提交 033d171d 编写于 作者: K Kai Salmen

This fixes #15227 and copies new version of docs to zu directory

上级 3ba99c33
......@@ -22,183 +22,177 @@
<code>
// instantiate the loader
var loader = new THREE.OBJLoader2();
let loader = new THREE.OBJLoader2();
// function called on successful load
var callbackOnLoad = function ( event ) {
scene.add( event.detail.loaderRootNode );
};
function callbackOnLoad ( object3d ) {
scene.add( object3d );
}
// load a resource from provided URL synchronously
loader.load( 'obj/female02/female02.obj', callbackOnLoad, null, null, null, false );
loader.load( 'obj/female02/female02.obj', callbackOnLoad, null, null, null );
</code>
[example:webgl_loader_obj2] - Simple example <br>
[example:webgl_loader_obj2_options] - Example for multiple use-cases (parse, load and run with instructions (sync and async)<br>
[example:webgl_loader_obj2_options] - Example for multiple use-cases (parse and load, sync or in parallel to main (see [page:OBJLoader2Parallel]))<br>
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager], [param:LoaderSupport.ConsoleLogger logger] )</h3>
<h3>[name]( [param:LoadingManager manager] )</h3>
<p>
[page:LoadingManager manager] - The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br>
[page:LoaderSupport.ConsoleLogger logger] - logger to be used
</p>
<p>
Use [name] to load OBJ data from files or to parse OBJ data from arraybuffer or text.
Creates a new [name]. Use it to load OBJ data from files or to parse OBJ data from arraybuffer or text.
</p>
<h2>Properties</h2>
<p>See the base [page:Loader] class for common properties.</p>
<h2>Methods</h2>
<p>See the base [page:Loader] class for common methods.</p>
<h3>[method:Object3D parse]( [param:arraybuffer content]|[param:String content] )</h3>
<p>
[[page:arraybuffer content]|[page:String content]] OBJ data as Uint8Array or String
</p>
<p>
Parses OBJ data synchronously from arraybuffer or string and returns the [page:Object3D loaderRoorNode].
</p>
<h3>[method:Object3D parseAsync]( [param:arraybuffer content], [param:Function onLoad] )</h3>
<p>
[page:arraybuffer content] - OBJ data as Uint8Array<br>
[page:Function onLoad] - Called after worker successfully completed loading<br>
</p>
<p>
Parses OBJ content asynchronously from arraybuffer.
Parses OBJ data synchronously from arraybuffer or string and returns the [page:Object3D baseObject3d].
</p>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError], [param:Function onMeshAlter], [param:boolean useAsync] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError], [param:Function onMeshAlter] )</h3>
<p>
[page:String url] - A string containing the path/URL of the file to be loaded.<br>
[page:Function onLoad] - A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.<br>
[page:Function onProgress] - (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br>
[page:Function onError] - (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br>
[page:Function onMeshAlter] - (optional) A function to be called after a new mesh raw data becomes available for alteration.<br>
[page:boolean useAsync] - (optional) If true, uses async loading with worker, if false loads data synchronously.
</p>
<p>
Use this convenient method to load a file at the given URL. By default the fileLoader uses an ArrayBuffer.
</p>
<h3>[method:null run]( [param:LoaderSupport.PrepData params], [param:LoaderSupport.WorkerSupport workerSupportExternal] )</h3>
<h3>[method:OBJLoader2 setLogging]( [param:Boolean enabled], [param:Boolean debug] )</h3>
<p>
[page:LoaderSupport.PrepData params] - prepData All parameters and resources required for execution<br>
[page:LoaderSupport.WorkerSupport workerSupportExternal] - Use pre-existing WorkerSupport
[page:Boolean enabled] True or false.<br>
[page:Boolean debug] True or false.
</p>
<p>
Run the loader according the provided instructions.
Enable or disable logging in general (except warn and error), plus enable or disable debug logging.
</p>
<h3>[method:null setLogging]( [param:Boolean enabled], [param:Boolean debug] )</h3>
<h3>[method:OBJLoader2 addMaterialPerSmoothingGroup] ( [param:boolean materialPerSmoothingGroup] )</h3>
<p>
[page:Boolean enabled] True or false.<br>
[page:Boolean debug] True or false.
[page:boolean materialPerSmoothingGroup]
</p>
<p>
Enable or disable logging in general (except warn and error), plus enable or disable debug logging.
Tells whether a material shall be created per smoothing group.
</p>
<h3>[method:null setModelName] ( [param:String modelName] )</h3>
<h3>[method:OBJLoader2 setUseOAsMesh] ( [param:boolean useOAsMesh] )</h3>
<p>
[page:String modelName]
[page:boolean useOAsMesh]
</p>
<p>
Set the name of the model.
Usually 'o' is meta-information and does not result in creation of new meshes, but mesh creation on occurrence of "o" can be enforced.
</p>
<h3>[method:null setPath] ( [param:String path] )</h3>
<h3>[method:OBJLoader2 setUseIndices]( [param:Boolean useIndices] )</h3>
<p>
[page:String path] - URL
[page:Boolean useIndices]
</p>
<p>
The URL of the base path.
Instructs loaders to create indexed [page:BufferGeometry].
</p>
<h3>[method:null setResourcePath] ( [param:String resourcePath] )</h3>
<h3>[method:OBJLoader2 setDisregardNormals]( [param:Boolean disregardNormals] )</h3>
<p>
[page:String resourcePath] - URL
[page:Boolean disregardNormals]
</p>
<p>
Allows to specify resourcePath for dependencies of specified resource.
Tells whether normals should be completely disregarded and regenerated.
</p>
<h3>[method:null setStreamMeshesTo] ( [param:Object3D streamMeshesTo] )</h3>
<h3>[method:OBJLoader2 setModelName] ( [param:String modelName] )</h3>
<p>
[page:String modelName]
</p>
<p>
[page:Object3D streamMeshesTo] - Object already attached to scenegraph where new meshes will be attached to
Set the name of the model.
</p>
<h3>[method:OBJLoader2 setBaseObject3d] ( [param:Object3d baseObject3d] )</h3>
<p>
[page:Object3D baseObject3d - Object already attached to scenegraph where new meshes will be attached to
</p>
<p>
Set the node where the loaded objects will be attached directly.
</p>
<h3>[method:null setMaterials] ( Array of [param:Material materials] )</h3>
<h3>[method:OBJLoader2 setMaterials] ( [param:Object materials] )</h3>
<p>
Array of [page:Material materials] - Array of [page:Material Materials]
[page:Object materials] - materials Object with named [page:Material Materials]
</p>
<p>
Set materials loaded by MTLLoader or any other supplier of an Array of [page:Material Materials].
Add materials as associated array.
</p>
<h3>[method:null setUseIndices]( [param:Boolean useIndices] )</h3>
<h3>[method:OBJLoader2 setCallbackOnLoad] ( [param:Function onLoad] )</h3>
<p>
[page:Boolean useIndices]
[page:Function onLoad]
</p>
<p>
Instructs loaders to create indexed [page:BufferGeometry].
Register a function that is called when parsing was completed.
</p>
<h3>[method:null setDisregardNormals]( [param:Boolean disregardNormals] )</h3>
<h3>[method:OBJLoader2 setCallbackOnAssetAvailable] ( [param:Function onAssetAvailable] )</h3>
<p>
[page:Boolean disregardNormals]
[page:Function onAssetAvailable]
</p>
<p>
Tells whether normals should be completely disregarded and regenerated.
Register a function that is called once an asset (mesh/material) becomes available.
</p>
<h3>[method:null setMaterialPerSmoothingGroup] ( [param:boolean materialPerSmoothingGroup] )</h3>
<h3>[method:OBJLoader2 setCallbackOnProgress] ( [param:Function onProgress] )</h3>
<p>
[page:boolean materialPerSmoothingGroup]
[page:Function onProgress]
</p>
<p>
Tells whether a material shall be created per smoothing group.
Register a function that is used to report overall processing progress.
</p>
<h3>[method:null onProgress]( [param:String type], [param:String text], [param:Number numericalValue] )</h3>
<h3>[method:OBJLoader2 setCallbackOnError] ( [param:Function onError] )</h3>
<p>
[page:String type] - The type of event<br>
[page:String text] - Textual description of the event<br>
[page:Number numericalValue] - Numerical value describing the progress
[page:Function onError]
</p>
<p>
Announce feedback which is give to the registered [page:LoaderSupport.Callbacks].
Register an error handler function that is called if errors occur. It can decide to just log or to throw an exception.
</p>
<h3>[method:null loadMtl]( [param:String url], [param:Object content], [param:Function callbackOnLoad], [param:String crossOrigin], [param:Object materialOptions]) </h3>
<h3>[method:OBJLoader2 setCallbackOnMeshAlter] ( [param:Function onMeshAlter] )</h3>
<p>
[page:String url] - URL to the file<br>
[page:Object content] - The file content as arraybuffer or text<br>
[page:Function onLoad] - Callback to be called after successful load<br>
[page:Function onProgress] - (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br>
[page:Function onError] - (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br>
[page:String crossOrigin] - (optional) CORS value<br>
[page:Function materialOptions] - (optional) Set material loading options for MTLLoader
[page:Function onMeshAlter]
</p>
<p>
Utility method for loading an mtl file according resource description. Provide url or content.
Register a function that is called once a single mesh is available and it could be altered by the supplied function.
</p>
......
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<p class="desc">A loader for loading a <em>.obj</em> resource.<br />
The <a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ file format</a> is a simple data-format
that represents 3D geometry in a human readable format as, the position of each vertex, the UV position of
each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of
vertices, and texture vertices.
</p>
<h2>Examples</h2>
<code>
// instantiate the loader
let objLoader2Parallel = new OBJLoader2Parallel();
// define where to attach the data
let local = new THREE.Object3D();
// function called on successful completion of parsing
function callbackOnLoad( object3d, message ) {
local.add( object3d );
}
// load a resource from provided URL in parallel to Main
objLoader2Parallel.load( 'models/obj/walt/WaltHead.obj', callbackOnLoad, null, null, null );
</code>
[example:webgl_loader_obj2_options] - Example for multiple use-cases (parse and load, sync (see [page:OBJLoader2]) or in parallel to main)<br>
<h2>Constructor</h2>
<h3>[name]( [param:LoadingManager manager] )</h3>
<p>
[page:LoadingManager manager] - The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br>
</p>
<p>
Creates a new [name]. Use it to load OBJ data from files or to parse OBJ data from arraybuffer.
It extends [page:OBJLoader2] with the capability to run the parser in a web worker.
</p>
<h2>Properties</h2>
<p>See the base [page:OBJLoader2] class for common properties.</p>
<h2>Methods</h2>
<p>See the base [page:OBJLoader2] class for common methods. </p>
<h3>[method:Object3D parse]</h3>
<p>See [page:OBJLoader2.parse].<br>
The callback [page:OBJLoader2.setCallbackOnLoad OBJLoader2.onLoad] needs to be set to be able to receive the content if used in parallel mode.
Fallback is possible via [page:OBJLoader2Parallel.setExecuteParallel].
</p>
<h3>[method:null load]</h3>
<p>See [page:OBJLoader2.load].</p>
<h3>[method:OBJLoader2Parallel setExecuteParallel] ( [param:boolean executeParallel] )</h3>
<p>
[page:boolean executeParallel] - True or False
</p>
<p>
Execution of parse in parallel via Worker is default, but synchronous [page:OBJLoader2] parsing can be enforced via false here.
</p>
<h3>[method:OBJLoader2Parallel setPreferJsmWorker] ( [param:boolean preferJsmWorker] )</h3>
<p>
[page:boolean preferJsmWorker] - True or False
</p>
<p>
Set whether jsm modules in workers should be used. This requires browser support which is currently only experimental.
</p>
<h3>[method:WorkerExecutionSupport getWorkerExecutionSupport] ()</h3>
<p>
Allow to get hold of [page:WorkerExecutionSupport] for configuration purposes.
</p>
<h3>[method:CodeBuilderInstructions buildWorkerCode] ()</h3>
<p>
Provide instructions on what is to be contained in the worker.
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/OBJLoader2Parallel.js examples/jsm/loaders/OBJLoader2Parallel.js]
</p>
</body>
</html>
......@@ -107,16 +107,8 @@ MaterialHandler.prototype = {
materialName = materialCloneInstructions.materialName;
material.name = materialName;
let materialProperties = materialCloneInstructions.materialProperties;
for ( let key in materialProperties ) {
Object.assign( material, materialCloneInstructions.materialProperties );
if ( material.hasOwnProperty( key ) && materialProperties.hasOwnProperty( key ) ) {
material[ key ] = materialProperties[ key ];
}
}
this.materials[ materialName ] = material;
newMaterials[ materialName ] = material;
......
......@@ -159,18 +159,7 @@ OBJLoader2Parser.prototype = {
*/
setMaterials: function ( materials ) {
this.materials = {};
if ( materials === undefined || materials === null ) return;
for ( let materialName in materials ) {
if ( materials.hasOwnProperty( materialName ) ) {
this.materials[ materialName ] = materials[ materialName ];
}
}
this.materials = Object.assign( {}, materials );
},
......
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