var ProgressiveLoader = function(res, scene) { // Create mesh var geometry = new THREE.Geometry(); geometry.dynamic = true; var material = new THREE.MeshLambertMaterial(); material.color.setRGB(1,0,0); material.side = THREE.DoubleSide; var mesh = new THREE.Mesh(geometry, material); mesh.up = new THREE.Vector3(0,0,1); var added = false; var finished = false; var socket = io(); // Init streaming with socket socket.emit('request', res); // When server's ready, start asking for the mesh socket.on('ok', function() { socket.emit('next'); }); // When receiving elements socket.on('elements', function(arr) { // We'll receive an array of string (obj) 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]) )); // If the face has 4 vertices, create second triangle if (elts[4]) { mesh.geometry.faces.push(new THREE.Face3( parseInt(elts[1]), parseInt(elts[3]), parseInt(elts[4]) )); } // Add mesh to scene one there are a few faces in it 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"); } }); socket.on('finished', function(arg) { finished = true; 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; }