A lot of work, cleaning streaming
This commit is contained in:
@@ -1,194 +1,182 @@
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var _parseList = function(arr) {
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// For example
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// arr = [ 'f', 0, 0, 1, 2];
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// type index first second third
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var ret = {};
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ret.index = arr[1];
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if (arr[0] === 'v') {
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ret.type = 'vertex';
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ret.x = arr[2];
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ret.y = arr[3];
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ret.z = arr[4];
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} else if (arr[0] === 'vt') {
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ret.type = 'texCoord';
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ret.x = arr[2];
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ret.y = arr[3];
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} else if (arr[0] === 'f') {
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ret.type = 'face';
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if (arr.length === 5 ) {
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// Simple Face3
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ret.a = arr[2];
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ret.b = arr[3];
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ret.c = arr[4];
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} else if (arr.length === 8) {
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// Face3 with textures and maybe normals
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ret.a = arr[2];
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ret.b = arr[3];
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ret.c = arr[4];
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}
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}
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return ret;
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}
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var ProgressiveLoader = function(path, scene, callback) {
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// Create MTLLoader
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var loader = new THREE.MTLLoader(path.substring(0, path.lastIndexOf('/')) + '/');
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loader.load(path.replace('.obj', '.mtl'), function(materialCreator) {
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// Init attributes
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this.objPath = path;
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this.texturesPath = path.substring(0, path.lastIndexOf('/')) + '/';
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this.mtlPath = path.replace('.obj', '.mtl');
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this.scene = scene;
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this.callback = callback;
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this.counter = 0;
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this.obj = new THREE.Object3D();
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scene.add(this.obj);
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this.vertices = [];
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this.texCoords = [];
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// Init MTLLoader
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this.loader = new THREE.MTLLoader(this.texturesPath);
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// Init io stuff
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this.socket = io();
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this.initIOCallbacks();
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}
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ProgressiveLoader.prototype.load = function() {
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var self = this;
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this.loader.load(self.mtlPath, function(materialCreator) {
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materialCreator.preload();
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// Create mesh
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var obj = new THREE.Object3D();
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obj.up = new THREE.Vector3(0,0,1);
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glob = obj;
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var currentMesh;
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var currentMaterial;
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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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var vertices = [];
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var textCoords = [];
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var uvs = [];
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var faces = [];
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// Init streaming with socket
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socket.emit('request', path.substring(1, path.length));
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// When server's ready, start asking for the mesh
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socket.on('ok', function() {
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socket.emit('next');
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});
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// When receiving elements
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socket.on('elements', function(arr) {
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console.log("Got stuff");
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if (!finished) {
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socket.emit('next');
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}
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// Launch this code in async
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setTimeout(function() {
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// We'll receive an array of string (obj)
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for (var i = 0; i < arr.length; i++) {
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var elts = arr[i];
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// console.log(line);
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if (elts[0] === 'v') {
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vertices.push(new THREE.Vector3(
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elts[1],
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elts[2],
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elts[3]
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));
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} else if (elts[0] === 'vt') {
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textCoords.push(new THREE.Vector2(
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elts[1],
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elts[2]
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));
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} else if (elts[0] === 'f') {
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faces.push(new THREE.Face3(
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elts[1],
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elts[2],
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elts[3]
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));
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// If the face has 4 vertices, create second triangle
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if (elts.length === 5 || elts.length === 9) {
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faces.push(new THREE.Face3(
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elts[1],
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elts[3],
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elts[4]
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));
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}
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// Add texture
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if (elts.length === 7) {
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uvs.push([
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textCoords[elts[4]],
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textCoords[elts[5]],
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textCoords[elts[6]]
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]);
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}
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if (elts.length === 9) {
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uvs.push([
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textCoords[elts[5]],
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textCoords[elts[6]],
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textCoords[elts[7]]
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]);
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}
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if (elts.length === 9) {
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uvs.push([
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textCoords[elts[5]],
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textCoords[elts[7]],
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textCoords[elts[8]]
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]);
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}
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// Add currentMesh to scene one there are a few faces in it
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if (!added) {
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scene.add(obj);
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added = true;
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}
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if (!currentMesh) {
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var geo = new THREE.Geometry();
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geo.vertices = vertices;
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geo.faces = faces;
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geo.faceVertexUvs = [uvs];
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var material, tmp = currentMaterial;
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if (currentMaterial === undefined || currentMaterial === null) {
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material = new THREE.MeshLambertMaterial({color: 'red'});
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} else {
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material = materialCreator.materials[currentMaterial.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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currentMaterial = null;
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}
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currentMesh = new THREE.Mesh(geo, material);
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if (typeof callback === 'function') {
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callback(currentMesh, obj);
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}
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currentMesh.geometry.computeFaceNormals();
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}
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obj.add(currentMesh);
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} else if (elts[0] === 'u') {
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// Add current mesh
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// if (currentMesh) {
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// obj.add(currentMesh);
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// }
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// Prepare new mesh
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faces = [];
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uvs = [];
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// currentMesh.geometry.computeFaceNormals();
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if (currentMesh) {
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currentMesh.geometry.computeFaceNormals();
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currentMesh.geometry.computeBoundingSphere();
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currentMesh.geometry.groupsNeedUpdate = true;
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currentMesh.geometry.elementsNeedUpdate = true;
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currentMesh.geometry.normalsNeedUpdate = true;
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currentMesh.geometry.uvsNeedUpdate = true;
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}
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currentMaterial = elts[1];
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currentMesh = null;
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// console.log(material.map);
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// currentMesh = new THREE.Mesh(geo, material);
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}
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}
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if (currentMesh) {
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currentMesh.material.side = THREE.DoubleSide;
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currentMesh.geometry.computeFaceNormals();
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currentMesh.geometry.computeBoundingSphere();
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currentMesh.geometry.groupsNeedUpdate = true;
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currentMesh.geometry.elementsNeedUpdate = true;
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currentMesh.geometry.normalsNeedUpdate = true;
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currentMesh.geometry.uvsNeedUpdate = true;
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}
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},0);
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});
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socket.on('disconnect', function() {
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console.log("Finished");
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finished = true;
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});
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self.start();
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});
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}
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ProgressiveLoader.prototype.initIOCallbacks = function() {
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var self = this;
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this.socket.on('usemtl', function(materialName, verticesNumber, facesNumber, texCoordsNumber) {
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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 = materialCreator.materials[currentMaterial.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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// Create mesh
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var mesh = new THREE.Mesh(geometry, material);
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// Add mesh to obj
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self.currentMesh = mesh;
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self.obj.add(mesh);
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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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});
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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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// console.log(elts);
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if (elt.type === 'vertex') {
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// New vertex arrived
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self.vertices[elt.index] = [elt.x, elt.y, elt.z];
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} else if (elt.type === 'texCoord') {
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// New texCoord arrived
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self.texCoords[elt.index] = [elt.x, elt.y, elt.z];
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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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self.currentMesh.geometry.attributes.position.array[elt.index * 9 ] = self.vertices[elt.a][0];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 1] = self.vertices[elt.a][1];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 2] = self.vertices[elt.a][2];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 3] = self.vertices[elt.b][0];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 4] = self.vertices[elt.b][1];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 5] = self.vertices[elt.b][2];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 6] = self.vertices[elt.c][0];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 7] = self.vertices[elt.c][1];
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self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 8] = self.vertices[elt.c][2];
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self.currentMesh.geometry.attributes.position.needsUpdate = true;
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}
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}
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// Ask for next elements
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self.socket.emit('next');
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});
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this.socket.on('disconnect', function() {
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console.log('Finished !');
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self.finished = true;
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});
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}
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ProgressiveLoader.prototype.start = function() {
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this.socket.emit('request', this.objPath);
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}
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@@ -1,5 +1,5 @@
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var mesh_number = 25;
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var renderer, scene, controls, cube, container, plane, mouse= {x:0, y:0}, sphere;
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var renderer, scene, controls, cube, container, plane, mouse= {x:0, y:0}, sphere, sphereLoader;
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var bigmesh;
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var raycaster;
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var objects = [];
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@@ -45,7 +45,9 @@ function init() {
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// Load the scene
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// loader = new THREE.OBJLoader();
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sphere = 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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plane = new Plane(1000,1000);
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plane.translate(0,0,-100);
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@@ -54,7 +56,6 @@ function init() {
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}
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function animate() {
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// on appelle la fonction animate() récursivement à chaque frame
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requestAnimationFrame(animate);
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var currentTime = Date.now() - previousTime;
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