function loadOBJ(renderer, path, name, objMaterial, transform) { const manager = new THREE.LoadingManager(); manager.onProgress = function (item, loaded, total) { console.log(item, loaded, total); }; function onProgress(xhr) { if (xhr.lengthComputable) { const percentComplete = xhr.loaded / xhr.total * 100; console.log('model ' + Math.round(percentComplete, 2) + '% downloaded'); } } function onError() { } new THREE.MTLLoader(manager) .setPath(path) .load(name + '.mtl', function (materials) { materials.preload(); new THREE.OBJLoader(manager) .setMaterials(materials) .setPath(path) .load(name + '.obj', function (object) { object.traverse(function (child) { if (child.isMesh) { let geo = child.geometry; let mat; if (Array.isArray(child.material)) mat = child.material[0]; else mat = child.material; var indices = Array.from({ length: geo.attributes.position.count }, (v, k) => k); let mesh = new Mesh({ name: 'aVertexPosition', array: geo.attributes.position.array }, { name: 'aNormalPosition', array: geo.attributes.normal.array }, { name: 'aTextureCoord', array: geo.attributes.uv.array }, indices, transform); let colorMap = new Texture(); if (mat.map != null) { colorMap.CreateImageTexture(renderer.gl, mat.map.image); } else { colorMap.CreateConstantTexture(renderer.gl, mat.color.toArray()); } let material, shadowMaterial; let Translation = [transform.modelTransX, transform.modelTransY, transform.modelTransZ]; let Scale = [transform.modelScaleX, transform.modelScaleY, transform.modelScaleZ]; let light = renderer.lights[0].entity; switch (objMaterial) { case 'PhongMaterial': material = buildPhongMaterial(colorMap, mat.specular.toArray(), light, Translation, Scale, "./src/shaders/phongShader/phongVertex.glsl", "./src/shaders/phongShader/phongFragment.glsl"); shadowMaterial = buildShadowMaterial(light, Translation, Scale, "./src/shaders/shadowShader/shadowVertex.glsl", "./src/shaders/shadowShader/shadowFragment.glsl"); break; } material.then((data) => { let meshRender = new MeshRender(renderer.gl, mesh, data); renderer.addMeshRender(meshRender); }); shadowMaterial.then((data) => { let shadowMeshRender = new MeshRender(renderer.gl, mesh, data); renderer.addShadowMeshRender(shadowMeshRender); }); } }); }, onProgress, onError); }); }