geo.MeshStreamer.prototype.start = function(socket) {
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// Send next elements
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var currentMesh = self.meshes[self.meshIndex];
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if (currentMesh === undefined || currentMesh.isFinished()) {
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currentMesh = self.meshes[++self.meshIndex];
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if (currentMesh === undefined) {
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socket.emit('finished');
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socket.disconnect();
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return;
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}
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socket.emit(
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'usemtl',
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currentMesh.material,
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currentMesh.vertices.length,
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currentMesh.faces.length,
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self.texCoords.length > 0,
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self.normals.length > 0
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);
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} else {
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var currentFace;
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var data = [];
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for (var limit = Math.min(currentMesh.faceIndex + self.chunk, currentMesh.faces.length);
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currentMesh.faceIndex < limit;
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currentMesh.faceIndex++)
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{
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var sent = 0;
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while (sent < 500) {
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if (currentMesh.faceIndex === -1) {
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// Must give usemtl
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data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
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sent++;
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currentFace = currentMesh.faces[++currentMesh.faceIndex];
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} else if (currentMesh.isFinished()) {
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// Must switch to next mesh
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currentMesh = self.meshes[++self.meshIndex];
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// If not other mesh, we finished
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if (currentMesh === undefined) {
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socket.emit('elements', data);
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socket.disconnect();
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return;
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}
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data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
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sent++;
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continue;
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} else {
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currentFace = currentMesh.faces[++currentMesh.faceIndex];
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if (currentFace === undefined) {
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continue;
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}
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}
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var currentFace = currentMesh.faces[currentMesh.faceIndex];
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var vertex1 = self.vertices[currentFace.a];
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var vertex2 = self.vertices[currentFace.b];
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var vertex3 = self.vertices[currentFace.c];
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if (!vertex1.sent) { data.push(vertex1.toList()); vertex1.sent = true;}
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if (!vertex2.sent) { data.push(vertex2.toList()); vertex2.sent = true;}
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if (!vertex3.sent) { data.push(vertex3.toList()); vertex3.sent = true;}
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if (!vertex1.sent) { data.push(vertex1.toList()); vertex1.sent = true; sent++;}
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if (!vertex2.sent) { data.push(vertex2.toList()); vertex2.sent = true; sent++;}
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if (!vertex3.sent) { data.push(vertex3.toList()); vertex3.sent = true; sent++;}
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var normal1 = self.normals[currentFace.aNormal];
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var normal2 = self.normals[currentFace.bNormal];
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var normal3 = self.normals[currentFace.cNormal];
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if (normal1 !== undefined && !normal1.sent) { data.push(normal1.toList()); normal1.sent = true;}
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if (normal2 !== undefined && !normal2.sent) { data.push(normal2.toList()); normal2.sent = true;}
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if (normal3 !== undefined && !normal3.sent) { data.push(normal3.toList()); normal3.sent = true;}
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if (normal1 !== undefined && !normal1.sent) { data.push(normal1.toList()); normal1.sent = true; sent++;}
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if (normal2 !== undefined && !normal2.sent) { data.push(normal2.toList()); normal2.sent = true; sent++;}
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if (normal3 !== undefined && !normal3.sent) { data.push(normal3.toList()); normal3.sent = true; sent++;}
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var tex1 = self.texCoords[currentFace.aTexture];
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var tex2 = self.texCoords[currentFace.bTexture];
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var tex3 = self.texCoords[currentFace.cTexture];
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if (tex1 !== undefined && !tex1.sent) { data.push(tex1.toList()); tex1.sent = true;}
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if (tex2 !== undefined && !tex2.sent) { data.push(tex2.toList()); tex2.sent = true;}
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if (tex3 !== undefined && !tex3.sent) { data.push(tex3.toList()); tex3.sent = true;}
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if (tex1 !== undefined && !tex1.sent) { data.push(tex1.toList()); tex1.sent = true; sent++;}
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if (tex2 !== undefined && !tex2.sent) { data.push(tex2.toList()); tex2.sent = true; sent++;}
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if (tex3 !== undefined && !tex3.sent) { data.push(tex3.toList()); tex3.sent = true; sent++;}
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currentFace.index = currentMesh.faceIndex;
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data.push(currentFace.toList()); currentFace.sent = true;
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sent++;
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}
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// Emit self.chunk faces (and the corresponding vertices if not emitted)
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socket.emit('elements', data);
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}
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});
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}
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@ -47,6 +47,17 @@ var _parseList = function(arr) {
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ret.y = arr[3];
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ret.z = arr[4];
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} else if (arr[0] === 'u') {
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// usemtl
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ret.index = -1;
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ret.type = 'usemtl';
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ret.materialName = arr[1];
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ret.vLength = arr[2];
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ret.fLength = arr[3];
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ret.texCoordsExist = arr[4];
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ret.normalsExist = arr[5];
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}
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return ret;
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@ -97,84 +108,6 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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var self = this;
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this.socket.on('usemtl', function(materialName, verticesNumber, facesNumber, texCoordsExist, normalsExist) {
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// console.log("New mesh arrived : " + materialName);
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if (self.currentMesh !== undefined && self.currentMesh.visible === false) {
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self.currentMesh.geometry.computeBoundingSphere();
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if (self.currentMesh.geometry.attributes.normal === undefined) {
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self.currentMesh.geometry.computeVertexNormals();
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}
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self.currentMesh.visible = true;
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}
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// Create mesh material
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var material;
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if (materialName === null) {
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// If no material, create a default material
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material = new THREE.MeshLambertMaterial({color: 'red'});
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} else {
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// If material name exists, load if from material, and do a couple of settings
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material = self.materialCreator.materials[materialName.trim()];
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material.side = THREE.DoubleSide;
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if (material.map)
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material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
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}
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// Create mesh geometry
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var geometry = new THREE.BufferGeometry();
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geometry.dynamic = true;
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var positionArray = new Float32Array(facesNumber * 3 * 3);
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var positionAttribute = new THREE.BufferAttribute(positionArray, 3);
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geometry.addAttribute('position', positionAttribute);
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// Add other attributes if necessary
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if (texCoordsExist) {
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// console.log("Mesh with textures");
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var uvArray = new Float32Array(facesNumber * 3 * 2);
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var uvAttribute = new THREE.BufferAttribute(uvArray, 2);
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geometry.addAttribute('uv', uvAttribute);
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}
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if (normalsExist) {
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// console.log("Mesh with normals");
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var normalArray = new Float32Array(facesNumber * 3 * 3);
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var normalAttribute = new THREE.BufferAttribute(normalArray, 3);
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geometry.addAttribute('normal', normalAttribute);
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}
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// Create mesh
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var mesh = new THREE.Mesh(geometry, material);
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self.currentMesh = mesh;
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self.obj.add(mesh);
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mesh.visible = false;
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if (typeof self.callback === 'function') {
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self.callback(mesh);
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}
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// Ask for next
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self.socket.emit('next');
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});
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this.socket.on('ok', function() {
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console.log('ok');
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self.socket.emit('next');
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@ -183,7 +116,6 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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this.socket.on('elements', function(arr) {
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// console.log("Received elements for the " + (++self.counter) + "th time !");
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for (var i = 0; i < arr.length; i++) {
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var elt = _parseList(arr[i]);
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@ -204,6 +136,83 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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// New normal arrived
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self.normals[elt.index] = [elt.x, elt.y, elt.z];
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} else if (elt.type === 'usemtl') {
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if (self.currentMesh !== undefined) {
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self.currentMesh.geometry.computeBoundingSphere();
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if (self.currentMesh.geometry.attributes.normal === undefined) {
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self.currentMesh.geometry.computeVertexNormals();
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}
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}
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// Must create new mesh
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// console.log("New mesh arrived : " + elt.materialName);
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// Create mesh material
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var material;
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if (elt.materialName === null) {
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// If no material, create a default material
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material = new THREE.MeshLambertMaterial({color: 'red'});
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} else {
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// If material name exists, load if from material, and do a couple of settings
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material = self.materialCreator.materials[elt.materialName.trim()];
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material.side = THREE.DoubleSide;
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if (material.map)
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material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
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}
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// Create mesh geometry
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var geometry = new THREE.BufferGeometry();
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geometry.dynamic = true;
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var positionArray = new Float32Array(elt.fLength * 3 * 3);
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var positionAttribute = new THREE.BufferAttribute(positionArray, 3);
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geometry.addAttribute('position', positionAttribute);
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// Add other attributes if necessary
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if (elt.texCoordsExist) {
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// console.log("Mesh with textures");
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var uvArray = new Float32Array(elt.fLength * 3 * 2);
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var uvAttribute = new THREE.BufferAttribute(uvArray, 2);
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geometry.addAttribute('uv', uvAttribute);
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}
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if (elt.normalsExist) {
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// console.log("Mesh with normals");
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var normalArray = new Float32Array(elt.fLength * 3 * 3);
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var normalAttribute = new THREE.BufferAttribute(normalArray, 3);
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geometry.addAttribute('normal', normalAttribute);
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}
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// Create mesh
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var mesh = new THREE.Mesh(geometry, material);
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self.currentMesh = mesh;
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self.obj.add(mesh);
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if (typeof self.callback === 'function') {
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self.callback(mesh);
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}
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} else if (elt.type === 'face') {
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// New face arrived : add it into current mesh
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@ -269,7 +278,6 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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if (self.currentMesh.geometry.attributes.normal === undefined) {
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self.currentMesh.geometry.computeVertexNormals();
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}
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self.currentMesh.visible = true;
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self.finished = true;
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});
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}
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@ -616,12 +616,16 @@ function initSponzaScene(scene, collidableObjects, loader, static_path) {
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}
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obj.raycastable = true;
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});
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loader.load();
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glob = loader.obj;
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loader.obj.scale.set(0.1,0.1,0.1);
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collidableObjects.push(loader.obj);
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loader.obj.raycastable = true;
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// ProgressiveLoader('/static/data/sponza/sponza.obj', scene,
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// function(obj) {
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// obj.scale.set(0.1,0.1,0.1);
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@ -45,7 +45,7 @@ function init() {
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// Load the scene
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// loader = new THREE.OBJLoader();
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sphereLoader = new ProgressiveLoader('static/data/spheres/' + params.get.res + '.obj', scene);
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sphereLoader = new ProgressiveLoader('/static/data/spheres/' + params.get.res + '.obj', scene);
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sphereLoader.load();
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sphere = sphereLoader.obj;
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