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@@ -1,2055 +1,2329 @@
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+/**
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+ * @author Virtulous / https://virtulo.us/
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+ */
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+
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+( function () {
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+
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+ var Virtulous = {};
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+
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+ Virtulous.KeyFrame = function ( time, matrix ) {
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+
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+ this.time = time;
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+ this.matrix = matrix.clone();
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+ this.position = new THREE.Vector3();
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+ this.quaternion = new THREE.Quaternion();
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+ this.scale = new THREE.Vector3( 1, 1, 1 );
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+ this.matrix.decompose( this.position, this.quaternion, this.scale );
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+ this.clone = function () {
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+
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+ var n = new Virtulous.KeyFrame( this.time, this.matrix );
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+ return n;
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+
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+ };
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+ this.lerp = function ( nextKey, time ) {
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+
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+ time -= this.time;
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+ var dist = ( nextKey.time - this.time );
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+ var l = time / dist;
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+ var l2 = 1 - l;
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+ var keypos = this.position;
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+ var keyrot = this.quaternion;
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+ // var keyscl = key.parentspaceScl || key.scl;
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+ var key2pos = nextKey.position;
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+ var key2rot = nextKey.quaternion;
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+ // var key2scl = key2.parentspaceScl || key2.scl;
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+ Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
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+ Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
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+ Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
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+ // tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
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+ // tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
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+ // tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
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+ Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
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+ Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
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+ return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
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+
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+ };
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+
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+ };
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+
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+ Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
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+ Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
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+ Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
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+ Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
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+ Virtulous.KeyFrameTrack = function () {
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+
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+ this.keys = [];
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+ this.target = null;
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+ this.time = 0;
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+ this.length = 0;
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+ this._accelTable = {};
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+ this.fps = 20;
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+ this.addKey = function ( key ) {
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+
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+ this.keys.push( key );
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+
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+ };
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+ this.init = function () {
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+
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+ this.sortKeys();
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+
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+ if ( this.keys.length > 0 )
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+ this.length = this.keys[ this.keys.length - 1 ].time;
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+ else
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+ this.length = 0;
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+
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+ if ( ! this.fps ) return;
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+
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+ for ( var j = 0; j < this.length * this.fps; j ++ ) {
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+
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+ for ( var i = 0; i < this.keys.length; i ++ ) {
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+
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+ if ( this.keys[ i ].time == j ) {
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+
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+ this._accelTable[ j ] = i;
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+ break;
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+
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+ } else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
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+
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+ this._accelTable[ j ] = i;
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+ break;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ };
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+
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+ this.parseFromThree = function ( data ) {
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+
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+ var fps = data.fps;
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+ this.target = data.node;
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+ var track = data.hierarchy[ 0 ].keys;
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+ for ( var i = 0; i < track.length; i ++ ) {
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+
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+ this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) );
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+
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+ }
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+ this.init();
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+
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+ };
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+
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+ this.parseFromCollada = function ( data ) {
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+
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+ var track = data.keys;
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+ var fps = this.fps;
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+
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+ for ( var i = 0; i < track.length; i ++ ) {
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+
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+ this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) );
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+
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+ }
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+
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+ this.init();
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+
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+ };
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+
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+ this.sortKeys = function () {
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+
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+ this.keys.sort( this.keySortFunc );
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+
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+ };
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+
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+ this.keySortFunc = function ( a, b ) {
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+
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+ return a.time - b.time;
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+
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+ };
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+
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+ this.clone = function () {
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+
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+ var t = new Virtulous.KeyFrameTrack();
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+ t.target = this.target;
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+ t.time = this.time;
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+ t.length = this.length;
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+
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+ for ( var i = 0; i < this.keys.length; i ++ ) {
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+
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+ t.addKey( this.keys[ i ].clone() );
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+
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+ }
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+
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+ t.init();
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+ return t;
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+
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+ };
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+
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+ this.reTarget = function ( root, compareitor ) {
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+
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+ if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
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+ this.target = compareitor( root, this.target );
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+
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+ };
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+
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+ this.keySearchAccel = function ( time ) {
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+
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+ time *= this.fps;
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+ time = Math.floor( time );
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+ return this._accelTable[ time ] || 0;
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+
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+ };
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+
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+ this.setTime = function ( time ) {
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+
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+ time = Math.abs( time );
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+ if ( this.length )
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+ time = time % this.length + .05;
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+ var key0 = null;
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+ var key1 = null;
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+
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+ for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) {
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+
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+ if ( this.keys[ i ].time == time ) {
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+
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+ key0 = this.keys[ i ];
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+ key1 = this.keys[ i ];
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+ break;
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+
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+ } else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
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+
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+ key0 = this.keys[ i ];
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+ key1 = this.keys[ i + 1 ];
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+ break;
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+
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+ } else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
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+
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+ key0 = this.keys[ i ];
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+ key1 = this.keys[ 0 ].clone();
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+ key1.time += this.length + .05;
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+ break;
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+
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+ }
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+
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+ }
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+
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+ if ( key0 && key1 && key0 !== key1 ) {
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+
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+ this.target.matrixAutoUpdate = false;
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+ this.target.matrix.copy( key0.lerp( key1, time ) );
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+ this.target.matrixWorldNeedsUpdate = true;
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+ return;
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+
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+ }
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+
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+ if ( key0 && key1 && key0 == key1 ) {
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+
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+ this.target.matrixAutoUpdate = false;
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+ this.target.matrix.copy( key0.matrix );
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+ this.target.matrixWorldNeedsUpdate = true;
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+ return;
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+
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+ }
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+
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+ };
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+
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+ };
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+
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+ Virtulous.TrackTargetNodeNameCompare = function ( root, target ) {
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+
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+ function find( node, name ) {
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+
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+ if ( node.name == name )
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+ return node;
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+
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+ for ( var i = 0; i < node.children.length; i ++ ) {
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+
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+ var r = find( node.children[ i ], name );
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+ if ( r ) return r;
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+
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+ }
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+
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+ return null;
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+
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+ }
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+
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+ return find( root, target.name );
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+
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+ };
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+
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+ Virtulous.Animation = function () {
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+
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+ this.tracks = [];
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+ this.length = 0;
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+
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+ this.addTrack = function ( track ) {
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+
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+ this.tracks.push( track );
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+ this.length = Math.max( track.length, this.length );
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+
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+ };
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+
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+ this.setTime = function ( time ) {
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+
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+ this.time = time;
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+
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+ for ( var i = 0; i < this.tracks.length; i ++ )
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+ this.tracks[ i ].setTime( time );
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+
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+ };
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+
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+ this.clone = function ( target, compareitor ) {
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+
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+ if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
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+ var n = new Virtulous.Animation();
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+ n.target = target;
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+ for ( var i = 0; i < this.tracks.length; i ++ ) {
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+
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+ var track = this.tracks[ i ].clone();
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+ track.reTarget( target, compareitor );
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+ n.addTrack( track );
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+
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+ }
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+
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+ return n;
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+
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+ };
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+
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+ };
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+
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+ var ASSBIN_CHUNK_AICAMERA = 0x1234;
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+ var ASSBIN_CHUNK_AILIGHT = 0x1235;
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+ var ASSBIN_CHUNK_AITEXTURE = 0x1236;
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+ var ASSBIN_CHUNK_AIMESH = 0x1237;
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+ var ASSBIN_CHUNK_AINODEANIM = 0x1238;
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+ var ASSBIN_CHUNK_AISCENE = 0x1239;
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+ var ASSBIN_CHUNK_AIBONE = 0x123a;
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+ var ASSBIN_CHUNK_AIANIMATION = 0x123b;
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+ var ASSBIN_CHUNK_AINODE = 0x123c;
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+ var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
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+ var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
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+ var ASSBIN_MESH_HAS_POSITIONS = 0x1;
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+ var ASSBIN_MESH_HAS_NORMALS = 0x2;
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+ var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
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+ var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
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+ var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
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+ var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
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+ var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
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+ var aiLightSource_UNDEFINED = 0x0;
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+ //! A directional light source has a well-defined direction
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+ //! but is infinitely far away. That's quite a good
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+ //! approximation for sun light.
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+ var aiLightSource_DIRECTIONAL = 0x1;
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+ //! A point light source has a well-defined position
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+ //! in space but no direction - it emits light in all
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+ //! directions. A normal bulb is a point light.
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+ var aiLightSource_POINT = 0x2;
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+ //! A spot light source emits light in a specific
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+ //! angle. It has a position and a direction it is pointing to.
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+ //! A good example for a spot light is a light spot in
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+ //! sport arenas.
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+ var aiLightSource_SPOT = 0x3;
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+ //! The generic light level of the world, including the bounces
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+ //! of all other lightsources.
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+ //! Typically, there's at most one ambient light in a scene.
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+ //! This light type doesn't have a valid position, direction, or
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+ //! other properties, just a color.
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+ var aiLightSource_AMBIENT = 0x4;
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+ /** Flat shading. Shading is done on per-face base,
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+ * diffuse only. Also known as 'faceted shading'.
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+ */
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+ var aiShadingMode_Flat = 0x1;
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+ /** Simple Gouraud shading.
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+ */
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+ var aiShadingMode_Gouraud = 0x2;
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+ /** Phong-Shading -
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+ */
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+ var aiShadingMode_Phong = 0x3;
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+ /** Phong-Blinn-Shading
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+ */
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+ var aiShadingMode_Blinn = 0x4;
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+ /** Toon-Shading per pixel
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+ *
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+ * Also known as 'comic' shader.
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+ */
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+ var aiShadingMode_Toon = 0x5;
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+ /** OrenNayar-Shading per pixel
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+ *
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+ * Extension to standard Lambertian shading, taking the
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+ * roughness of the material into account
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+ */
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+ var aiShadingMode_OrenNayar = 0x6;
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+ /** Minnaert-Shading per pixel
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+ *
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+ * Extension to standard Lambertian shading, taking the
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+ * "darkness" of the material into account
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+ */
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+ var aiShadingMode_Minnaert = 0x7;
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+ /** CookTorrance-Shading per pixel
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+ *
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+ * Special shader for metallic surfaces.
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+ */
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+ var aiShadingMode_CookTorrance = 0x8;
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+ /** No shading at all. Constant light influence of 1.0.
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+ */
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+ var aiShadingMode_NoShading = 0x9;
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+ /** Fresnel shading
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+ */
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+ var aiShadingMode_Fresnel = 0xa;
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+ var aiTextureType_NONE = 0x0;
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+ /** The texture is combined with the result of the diffuse
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+ * lighting equation.
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+ */
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+ var aiTextureType_DIFFUSE = 0x1;
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+ /** The texture is combined with the result of the specular
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+ * lighting equation.
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+ */
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+ var aiTextureType_SPECULAR = 0x2;
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+ /** The texture is combined with the result of the ambient
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+ * lighting equation.
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+ */
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+ var aiTextureType_AMBIENT = 0x3;
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+ /** The texture is added to the result of the lighting
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+ * calculation. It isn't influenced by incoming light.
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+ */
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+ var aiTextureType_EMISSIVE = 0x4;
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+ /** The texture is a height map.
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+ *
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+ * By convention, higher gray-scale values stand for
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+ * higher elevations from the base height.
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+ */
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+ var aiTextureType_HEIGHT = 0x5;
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+ /** The texture is a (tangent space) normal-map.
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+ *
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+ * Again, there are several conventions for tangent-space
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+ * normal maps. Assimp does (intentionally) not
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+ * distinguish here.
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+ */
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+ var aiTextureType_NORMALS = 0x6;
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+ /** The texture defines the glossiness of the material.
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+ *
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+ * The glossiness is in fact the exponent of the specular
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+ * (phong) lighting equation. Usually there is a conversion
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+ * function defined to map the linear color values in the
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+ * texture to a suitable exponent. Have fun.
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+ */
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+ var aiTextureType_SHININESS = 0x7;
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+ /** The texture defines per-pixel opacity.
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+ *
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+ * Usually 'white' means opaque and 'black' means
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+ * 'transparency'. Or quite the opposite. Have fun.
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+ */
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+ var aiTextureType_OPACITY = 0x8;
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+ /** Displacement texture
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+ *
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+ * The exact purpose and format is application-dependent.
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+ * Higher color values stand for higher vertex displacements.
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+ */
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+ var aiTextureType_DISPLACEMENT = 0x9;
|
|
|
+ /** Lightmap texture (aka Ambient Occlusion)
|
|
|
+ *
|
|
|
+ * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
|
|
|
+ * covered by this material property. The texture contains a
|
|
|
+ * scaling value for the final color value of a pixel. Its
|
|
|
+ * intensity is not affected by incoming light.
|
|
|
+ */
|
|
|
+ var aiTextureType_LIGHTMAP = 0xA;
|
|
|
+ /** Reflection texture
|
|
|
+ *
|
|
|
+ * Contains the color of a perfect mirror reflection.
|
|
|
+ * Rarely used, almost never for real-time applications.
|
|
|
+ */
|
|
|
+ var aiTextureType_REFLECTION = 0xB;
|
|
|
+ /** Unknown texture
|
|
|
+ *
|
|
|
+ * A texture reference that does not match any of the definitions
|
|
|
+ * above is considered to be 'unknown'. It is still imported,
|
|
|
+ * but is excluded from any further postprocessing.
|
|
|
+ */
|
|
|
+ var aiTextureType_UNKNOWN = 0xC;
|
|
|
+ var BONESPERVERT = 4;
|
|
|
+
|
|
|
+ function ASSBIN_MESH_HAS_TEXCOORD( n ) {
|
|
|
+
|
|
|
+ return ASSBIN_MESH_HAS_TEXCOORD_BASE << n;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function ASSBIN_MESH_HAS_COLOR( n ) {
|
|
|
+
|
|
|
+ return ASSBIN_MESH_HAS_COLOR_BASE << n;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function markBones( scene ) {
|
|
|
+
|
|
|
+ for ( var i in scene.mMeshes ) {
|
|
|
+
|
|
|
+ var mesh = scene.mMeshes[ i ];
|
|
|
+ for ( var k in mesh.mBones ) {
|
|
|
+
|
|
|
+ var boneNode = scene.findNode( mesh.mBones[ k ].mName );
|
|
|
+ if ( boneNode )
|
|
|
+ boneNode.isBone = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ function cloneTreeToBones( root, scene ) {
|
|
|
+
|
|
|
+ var rootBone = new THREE.Bone();
|
|
|
+ rootBone.matrix.copy( root.matrix );
|
|
|
+ rootBone.matrixWorld.copy( root.matrixWorld );
|
|
|
+ rootBone.position.copy( root.position );
|
|
|
+ rootBone.quaternion.copy( root.quaternion );
|
|
|
+ rootBone.scale.copy( root.scale );
|
|
|
+ scene.nodeCount++;
|
|
|
+ rootBone.name = "bone_" + root.name + scene.nodeCount.toString();
|
|
|
+
|
|
|
+ if ( ! scene.nodeToBoneMap[ root.name ] )
|
|
|
+ scene.nodeToBoneMap[ root.name ] = [];
|
|
|
+ scene.nodeToBoneMap[ root.name ].push( rootBone );
|
|
|
+ for ( var i in root.children ) {
|
|
|
+
|
|
|
+ var child = cloneTreeToBones( root.children[ i ], scene );
|
|
|
+ if ( child )
|
|
|
+ rootBone.add( child );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return rootBone;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiAnimation() {
|
|
|
+
|
|
|
+ this.mName = "";
|
|
|
+ this.mDuration = 0;
|
|
|
+ this.mTicksPerSecond = 0;
|
|
|
+ this.mNumChannels = 0;
|
|
|
+ this.mChannels = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function sortWeights( indexes, weights ) {
|
|
|
+
|
|
|
+ var pairs = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < indexes.length; i ++ ) {
|
|
|
+
|
|
|
+ pairs.push( {
|
|
|
+ i: indexes[ i ],
|
|
|
+ w: weights[ i ]
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ pairs.sort( function ( a, b ) { return b.w - a.w } );
|
|
|
+
|
|
|
+ while ( pairs.length < 4 ) {
|
|
|
+
|
|
|
+ pairs.push( {
|
|
|
+ i: 0,
|
|
|
+ w: 0
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( pairs.length > 4 )
|
|
|
+ pairs.length = 4;
|
|
|
+ var sum = 0;
|
|
|
+
|
|
|
+ for ( var i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ sum += pairs[ i ].w * pairs[ i ].w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sum = Math.sqrt( sum );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ pairs[ i ].w = pairs[ i ].w / sum;
|
|
|
+ indexes[ i ] = pairs[ i ].i;
|
|
|
+ weights[ i ] = pairs[ i ].w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function findMatchingBone( root, name ) {
|
|
|
+
|
|
|
+ if ( root.name.indexOf( "bone_" + name ) == 0 )
|
|
|
+ return root;
|
|
|
+
|
|
|
+ for ( var i in root.children ) {
|
|
|
+
|
|
|
+ var ret = findMatchingBone( root.children[ i ], name );
|
|
|
+
|
|
|
+ if ( ret )
|
|
|
+ return ret;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return undefined;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiMesh() {
|
|
|
+
|
|
|
+ this.mPrimitiveTypes = 0;
|
|
|
+ this.mNumVertices = 0;
|
|
|
+ this.mNumFaces = 0;
|
|
|
+ this.mNumBones = 0;
|
|
|
+ this.mMaterialIndex = 0;
|
|
|
+ this.mVertices = [];
|
|
|
+ this.mNormals = [];
|
|
|
+ this.mTangents = [];
|
|
|
+ this.mBitangents = [];
|
|
|
+ this.mColors = [
|
|
|
+ []
|
|
|
+ ];
|
|
|
+ this.mTextureCoords = [
|
|
|
+ []
|
|
|
+ ];
|
|
|
+ this.mFaces = [];
|
|
|
+ this.mBones = [];
|
|
|
+ this.hookupSkeletons = function ( scene, threeScene ) {
|
|
|
+
|
|
|
+ if ( this.mBones.length == 0 ) return;
|
|
|
+
|
|
|
+ var allBones = [];
|
|
|
+ var offsetMatrix = [];
|
|
|
+ var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName );
|
|
|
+
|
|
|
+ while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) {
|
|
|
+
|
|
|
+ skeletonRoot = skeletonRoot.mParent;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
|
|
|
+ var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
|
|
|
+ this.threeNode.add( threeSkeletonRootBone );
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.mBones.length; i ++ ) {
|
|
|
+
|
|
|
+ var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
|
|
|
+
|
|
|
+ if ( bone ) {
|
|
|
+
|
|
|
+ var tbone = bone;
|
|
|
+ allBones.push( tbone );
|
|
|
+ //tbone.matrixAutoUpdate = false;
|
|
|
+ offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
|
|
|
+ if ( ! skeletonRoot ) return;
|
|
|
+ var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
|
|
|
+ var threeSkeletonRootParent = threeSkeletonRoot.parent;
|
|
|
+ var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
|
|
|
+ this.threeNode.add( threeSkeletonRootBone );
|
|
|
+ var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
|
|
|
+ var tbone = bone;
|
|
|
+ allBones.push( tbone );
|
|
|
+ //tbone.matrixAutoUpdate = false;
|
|
|
+ offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ var skeleton = new THREE.Skeleton( allBones, offsetMatrix );
|
|
|
+
|
|
|
+ this.threeNode.bind( skeleton, new THREE.Matrix4() );
|
|
|
+ this.threeNode.material.skinning = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.toTHREE = function ( scene ) {
|
|
|
+
|
|
|
+ if ( this.threeNode ) return this.threeNode;
|
|
|
+ var geometry = new THREE.BufferGeometry();
|
|
|
+ var mat;
|
|
|
+ if ( scene.mMaterials[ this.mMaterialIndex ] )
|
|
|
+ mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
|
|
|
+ else
|
|
|
+ mat = new THREE.MeshLambertMaterial();
|
|
|
+ geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
|
|
|
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
|
|
|
+ if ( this.mNormalBuffer.length > 0 )
|
|
|
+ geometry.addAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
|
|
|
+ if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
|
|
|
+ geometry.addAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
|
|
|
+ if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
|
|
|
+ geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
|
|
|
+ if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ] && this.mTextureCoords[ 1 ].length > 0 )
|
|
|
+ geometry.addAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
|
|
|
+ if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
|
|
|
+ geometry.addAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
|
|
|
+ if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
|
|
|
+ geometry.addAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
|
|
|
+ if ( this.mBones.length > 0 ) {
|
|
|
+
|
|
|
+ var weights = [];
|
|
|
+ var bones = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.mBones.length; i ++ ) {
|
|
|
+
|
|
|
+ for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) {
|
|
|
+
|
|
|
+ var weight = this.mBones[ i ].mWeights[ j ];
|
|
|
+ if ( weight ) {
|
|
|
+
|
|
|
+ if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
|
|
|
+ if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
|
|
|
+ weights[ weight.mVertexId ].push( weight.mWeight );
|
|
|
+ bones[ weight.mVertexId ].push( parseInt( i ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i in bones ) {
|
|
|
+
|
|
|
+ sortWeights( bones[ i ], weights[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var _weights = [];
|
|
|
+ var _bones = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < weights.length; i ++ ) {
|
|
|
+
|
|
|
+ for ( var j = 0; j < 4; j ++ ) {
|
|
|
+
|
|
|
+ if ( weights[ i ] && bones[ i ] ) {
|
|
|
+
|
|
|
+ _weights.push( weights[ i ][ j ] );
|
|
|
+ _bones.push( bones[ i ][ j ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _weights.push( 0 );
|
|
|
+ _bones.push( 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
|
|
|
+ geometry.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var mesh;
|
|
|
+
|
|
|
+ if ( this.mBones.length == 0 )
|
|
|
+ mesh = new THREE.Mesh( geometry, mat );
|
|
|
+
|
|
|
+ if ( this.mBones.length > 0 )
|
|
|
+ mesh = new THREE.SkinnedMesh( geometry, mat );
|
|
|
+
|
|
|
+ this.threeNode = mesh;
|
|
|
+ //mesh.matrixAutoUpdate = false;
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiFace() {
|
|
|
+
|
|
|
+ this.mNumIndices = 0;
|
|
|
+ this.mIndices = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiVector3D() {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+
|
|
|
+ this.toTHREE = function () {
|
|
|
+
|
|
|
+ return new THREE.Vector3( this.x, this.y, this.z );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiVector2D() {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.toTHREE = function () {
|
|
|
+
|
|
|
+ return new THREE.Vector2( this.x, this.y );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiVector4D() {
|
|
|
+
|
|
|
+ this.w = 0;
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+ this.toTHREE = function () {
|
|
|
+
|
|
|
+ return new THREE.Vector4( this.w, this.x, this.y, this.z );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiColor4D() {
|
|
|
+
|
|
|
+ this.r = 0;
|
|
|
+ this.g = 0;
|
|
|
+ this.b = 0;
|
|
|
+ this.a = 0;
|
|
|
+ this.toTHREE = function () {
|
|
|
+
|
|
|
+ return new THREE.Color( this.r, this.g, this.b, this.a );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiColor3D() {
|
|
|
+
|
|
|
+ this.r = 0;
|
|
|
+ this.g = 0;
|
|
|
+ this.b = 0;
|
|
|
+ this.a = 0;
|
|
|
+ this.toTHREE = function () {
|
|
|
+
|
|
|
+ return new THREE.Color( this.r, this.g, this.b, 1 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiQuaternion() {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+ this.w = 0;
|
|
|
+ this.toTHREE = function () {
|
|
|
+
|
|
|
+ return new THREE.Quaternion( this.x, this.y, this.z, this.w );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiVertexWeight() {
|
|
|
+
|
|
|
+ this.mVertexId = 0;
|
|
|
+ this.mWeight = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiString() {
|
|
|
+
|
|
|
+ this.data = [];
|
|
|
+ this.toString = function () {
|
|
|
+
|
|
|
+ var str = '';
|
|
|
+ this.data.forEach( function ( i ) {
|
|
|
+
|
|
|
+ str += ( String.fromCharCode( i ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+ return str.replace( /[^\x20-\x7E]+/g, '' );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiVectorKey() {
|
|
|
+
|
|
|
+ this.mTime = 0;
|
|
|
+ this.mValue = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiQuatKey() {
|
|
|
+
|
|
|
+ this.mTime = 0;
|
|
|
+ this.mValue = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiNode() {
|
|
|
+
|
|
|
+ this.mName = '';
|
|
|
+ this.mTransformation = [];
|
|
|
+ this.mNumChildren = 0;
|
|
|
+ this.mNumMeshes = 0;
|
|
|
+ this.mMeshes = [];
|
|
|
+ this.mChildren = [];
|
|
|
+ this.toTHREE = function ( scene ) {
|
|
|
+
|
|
|
+ if ( this.threeNode ) return this.threeNode;
|
|
|
+ var o = new THREE.Object3D();
|
|
|
+ o.name = this.mName;
|
|
|
+ o.matrix = this.mTransformation.toTHREE();
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.mChildren.length; i ++ ) {
|
|
|
+
|
|
|
+ o.add( this.mChildren[ i ].toTHREE( scene ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.mMeshes.length; i ++ ) {
|
|
|
+
|
|
|
+ o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.threeNode = o;
|
|
|
+ //o.matrixAutoUpdate = false;
|
|
|
+ o.matrix.decompose( o.position, o.quaternion, o.scale );
|
|
|
+ return o;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiBone() {
|
|
|
+
|
|
|
+ this.mName = '';
|
|
|
+ this.mNumWeights = 0;
|
|
|
+ this.mOffsetMatrix = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiMaterialProperty() {
|
|
|
+
|
|
|
+ this.mKey = "";
|
|
|
+ this.mSemantic = 0;
|
|
|
+ this.mIndex = 0;
|
|
|
+ this.mData = [];
|
|
|
+ this.mDataLength = 0;
|
|
|
+ this.mType = 0;
|
|
|
+ this.dataAsColor = function () {
|
|
|
+
|
|
|
+ var array = ( new Uint8Array( this.mData ) ).buffer;
|
|
|
+ var reader = new DataView( array );
|
|
|
+ var r = reader.getFloat32( 0, true );
|
|
|
+ var g = reader.getFloat32( 4, true );
|
|
|
+ var b = reader.getFloat32( 8, true );
|
|
|
+ //var a = reader.getFloat32(12, true);
|
|
|
+ return new THREE.Color( r, g, b );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.dataAsFloat = function () {
|
|
|
+
|
|
|
+ var array = ( new Uint8Array( this.mData ) ).buffer;
|
|
|
+ var reader = new DataView( array );
|
|
|
+ var r = reader.getFloat32( 0, true );
|
|
|
+ return r;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.dataAsBool = function () {
|
|
|
+
|
|
|
+ var array = ( new Uint8Array( this.mData ) ).buffer;
|
|
|
+ var reader = new DataView( array );
|
|
|
+ var r = reader.getFloat32( 0, true );
|
|
|
+ return !! r;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.dataAsString = function () {
|
|
|
+
|
|
|
+ var s = new aiString();
|
|
|
+ s.data = this.mData;
|
|
|
+ return s.toString();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.dataAsMap = function ( scene ) {
|
|
|
+
|
|
|
+ var baseURL = scene.baseURL;
|
|
|
+ baseURL = baseURL.substr( 0, baseURL.lastIndexOf( "/" ) + 1 );
|
|
|
+ var s = new aiString();
|
|
|
+ s.data = this.mData;
|
|
|
+ var path = s.toString();
|
|
|
+ path = path.replace( /\\/g, '/' );
|
|
|
+
|
|
|
+ if ( path.indexOf( "/" ) != - 1 ) {
|
|
|
+
|
|
|
+ path = path.substr( path.lastIndexOf( "/" ) + 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return THREE.ImageUtils.loadTexture( baseURL + path );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+ var namePropMapping = {
|
|
|
+
|
|
|
+ "?mat.name": "name",
|
|
|
+ "$mat.shadingm": "shading",
|
|
|
+ "$mat.twosided": "twoSided",
|
|
|
+ "$mat.wireframe": "wireframe",
|
|
|
+ "$clr.ambient": "ambient",
|
|
|
+ "$clr.diffuse": "color",
|
|
|
+ "$clr.specular": "specular",
|
|
|
+ "$clr.emissive": "emissive",
|
|
|
+ "$clr.transparent": "transparent",
|
|
|
+ "$clr.reflective": "reflect",
|
|
|
+ "$mat.shininess": "shininess",
|
|
|
+ "$mat.reflectivity": "reflectivity",
|
|
|
+ "$mat.refracti": "refraction",
|
|
|
+ "$tex.file": "map"
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var nameTexMapping = {
|
|
|
+
|
|
|
+ "$tex.ambient": "ambientMap",
|
|
|
+ "$clr.diffuse": "map",
|
|
|
+ "$clr.specular": "specMap",
|
|
|
+ "$clr.emissive": "emissive",
|
|
|
+ "$clr.transparent": "alphaMap",
|
|
|
+ "$clr.reflective": "reflectMap",
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var nameTypeMapping = {
|
|
|
+
|
|
|
+ "?mat.name": "string",
|
|
|
+ "$mat.shadingm": "bool",
|
|
|
+ "$mat.twosided": "bool",
|
|
|
+ "$mat.wireframe": "bool",
|
|
|
+ "$clr.ambient": "color",
|
|
|
+ "$clr.diffuse": "color",
|
|
|
+ "$clr.specular": "color",
|
|
|
+ "$clr.emissive": "color",
|
|
|
+ "$clr.transparent": "color",
|
|
|
+ "$clr.reflective": "color",
|
|
|
+ "$mat.shininess": "float",
|
|
|
+ "$mat.reflectivity": "float",
|
|
|
+ "$mat.refracti": "float",
|
|
|
+ "$tex.file": "map"
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function aiMaterial() {
|
|
|
+
|
|
|
+ this.mNumAllocated = 0;
|
|
|
+ this.mNumProperties = 0;
|
|
|
+ this.mProperties = [];
|
|
|
+ this.toTHREE = function ( scene ) {
|
|
|
+
|
|
|
+ var name = this.mProperties[ 0 ].dataAsString();
|
|
|
+ var mat = new THREE.MeshPhongMaterial();
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.mProperties.length; i ++ ) {
|
|
|
+
|
|
|
+ if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
|
|
|
+ mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
|
|
|
+ if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
|
|
|
+ mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
|
|
|
+ if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
|
|
|
+ mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
|
|
|
+ if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
|
|
|
+ mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
|
|
|
+ if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
|
|
|
+
|
|
|
+ var prop = this.mProperties[ i ];
|
|
|
+ if ( prop.mSemantic == aiTextureType_DIFFUSE )
|
|
|
+ mat.map = this.mProperties[ i ].dataAsMap( scene );
|
|
|
+ if ( prop.mSemantic == aiTextureType_NORMALS )
|
|
|
+ mat.normalMap = this.mProperties[ i ].dataAsMap( scene );
|
|
|
+ if ( prop.mSemantic == aiTextureType_LIGHTMAP )
|
|
|
+ mat.lightMap = this.mProperties[ i ].dataAsMap( scene );
|
|
|
+ if ( prop.mSemantic == aiTextureType_OPACITY )
|
|
|
+ mat.alphaMap = this.mProperties[ i ].dataAsMap( scene );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ mat.ambient.r = .53;
|
|
|
+ mat.ambient.g = .53;
|
|
|
+ mat.ambient.b = .53;
|
|
|
+ mat.color.r = 1;
|
|
|
+ mat.color.g = 1;
|
|
|
+ mat.color.b = 1;
|
|
|
+ return mat;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function veclerp( v1, v2, l ) {
|
|
|
+
|
|
|
+ var v = new THREE.Vector3();
|
|
|
+ var lm1 = 1 - l;
|
|
|
+ v.x = v1.x * l + v2.x * lm1;
|
|
|
+ v.y = v1.y * l + v2.y * lm1;
|
|
|
+ v.z = v1.z * l + v2.z * lm1;
|
|
|
+ return v;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function quatlerp( q1, q2, l ) {
|
|
|
+
|
|
|
+ return q1.clone().slerp( q2, 1 - l );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function sampleTrack( keys, time, lne, lerp ) {
|
|
|
+
|
|
|
+ if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE();
|
|
|
+
|
|
|
+ var dist = Infinity;
|
|
|
+ var key = null;
|
|
|
+ var nextKey = null;
|
|
|
+
|
|
|
+ for ( var i = 0; i < keys.length; i ++ ) {
|
|
|
+
|
|
|
+ var timeDist = Math.abs( keys[ i ].mTime - time );
|
|
|
+
|
|
|
+ if ( timeDist < dist && keys[ i ].mTime <= time ) {
|
|
|
+
|
|
|
+ dist = timeDist;
|
|
|
+ key = keys[ i ];
|
|
|
+ nextKey = keys[ i + 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! key ) return null;
|
|
|
+
|
|
|
+ if ( key && nextKey ) {
|
|
|
+
|
|
|
+ var dT = nextKey.mTime - key.mTime;
|
|
|
+ var T = key.mTime - time;
|
|
|
+ var l = T / dT;
|
|
|
+
|
|
|
+ return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ nextKey = keys[ 0 ].clone();
|
|
|
+ nextKey.mTime += lne;
|
|
|
+
|
|
|
+ var dT = nextKey.mTime - key.mTime;
|
|
|
+ var T = key.mTime - time;
|
|
|
+ var l = T / dT;
|
|
|
+
|
|
|
+ return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiNodeAnim() {
|
|
|
+
|
|
|
+ this.mNodeName = "";
|
|
|
+ this.mNumPositionKeys = 0;
|
|
|
+ this.mNumRotationKeys = 0;
|
|
|
+ this.mNumScalingKeys = 0;
|
|
|
+ this.mPositionKeys = [];
|
|
|
+ this.mRotationKeys = [];
|
|
|
+ this.mScalingKeys = [];
|
|
|
+ this.mPreState = "";
|
|
|
+ this.mPostState = "";
|
|
|
+ this.init = function ( tps ) {
|
|
|
+
|
|
|
+ if ( ! tps ) tps = 1;
|
|
|
+
|
|
|
+ function t( t ) {
|
|
|
+
|
|
|
+ t.mTime /= tps;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.mPositionKeys.forEach( t );
|
|
|
+ this.mRotationKeys.forEach( t );
|
|
|
+ this.mScalingKeys.forEach( t );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.sortKeys = function () {
|
|
|
+
|
|
|
+ function comp( a, b ) {
|
|
|
+
|
|
|
+ return a.mTime - b.mTime;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.mPositionKeys.sort( comp );
|
|
|
+ this.mRotationKeys.sort( comp );
|
|
|
+ this.mScalingKeys.sort( comp );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getLength = function () {
|
|
|
+
|
|
|
+ return Math.max(
|
|
|
+ Math.max.apply( null, this.mPositionKeys.map( function ( a ) { return a.mTime } ) ),
|
|
|
+ Math.max.apply( null, this.mRotationKeys.map( function ( a ) { return a.mTime } ) ),
|
|
|
+ Math.max.apply( null, this.mScalingKeys.map( function ( a ) { return a.mTime } ) )
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.toTHREE = function ( o, tps ) {
|
|
|
+
|
|
|
+ this.sortKeys();
|
|
|
+ var length = this.getLength();
|
|
|
+ var track = new Virtulous.KeyFrameTrack();
|
|
|
+
|
|
|
+ for ( var i = 0; i < length; i += .05 ) {
|
|
|
+
|
|
|
+ var matrix = new THREE.Matrix4();
|
|
|
+ var time = i;
|
|
|
+ var pos = sampleTrack( this.mPositionKeys, time, length, veclerp );
|
|
|
+ var scale = sampleTrack( this.mScalingKeys, time, length, veclerp );
|
|
|
+ var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp );
|
|
|
+ matrix.compose( pos, rotation, scale );
|
|
|
+
|
|
|
+ var key = new Virtulous.KeyFrame( time, matrix );
|
|
|
+ track.addKey( key );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ track.target = o.findNode( this.mNodeName ).toTHREE();
|
|
|
+
|
|
|
+ var tracks = [ track ];
|
|
|
+
|
|
|
+ if ( o.nodeToBoneMap[ this.mNodeName ] ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) {
|
|
|
+
|
|
|
+ var t2 = track.clone();
|
|
|
+ t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ];
|
|
|
+ tracks.push( t2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return tracks;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiAnimation() {
|
|
|
+
|
|
|
+ this.mName = "";
|
|
|
+ this.mDuration = 0;
|
|
|
+ this.mTicksPerSecond = 0;
|
|
|
+ this.mNumChannels = 0;
|
|
|
+ this.mChannels = [];
|
|
|
+ this.toTHREE = function ( root ) {
|
|
|
+
|
|
|
+ var animationHandle = new Virtulous.Animation();
|
|
|
+
|
|
|
+ for ( var i in this.mChannels ) {
|
|
|
+
|
|
|
+ this.mChannels[ i ].init( this.mTicksPerSecond );
|
|
|
+
|
|
|
+ var tracks = this.mChannels[ i ].toTHREE( root );
|
|
|
+
|
|
|
+ for ( var j in tracks ) {
|
|
|
+
|
|
|
+ tracks[ j ].init();
|
|
|
+ animationHandle.addTrack( tracks[ j ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) { return e.length } ) );
|
|
|
+ return animationHandle;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiTexture() {
|
|
|
+
|
|
|
+ this.mWidth = 0;
|
|
|
+ this.mHeight = 0;
|
|
|
+ this.texAchFormatHint = [];
|
|
|
+ this.pcData = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiLight() {
|
|
|
+
|
|
|
+ this.mName = '';
|
|
|
+ this.mType = 0;
|
|
|
+ this.mAttenuationConstant = 0;
|
|
|
+ this.mAttenuationLinear = 0;
|
|
|
+ this.mAttenuationQuadratic = 0;
|
|
|
+ this.mAngleInnerCone = 0;
|
|
|
+ this.mAngleOuterCone = 0;
|
|
|
+ this.mColorDiffuse = null;
|
|
|
+ this.mColorSpecular = null;
|
|
|
+ this.mColorAmbient = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function aiCamera() {
|
|
|
+
|
|
|
+ this.mName = '';
|
|
|
+ this.mPosition = null;
|
|
|
+ this.mLookAt = null;
|
|
|
+ this.mUp = null;
|
|
|
+ this.mHorizontalFOV = 0;
|
|
|
+ this.mClipPlaneNear = 0;
|
|
|
+ this.mClipPlaneFar = 0;
|
|
|
+ this.mAspect = 0;
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
-(function(){
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-
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-
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-var Virtulous = {};
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-
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-
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-Virtulous.KeyFrame = function( time, matrix ) {
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-
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- this.time = time;
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- this.matrix = matrix.clone();
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- this.position = new THREE.Vector3();
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- this.quaternion = new THREE.Quaternion();
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- this.scale = new THREE.Vector3( 1, 1, 1 );
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- this.matrix.decompose( this.position, this.quaternion, this.scale );
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- this.clone = function() {
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-
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- var n = new Virtulous.KeyFrame( this.time, this.matrix );
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- return n;
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-
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- }
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- this.lerp = function( nextKey, time ) {
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-
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- time -= this.time;
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- var dist = ( nextKey.time - this.time );
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- var l = time / dist;
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- var l2 = 1 - l;
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- var keypos = this.position;
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- var keyrot = this.quaternion;
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- // var keyscl = key.parentspaceScl || key.scl;
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- var key2pos = nextKey.position;
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- var key2rot = nextKey.quaternion
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- // var key2scl = key2.parentspaceScl || key2.scl;
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- Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
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- Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
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- Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
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- // tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
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- // tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
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- // tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
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- Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
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- Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
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- return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
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-
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- }
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-
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-}
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-Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
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-Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
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-Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
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-Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
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-Virtulous.KeyFrameTrack = function() {
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-
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- this.keys = [];
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- this.target = null;
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- this.time = 0;
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- this.length = 0;
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- this._accelTable = {};
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- this.fps = 20;
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- this.addKey = function( key ) {
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-
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- this.keys.push( key );
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-
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- }
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- this.init = function() {
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-
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- this.sortKeys();
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- if ( this.keys.length > 0 )
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- this.length = this.keys[ this.keys.length - 1 ].time;
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- else
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- this.length = 0;
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- if ( !this.fps ) return;
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- for ( var j = 0; j < this.length * this.fps; j++ ) {
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-
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- for ( var i = 0; i < this.keys.length; i++ ) {
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+ function aiScene() {
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- if ( this.keys[ i ].time == j ) {
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+ this.mFlags = 0;
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+ this.mNumMeshes = 0;
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+ this.mNumMaterials = 0;
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+ this.mNumAnimations = 0;
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+ this.mNumTextures = 0;
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+ this.mNumLights = 0;
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+ this.mNumCameras = 0;
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+ this.mRootNode = null;
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+ this.mMeshes = [];
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+ this.mMaterials = [];
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+ this.mAnimations = [];
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+ this.mLights = [];
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+ this.mCameras = [];
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+ this.nodeToBoneMap = {};
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+ this.findNode = function ( name, root ) {
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- this._accelTable[ j ] = i;
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- break;
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- } else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
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-
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- this._accelTable[ j ] = i;
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- break;
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+ if ( ! root ) {
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- }
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+ root = this.mRootNode;
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- }
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+ }
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- }
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-
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- }
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- this.parseFromThree = function( data ) {
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+ if ( root.mName == name ) {
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- var fps = data.fps;
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- this.target = data.node;
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- var track = data.hierarchy[ 0 ].keys;
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- for ( var i = 0; i < track.length; i++ ) {
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+ return root;
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- this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) )
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-
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- }
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- this.init();
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-
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- }
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- this.parseFromCollada = function( data ) {
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-
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- var track = data.keys;
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- var fps = this.fps;
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- for ( var i = 0; i < track.length; i++ ) {
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-
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- this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) )
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-
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- }
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- this.init();
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-
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- }
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- this.sortKeys = function() {
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-
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- this.keys.sort( this.keySortFunc )
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+ }
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- }
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- this.keySortFunc = function( a, b ) {
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+ for ( var i = 0; i < root.mChildren.length; i ++ ) {
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- return a.time - b.time;
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- }
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+ var ret = this.findNode( name, root.mChildren[ i ] );
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+ if ( ret ) return ret;
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- this.clone = function() {
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+ }
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- var t = new Virtulous.KeyFrameTrack();
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- t.target = this.target;
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- t.time = this.time;
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- t.length = this.length;
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- for ( var i = 0; i < this.keys.length; i++ ) {
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+ return null;
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- t.addKey( this.keys[ i ].clone() );
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- }
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+ };
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- t.init();
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- return t;
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- }
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+ this.toTHREE = function () {
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- this.reTarget = function( root, compareitor ) {
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+ this.nodeCount = 0;
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- if ( !compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
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- this.target = compareitor( root, this.target );
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-
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- }
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- this.keySearchAccel = function( time ) {
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+ markBones( this );
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- time *= this.fps;
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- time = Math.floor( time );
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- return this._accelTable[ time ] || 0;
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- }
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+ var o = this.mRootNode.toTHREE( this );
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- this.setTime = function( time ) {
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+ for ( var i in this.mMeshes )
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+ this.mMeshes[ i ].hookupSkeletons( this, o );
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- time = Math.abs( time );
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- if ( this.length )
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- time = time % this.length + .05;
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- var key0 = null;
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- var key1 = null;
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- for ( var i = this.keySearchAccel( time ); i < this.keys.length; i++ ) {
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+ if ( this.mAnimations.length > 0 ) {
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- if ( this.keys[ i ].time == time ) {
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+ var a = this.mAnimations[ 0 ].toTHREE( this );
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- key0 = this.keys[ i ];
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- key1 = this.keys[ i ];
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- break;
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+ }
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- } else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
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+ return { object: o, animation: a };
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- key0 = this.keys[ i ];
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- key1 = this.keys[ i + 1 ];
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- break;
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+ };
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- } else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
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+ }
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- key0 = this.keys[ i ];
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- key1 = this.keys[ 0 ].clone();
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- key1.time += this.length + .05;
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- break;
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+ function aiMatrix4() {
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- }
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+ this.elements = [
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+ [],
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+ [],
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+ [],
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+ []
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+ ];
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+ this.toTHREE = function () {
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- }
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- if ( key0 && key1 && key0 !== key1 ) {
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+ var m = new THREE.Matrix4();
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- this.target.matrixAutoUpdate = false;
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- this.target.matrix.copy( key0.lerp( key1, time ) );
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- this.target.matrixWorldNeedsUpdate = true;
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- return;
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+ for ( var i = 0; i < 4; ++i ) {
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- }
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- if ( key0 && key1 && key0 == key1 ) {
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+ for ( var i2 = 0; i2 < 4; ++i2 ) {
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- this.target.matrixAutoUpdate = false;
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- this.target.matrix.copy( key0.matrix );
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- this.target.matrixWorldNeedsUpdate = true;
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- return;
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-
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- }
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- }
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-}
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-Virtulous.TrackTargetNodeNameCompare = function( root, target ) {
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-
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- function find( node, name ) {
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-
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- if ( node.name == name )
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- return node;
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- for ( var i = 0; i < node.children.length; i++ ) {
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-
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- var r = find( node.children[ i ], name )
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- if ( r ) return r;
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+ m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];
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- }
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-
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- return null;
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+ }
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- }
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-
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- return find( root, target.name );
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-
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-}
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-Virtulous.Animation = function() {
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-
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- this.tracks = [];
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- this.length = 0;
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- this.addTrack = function( track ) {
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-
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- this.tracks.push( track );
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- this.length = Math.max( track.length, this.length );
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-
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- }
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- this.setTime = function( time ) {
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-
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- this.time = time;
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- for ( var i = 0; i < this.tracks.length; i++ )
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- this.tracks[ i ].setTime( time );
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-
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- }
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-
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- this.clone = function( target, compareitor ) {
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-
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- if ( !compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
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- var n = new Virtulous.Animation();
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- n.target = target;
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- for ( var i = 0; i < this.tracks.length; i++ ) {
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-
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- var track = this.tracks[ i ].clone();
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- track.reTarget( target, compareitor );
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- n.addTrack( track );
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-
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- }
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-
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- return n;
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-
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- }
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-
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-}
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-
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-var ASSBIN_CHUNK_AICAMERA = 0x1234;
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-var ASSBIN_CHUNK_AILIGHT = 0x1235;
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-var ASSBIN_CHUNK_AITEXTURE = 0x1236;
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-var ASSBIN_CHUNK_AIMESH = 0x1237;
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-var ASSBIN_CHUNK_AINODEANIM = 0x1238;
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-var ASSBIN_CHUNK_AISCENE = 0x1239;
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-var ASSBIN_CHUNK_AIBONE = 0x123a;
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-var ASSBIN_CHUNK_AIANIMATION = 0x123b;
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-var ASSBIN_CHUNK_AINODE = 0x123c;
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-var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
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-var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
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-var ASSBIN_MESH_HAS_POSITIONS = 0x1;
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-var ASSBIN_MESH_HAS_NORMALS = 0x2;
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-var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
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-var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
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-var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
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-var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
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-var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
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-var aiLightSource_UNDEFINED = 0x0;
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-//! A directional light source has a well-defined direction
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-//! but is infinitely far away. That's quite a good
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-//! approximation for sun light.
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-var aiLightSource_DIRECTIONAL = 0x1;
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-//! A point light source has a well-defined position
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-//! in space but no direction - it emits light in all
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-//! directions. A normal bulb is a point light.
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-var aiLightSource_POINT = 0x2;
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-//! A spot light source emits light in a specific
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-//! angle. It has a position and a direction it is pointing to.
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-//! A good example for a spot light is a light spot in
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-//! sport arenas.
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-var aiLightSource_SPOT = 0x3;
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-//! The generic light level of the world, including the bounces
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-//! of all other lightsources.
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-//! Typically, there's at most one ambient light in a scene.
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-//! This light type doesn't have a valid position, direction, or
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-//! other properties, just a color.
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-var aiLightSource_AMBIENT = 0x4;
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-/** Flat shading. Shading is done on per-face base,
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- * diffuse only. Also known as 'faceted shading'.
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- */
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-var aiShadingMode_Flat = 0x1;
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-/** Simple Gouraud shading.
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- */
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-var aiShadingMode_Gouraud = 0x2;
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-/** Phong-Shading -
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- */
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-var aiShadingMode_Phong = 0x3;
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-/** Phong-Blinn-Shading
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- */
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-var aiShadingMode_Blinn = 0x4;
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-/** Toon-Shading per pixel
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- *
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- * Also known as 'comic' shader.
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- */
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-var aiShadingMode_Toon = 0x5;
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-/** OrenNayar-Shading per pixel
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- *
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- * Extension to standard Lambertian shading, taking the
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- * roughness of the material into account
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- */
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-var aiShadingMode_OrenNayar = 0x6;
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-/** Minnaert-Shading per pixel
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- *
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- * Extension to standard Lambertian shading, taking the
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- * "darkness" of the material into account
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- */
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-var aiShadingMode_Minnaert = 0x7;
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-/** CookTorrance-Shading per pixel
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- *
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- * Special shader for metallic surfaces.
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- */
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-var aiShadingMode_CookTorrance = 0x8;
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-/** No shading at all. Constant light influence of 1.0.
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- */
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-var aiShadingMode_NoShading = 0x9;
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-/** Fresnel shading
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- */
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-var aiShadingMode_Fresnel = 0xa;
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-var aiTextureType_NONE = 0x0;
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-/** The texture is combined with the result of the diffuse
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- * lighting equation.
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- */
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-var aiTextureType_DIFFUSE = 0x1;
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-/** The texture is combined with the result of the specular
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- * lighting equation.
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- */
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-var aiTextureType_SPECULAR = 0x2;
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-/** The texture is combined with the result of the ambient
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- * lighting equation.
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- */
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-var aiTextureType_AMBIENT = 0x3;
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-/** The texture is added to the result of the lighting
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- * calculation. It isn't influenced by incoming light.
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- */
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-var aiTextureType_EMISSIVE = 0x4;
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-/** The texture is a height map.
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- *
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- * By convention, higher gray-scale values stand for
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- * higher elevations from the base height.
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|
- */
|
|
|
-var aiTextureType_HEIGHT = 0x5;
|
|
|
-/** The texture is a (tangent space) normal-map.
|
|
|
- *
|
|
|
- * Again, there are several conventions for tangent-space
|
|
|
- * normal maps. Assimp does (intentionally) not
|
|
|
- * distinguish here.
|
|
|
- */
|
|
|
-var aiTextureType_NORMALS = 0x6;
|
|
|
-/** The texture defines the glossiness of the material.
|
|
|
- *
|
|
|
- * The glossiness is in fact the exponent of the specular
|
|
|
- * (phong) lighting equation. Usually there is a conversion
|
|
|
- * function defined to map the linear color values in the
|
|
|
- * texture to a suitable exponent. Have fun.
|
|
|
- */
|
|
|
-var aiTextureType_SHININESS = 0x7;
|
|
|
-/** The texture defines per-pixel opacity.
|
|
|
- *
|
|
|
- * Usually 'white' means opaque and 'black' means
|
|
|
- * 'transparency'. Or quite the opposite. Have fun.
|
|
|
- */
|
|
|
-var aiTextureType_OPACITY = 0x8;
|
|
|
-/** Displacement texture
|
|
|
- *
|
|
|
- * The exact purpose and format is application-dependent.
|
|
|
- * Higher color values stand for higher vertex displacements.
|
|
|
- */
|
|
|
-var aiTextureType_DISPLACEMENT = 0x9;
|
|
|
-/** Lightmap texture (aka Ambient Occlusion)
|
|
|
- *
|
|
|
- * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
|
|
|
- * covered by this material property. The texture contains a
|
|
|
- * scaling value for the final color value of a pixel. Its
|
|
|
- * intensity is not affected by incoming light.
|
|
|
- */
|
|
|
-var aiTextureType_LIGHTMAP = 0xA;
|
|
|
-/** Reflection texture
|
|
|
- *
|
|
|
- * Contains the color of a perfect mirror reflection.
|
|
|
- * Rarely used, almost never for real-time applications.
|
|
|
- */
|
|
|
-var aiTextureType_REFLECTION = 0xB;
|
|
|
-/** Unknown texture
|
|
|
- *
|
|
|
- * A texture reference that does not match any of the definitions
|
|
|
- * above is considered to be 'unknown'. It is still imported,
|
|
|
- * but is excluded from any further postprocessing.
|
|
|
- */
|
|
|
-var aiTextureType_UNKNOWN = 0xC;
|
|
|
-var BONESPERVERT = 4;
|
|
|
+ }
|
|
|
+
|
|
|
+ return m;
|
|
|
|
|
|
-function ASSBIN_MESH_HAS_TEXCOORD( n ) {
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- return ( ASSBIN_MESH_HAS_TEXCOORD_BASE << n )
|
|
|
+ var littleEndian = true;
|
|
|
|
|
|
-}
|
|
|
+ function readFloat( dataview ) {
|
|
|
|
|
|
-function ASSBIN_MESH_HAS_COLOR( n ) {
|
|
|
+ var val = dataview.getFloat32( dataview.readOffset, littleEndian );
|
|
|
+ dataview.readOffset += 4;
|
|
|
+ return val;
|
|
|
|
|
|
- return ( ASSBIN_MESH_HAS_COLOR_BASE << n )
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ function Read_double( dataview ) {
|
|
|
|
|
|
-function markBones( scene ) {
|
|
|
+ var val = dataview.getFloat64( dataview.readOffset, littleEndian );
|
|
|
+ dataview.readOffset += 8;
|
|
|
+ return val;
|
|
|
|
|
|
- for ( var i in scene.mMeshes ) {
|
|
|
+ }
|
|
|
|
|
|
- var mesh = scene.mMeshes[ i ];
|
|
|
- for ( var k in mesh.mBones ) {
|
|
|
+ function Read_uint8_t( dataview ) {
|
|
|
|
|
|
- var boneNode = scene.findNode( mesh.mBones[ k ].mName );
|
|
|
- if ( boneNode )
|
|
|
- boneNode.isBone = true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
+ var val = dataview.getUint8( dataview.readOffset );
|
|
|
+ dataview.readOffset += 1;
|
|
|
+ return val;
|
|
|
|
|
|
-}
|
|
|
-function cloneTreeToBones( root, scene ) {
|
|
|
+ }
|
|
|
|
|
|
- var rootBone = new THREE.Bone();
|
|
|
- rootBone.matrix.copy( root.matrix );
|
|
|
- rootBone.matrixWorld.copy( root.matrixWorld );
|
|
|
- rootBone.position.copy( root.position );
|
|
|
- rootBone.quaternion.copy( root.quaternion );
|
|
|
- rootBone.scale.copy( root.scale );
|
|
|
- scene.nodeCount++;
|
|
|
- rootBone.name = "bone_" + root.name + scene.nodeCount.toString();
|
|
|
-
|
|
|
- if ( !scene.nodeToBoneMap[ root.name ] )
|
|
|
- scene.nodeToBoneMap[ root.name ] = [];
|
|
|
- scene.nodeToBoneMap[ root.name ].push( rootBone );
|
|
|
- for ( var i in root.children ) {
|
|
|
+ function Read_uint16_t( dataview ) {
|
|
|
|
|
|
- var child = cloneTreeToBones( root.children[ i ], scene );
|
|
|
- if ( child )
|
|
|
- rootBone.add( child );
|
|
|
+ var val = dataview.getUint16( dataview.readOffset, littleEndian );
|
|
|
+ dataview.readOffset += 2;
|
|
|
+ return val;
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- return rootBone;
|
|
|
+ function Read_unsigned_int( dataview ) {
|
|
|
|
|
|
-}
|
|
|
+ var val = dataview.getUint32( dataview.readOffset, littleEndian );
|
|
|
+ dataview.readOffset += 4;
|
|
|
+ return val;
|
|
|
|
|
|
-function aiAnimation() {
|
|
|
+ }
|
|
|
|
|
|
- this.mName = "";
|
|
|
- this.mDuration = 0;
|
|
|
- this.mTicksPerSecond = 0;
|
|
|
- this.mNumChannels = 0;
|
|
|
- this.mChannels = [];
|
|
|
+ function Read_uint32_t( dataview ) {
|
|
|
|
|
|
-}
|
|
|
+ var val = dataview.getUint32( dataview.readOffset, littleEndian );
|
|
|
+ dataview.readOffset += 4;
|
|
|
+ return val;
|
|
|
|
|
|
-function sortWeights( indexes, weights ) {
|
|
|
+ }
|
|
|
|
|
|
- var pairs = [];
|
|
|
- for ( var i = 0; i < indexes.length; i++ ) {
|
|
|
+ function Read_aiVector3D( stream ) {
|
|
|
|
|
|
- pairs.push( {
|
|
|
+ var v = new aiVector3D();
|
|
|
+ v.x = readFloat( stream );
|
|
|
+ v.y = readFloat( stream );
|
|
|
+ v.z = readFloat( stream );
|
|
|
+ return v;
|
|
|
|
|
|
- i: indexes[ i ],
|
|
|
- w: weights[ i ]
|
|
|
- } )
|
|
|
}
|
|
|
- pairs.sort( function( a, b ) {
|
|
|
|
|
|
- return b.w - a.w;
|
|
|
- } )
|
|
|
- while ( pairs.length < 4 ) {
|
|
|
+ function Read_aiVector2D( stream ) {
|
|
|
|
|
|
- pairs.push( {
|
|
|
+ var v = new aiVector2D();
|
|
|
+ v.x = readFloat( stream );
|
|
|
+ v.y = readFloat( stream );
|
|
|
+ return v;
|
|
|
|
|
|
- i: 0,
|
|
|
- w: 0
|
|
|
- } )
|
|
|
- };
|
|
|
- if ( pairs.length > 4 )
|
|
|
- pairs.length = 4;
|
|
|
- var sum = 0;
|
|
|
- for ( var i = 0; i < 4; i++ ) {
|
|
|
-
|
|
|
- sum += pairs[ i ].w * pairs[ i ].w;
|
|
|
- }
|
|
|
- sum = Math.sqrt( sum );
|
|
|
- for ( var i = 0; i < 4; i++ ) {
|
|
|
-
|
|
|
- pairs[ i ].w = pairs[ i ].w / sum;
|
|
|
- indexes[ i ] = pairs[ i ].i;
|
|
|
- weights[ i ] = pairs[ i ].w;
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function findMatchingBone( root, name ) {
|
|
|
-
|
|
|
- if ( root.name.indexOf( "bone_" + name ) == 0 )
|
|
|
- return root;
|
|
|
-
|
|
|
- for ( var i in root.children ) {
|
|
|
-
|
|
|
- var ret = findMatchingBone( root.children[ i ], name )
|
|
|
- if ( ret )
|
|
|
- return ret;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- return undefined;
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiMesh() {
|
|
|
-
|
|
|
- this.mPrimitiveTypes = 0;
|
|
|
- this.mNumVertices = 0;
|
|
|
- this.mNumFaces = 0;
|
|
|
- this.mNumBones = 0;
|
|
|
- this.mMaterialIndex = 0;
|
|
|
- this.mVertices = [];
|
|
|
- this.mNormals = [];
|
|
|
- this.mTangents = [];
|
|
|
- this.mBitangents = [];
|
|
|
- this.mColors = [
|
|
|
- []
|
|
|
- ];
|
|
|
- this.mTextureCoords = [
|
|
|
- []
|
|
|
- ];
|
|
|
- this.mFaces = [];
|
|
|
- this.mBones = [];
|
|
|
- this.hookupSkeletons = function(scene, threeScene)
|
|
|
- {
|
|
|
- if (this.mBones.length == 0) return
|
|
|
- var allBones = [];
|
|
|
- var offsetMatrix = [];
|
|
|
- var skeletonRoot = scene.findNode(this.mBones[0].mName);
|
|
|
-
|
|
|
- while (skeletonRoot.mParent && skeletonRoot.mParent.isBone)
|
|
|
- {
|
|
|
- skeletonRoot = skeletonRoot.mParent;
|
|
|
- }
|
|
|
- var threeSkeletonRoot = skeletonRoot.toTHREE(scene);
|
|
|
- var threeSkeletonRootBone = cloneTreeToBones(threeSkeletonRoot,scene);
|
|
|
- this.threeNode.add(threeSkeletonRootBone);
|
|
|
- for (var i = 0; i < this.mBones.length; i++)
|
|
|
- {
|
|
|
- var bone = findMatchingBone(threeSkeletonRootBone, this.mBones[i].mName);
|
|
|
- if (bone)
|
|
|
- {
|
|
|
- var tbone = bone;
|
|
|
- allBones.push(tbone);
|
|
|
- //tbone.matrixAutoUpdate = false;
|
|
|
- offsetMatrix.push(this.mBones[i].mOffsetMatrix.toTHREE());
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- var skeletonRoot = scene.findNode(this.mBones[i].mName);
|
|
|
- if (!skeletonRoot) return;
|
|
|
- var threeSkeletonRoot = skeletonRoot.toTHREE(scene);
|
|
|
- var threeSkeletonRootParent = threeSkeletonRoot.parent;
|
|
|
- var threeSkeletonRootBone = cloneTreeToBones(threeSkeletonRoot,scene);
|
|
|
- this.threeNode.add(threeSkeletonRootBone);
|
|
|
- var bone = findMatchingBone(threeSkeletonRootBone, this.mBones[i].mName);
|
|
|
- var tbone = bone;
|
|
|
- allBones.push(tbone);
|
|
|
- //tbone.matrixAutoUpdate = false;
|
|
|
- offsetMatrix.push(this.mBones[i].mOffsetMatrix.toTHREE());
|
|
|
- }
|
|
|
- }
|
|
|
- var skeleton = new THREE.Skeleton(allBones, offsetMatrix);
|
|
|
- this.threeNode.bind(skeleton, new THREE.Matrix4());
|
|
|
- this.threeNode.material.skinning = true;
|
|
|
- }
|
|
|
- this.toTHREE = function( scene ) {
|
|
|
-
|
|
|
- if ( this.threeNode ) return this.threeNode;
|
|
|
- var geometry = new THREE.BufferGeometry();
|
|
|
- var mat;
|
|
|
- if ( scene.mMaterials[ this.mMaterialIndex ] )
|
|
|
- mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
|
|
|
- else
|
|
|
- mat = new THREE.MeshLambertMaterial();
|
|
|
- geometry.addAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
|
|
|
- geometry.setIndex(new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
|
|
|
- if ( this.mNormalBuffer.length > 0 )
|
|
|
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
|
|
|
- if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
|
|
|
- geometry.addAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
|
|
|
- if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
|
|
|
- geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
|
|
|
- if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ] && this.mTextureCoords[ 1 ].length > 0 )
|
|
|
- geometry.addAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
|
|
|
- if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
|
|
|
- geometry.addAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
|
|
|
- if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
|
|
|
- geometry.addAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
|
|
|
- if ( this.mBones.length > 0 ) {
|
|
|
-
|
|
|
- var weights = [];
|
|
|
- var bones = [];
|
|
|
- for ( var i = 0 ; i < this.mBones.length; i++ ) {
|
|
|
-
|
|
|
- for ( var j = 0; j < this.mBones[ i ].mWeights.length; j++ ) {
|
|
|
-
|
|
|
- var weight = this.mBones[ i ].mWeights[ j ];
|
|
|
- if ( weight ) {
|
|
|
-
|
|
|
- if ( !weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
|
|
|
- if ( !bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
|
|
|
- weights[ weight.mVertexId ].push( weight.mWeight );
|
|
|
- bones[ weight.mVertexId ].push( parseInt( i ) );
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- for ( var i in bones ) {
|
|
|
+ }
|
|
|
|
|
|
- sortWeights( bones[ i ], weights[ i ] );
|
|
|
- }
|
|
|
- var _weights = [];
|
|
|
- var _bones = [];
|
|
|
- for ( var i = 0; i < weights.length; i++ )
|
|
|
- for ( var j = 0; j < 4; j++ ) {
|
|
|
+ function Read_aiVector4D( stream ) {
|
|
|
|
|
|
- if ( weights[ i ] && bones[ i ] ) {
|
|
|
+ var v = new aiVector4D();
|
|
|
+ v.w = readFloat( stream );
|
|
|
+ v.x = readFloat( stream );
|
|
|
+ v.y = readFloat( stream );
|
|
|
+ v.z = readFloat( stream );
|
|
|
+ return v;
|
|
|
|
|
|
- _weights.push( weights[ i ][ j ] );
|
|
|
- _bones.push( bones[ i ][ j ] );
|
|
|
- } else {
|
|
|
+ }
|
|
|
|
|
|
- _weights.push( 0 );
|
|
|
- _bones.push( 0 );
|
|
|
- }
|
|
|
- }
|
|
|
- geometry.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
|
|
|
- geometry.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
|
|
|
- }
|
|
|
- var mesh;
|
|
|
- if ( this.mBones.length == 0 )
|
|
|
- mesh = new THREE.Mesh( geometry, mat );
|
|
|
- if ( this.mBones.length > 0 ) {
|
|
|
+ function Read_aiColor3D( stream ) {
|
|
|
+
|
|
|
+ var c = new aiColor3D();
|
|
|
+ c.r = readFloat( stream );
|
|
|
+ c.g = readFloat( stream );
|
|
|
+ c.b = readFloat( stream );
|
|
|
+ return c;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function Read_aiColor4D( stream ) {
|
|
|
+
|
|
|
+ var c = new aiColor4D();
|
|
|
+ c.r = readFloat( stream );
|
|
|
+ c.g = readFloat( stream );
|
|
|
+ c.b = readFloat( stream );
|
|
|
+ c.a = readFloat( stream );
|
|
|
+ return c;
|
|
|
|
|
|
- mesh = new THREE.SkinnedMesh( geometry, mat );
|
|
|
- }
|
|
|
- this.threeNode = mesh;
|
|
|
- //mesh.matrixAutoUpdate = false;
|
|
|
- return mesh;
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function Read_aiQuaternion( stream ) {
|
|
|
+
|
|
|
+ var v = new aiQuaternion();
|
|
|
+ v.w = readFloat( stream );
|
|
|
+ v.x = readFloat( stream );
|
|
|
+ v.y = readFloat( stream );
|
|
|
+ v.z = readFloat( stream );
|
|
|
+ return v;
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
-function aiFace() {
|
|
|
+ function Read_aiString( stream ) {
|
|
|
|
|
|
- this.mNumIndices = 0;
|
|
|
- this.mIndices = [];
|
|
|
+ var s = new aiString();
|
|
|
+ var stringlengthbytes = Read_unsigned_int( stream );
|
|
|
+ stream.ReadBytes( s.data, 1, stringlengthbytes );
|
|
|
+ return s.toString();
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
|
|
|
-function aiVector3D() {
|
|
|
+ function Read_aiVertexWeight( stream ) {
|
|
|
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
- this.z = 0;
|
|
|
- this.toTHREE = function() {
|
|
|
+ var w = new aiVertexWeight();
|
|
|
+ w.mVertexId = Read_unsigned_int( stream );
|
|
|
+ w.mWeight = readFloat( stream );
|
|
|
+ return w;
|
|
|
|
|
|
- return new THREE.Vector3( this.x, this.y, this.z );
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function Read_aiMatrix4x4( stream ) {
|
|
|
|
|
|
-function aiVector2D() {
|
|
|
+ var m = new aiMatrix4();
|
|
|
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
- this.toTHREE = function() {
|
|
|
+ for ( var i = 0; i < 4; ++i ) {
|
|
|
+
|
|
|
+ for ( var i2 = 0; i2 < 4; ++i2 ) {
|
|
|
+
|
|
|
+ m.elements[ i ][ i2 ] = readFloat( stream );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return m;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function Read_aiVectorKey( stream ) {
|
|
|
+
|
|
|
+ var v = new aiVectorKey();
|
|
|
+ v.mTime = Read_double( stream );
|
|
|
+ v.mValue = Read_aiVector3D( stream );
|
|
|
+ return v;
|
|
|
|
|
|
- return new THREE.Vector2( this.x, this.y );
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function Read_aiQuatKey( stream ) {
|
|
|
+
|
|
|
+ var v = new aiQuatKey();
|
|
|
+ v.mTime = Read_double( stream );
|
|
|
+ v.mValue = Read_aiQuaternion( stream );
|
|
|
+ return v;
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
-function aiVector4D() {
|
|
|
+ function ReadArray( stream, data, size ) {
|
|
|
|
|
|
- this.w = 0;
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
- this.z = 0;
|
|
|
- this.toTHREE = function() {
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read( stream );
|
|
|
|
|
|
- return new THREE.Vector4( this.w, this.x, this.y, this.z );
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function ReadArray_aiVector2D( stream, data, size ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector2D( stream );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
-function aiColor4D() {
|
|
|
+ function ReadArray_aiVector3D( stream, data, size ) {
|
|
|
|
|
|
- this.r = 0;
|
|
|
- this.g = 0;
|
|
|
- this.b = 0;
|
|
|
- this.a = 0;
|
|
|
- this.toTHREE = function() {
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector3D( stream );
|
|
|
|
|
|
- return new THREE.Color( this.r, this.g, this.b, this.a );
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function ReadArray_aiVector4D( stream, data, size ) {
|
|
|
|
|
|
-function aiColor3D() {
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector4D( stream );
|
|
|
|
|
|
- this.r = 0;
|
|
|
- this.g = 0;
|
|
|
- this.b = 0;
|
|
|
- this.a = 0;
|
|
|
- this.toTHREE = function() {
|
|
|
+ }
|
|
|
+
|
|
|
+ function ReadArray_aiVertexWeight( stream, data, size ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
|
|
|
|
|
|
- return new THREE.Color( this.r, this.g, this.b, 1 );
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function ReadArray_aiColor4D( stream, data, size ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiColor4D( stream );
|
|
|
|
|
|
-function aiQuaternion()
|
|
|
-{
|
|
|
- this.x = 0;
|
|
|
- this.y = 0;
|
|
|
- this.z = 0;
|
|
|
- this.w = 0;
|
|
|
- this.toTHREE = function()
|
|
|
- {
|
|
|
+ }
|
|
|
+
|
|
|
+ function ReadArray_aiVectorKey( stream, data, size ) {
|
|
|
|
|
|
- return new THREE.Quaternion(this.x, this.y, this.z, this.w);
|
|
|
- }
|
|
|
-}
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );
|
|
|
|
|
|
-function aiVertexWeight() {
|
|
|
+ }
|
|
|
|
|
|
- this.mVertexId = 0;
|
|
|
- this.mWeight = 0;
|
|
|
+ function ReadArray_aiQuatKey( stream, data, size ) {
|
|
|
|
|
|
-}
|
|
|
+ for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );
|
|
|
|
|
|
-function aiString() {
|
|
|
+ }
|
|
|
|
|
|
- this.data = [];
|
|
|
- this.toString = function() {
|
|
|
+ function ReadBounds( stream, T /*p*/, n ) {
|
|
|
|
|
|
- var str = '';
|
|
|
- this.data.forEach( function( i ) {
|
|
|
+ // not sure what to do here, the data isn't really useful.
|
|
|
+ return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );
|
|
|
|
|
|
- str += ( String.fromCharCode( i ) )
|
|
|
- } );
|
|
|
- return str.replace( /[^\x20-\x7E]+/g, '' );
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ function ai_assert( bool ) {
|
|
|
|
|
|
-function aiVectorKey() {
|
|
|
+ if ( ! bool )
|
|
|
+ throw ( "asset failed" );
|
|
|
|
|
|
- this.mTime = 0;
|
|
|
- this.mValue = null;
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ function ReadBinaryNode( stream, parent, depth ) {
|
|
|
|
|
|
-function aiQuatKey() {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ var node = new aiNode();
|
|
|
+ node.mParent = parent;
|
|
|
+ node.mDepth = depth;
|
|
|
+ node.mName = Read_aiString( stream );
|
|
|
+ node.mTransformation = Read_aiMatrix4x4( stream );
|
|
|
+ node.mNumChildren = Read_unsigned_int( stream );
|
|
|
+ node.mNumMeshes = Read_unsigned_int( stream );
|
|
|
|
|
|
- this.mTime = 0;
|
|
|
- this.mValue = null;
|
|
|
+ if ( node.mNumMeshes ) {
|
|
|
|
|
|
-}
|
|
|
+ node.mMeshes = [];
|
|
|
|
|
|
-function aiNode() {
|
|
|
+ for ( var i = 0; i < node.mNumMeshes; ++i ) {
|
|
|
|
|
|
- this.mName = '';
|
|
|
- this.mTransformation = [];
|
|
|
- this.mNumChildren = 0;
|
|
|
- this.mNumMeshes = 0;
|
|
|
- this.mMeshes = [];
|
|
|
- this.mChildren = [];
|
|
|
- this.toTHREE = function( scene ) {
|
|
|
+ node.mMeshes[ i ] = Read_unsigned_int( stream );
|
|
|
|
|
|
- if ( this.threeNode ) return this.threeNode;
|
|
|
- var o = new THREE.Object3D();
|
|
|
- o.name = this.mName;
|
|
|
- o.matrix = this.mTransformation.toTHREE();
|
|
|
- for ( var i = 0; i < this.mChildren.length; i++ ) {
|
|
|
+ }
|
|
|
|
|
|
- o.add( this.mChildren[ i ].toTHREE( scene ) );
|
|
|
}
|
|
|
- for ( var i = 0; i < this.mMeshes.length; i++ ) {
|
|
|
|
|
|
- o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
|
|
|
+ if ( node.mNumChildren ) {
|
|
|
+
|
|
|
+ node.mChildren = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < node.mNumChildren; ++i ) {
|
|
|
+
|
|
|
+ var node2 = ReadBinaryNode( stream, node, depth ++ );
|
|
|
+ node.mChildren[ i ] = node2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
}
|
|
|
- this.threeNode = o;
|
|
|
- //o.matrixAutoUpdate = false;
|
|
|
- o.matrix.decompose( o.position, o.quaternion, o.scale );
|
|
|
- return o;
|
|
|
+
|
|
|
+ return node;
|
|
|
+
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
+ // -----------------------------------------------------------------------------------
|
|
|
|
|
|
-function aiBone() {
|
|
|
+ function ReadBinaryBone( stream, b ) {
|
|
|
|
|
|
- this.mName = '';
|
|
|
- this.mNumWeights = 0;
|
|
|
- this.mOffsetMatrix = 0;
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ b.mName = Read_aiString( stream );
|
|
|
+ b.mNumWeights = Read_unsigned_int( stream );
|
|
|
+ b.mOffsetMatrix = Read_aiMatrix4x4( stream );
|
|
|
+ // for the moment we write dumb min/max values for the bones, too.
|
|
|
+ // maybe I'll add a better, hash-like solution later
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
-}
|
|
|
+ ReadBounds( stream, b.mWeights, b.mNumWeights );
|
|
|
|
|
|
-function aiMaterialProperty() {
|
|
|
+ } else {
|
|
|
|
|
|
- this.mKey = "";
|
|
|
- this.mSemantic = 0;
|
|
|
- this.mIndex = 0;
|
|
|
- this.mData = [];
|
|
|
- this.mDataLength = 0;
|
|
|
- this.mType = 0;
|
|
|
- this.dataAsColor = function() {
|
|
|
+ // else write as usual
|
|
|
|
|
|
- var array = ( new Uint8Array( this.mData ) ).buffer;
|
|
|
- var reader = new DataView( array );
|
|
|
- var r = reader.getFloat32( 0, true );
|
|
|
- var g = reader.getFloat32( 4, true );
|
|
|
- var b = reader.getFloat32( 8, true );
|
|
|
- //var a = reader.getFloat32(12, true);
|
|
|
- return new THREE.Color( r, g, b );
|
|
|
- }
|
|
|
- this.dataAsFloat = function() {
|
|
|
+ b.mWeights = [];
|
|
|
+ ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
|
|
|
|
|
|
- var array = ( new Uint8Array( this.mData ) ).buffer;
|
|
|
- var reader = new DataView( array );
|
|
|
- var r = reader.getFloat32( 0, true );
|
|
|
- return r;
|
|
|
- }
|
|
|
- this.dataAsBool = function() {
|
|
|
+ }
|
|
|
|
|
|
- var array = ( new Uint8Array( this.mData ) ).buffer;
|
|
|
- var reader = new DataView( array );
|
|
|
- var r = reader.getFloat32( 0, true );
|
|
|
- return !!r;
|
|
|
- }
|
|
|
- this.dataAsString = function() {
|
|
|
+ return b;
|
|
|
|
|
|
- var s = new aiString();
|
|
|
- s.data = this.mData;
|
|
|
- return s.toString();
|
|
|
}
|
|
|
- this.dataAsMap = function( scene ) {
|
|
|
|
|
|
- var baseURL = scene.baseURL;
|
|
|
- baseURL = baseURL.substr(0, baseURL.lastIndexOf( "/" ) + 1 )
|
|
|
- var s = new aiString();
|
|
|
- s.data = this.mData;
|
|
|
- var path = s.toString();
|
|
|
- path = path.replace( /\\/g, '/' );
|
|
|
- if ( path.indexOf( "/" ) != -1 ) {
|
|
|
+ function ReadBinaryMesh( stream, mesh ) {
|
|
|
+
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ mesh.mPrimitiveTypes = Read_unsigned_int( stream );
|
|
|
+ mesh.mNumVertices = Read_unsigned_int( stream );
|
|
|
+ mesh.mNumFaces = Read_unsigned_int( stream );
|
|
|
+ mesh.mNumBones = Read_unsigned_int( stream );
|
|
|
+ mesh.mMaterialIndex = Read_unsigned_int( stream );
|
|
|
+ mesh.mNumUVComponents = [];
|
|
|
+ // first of all, write bits for all existent vertex components
|
|
|
+ var c = Read_unsigned_int( stream );
|
|
|
+
|
|
|
+ if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
|
|
|
+
|
|
|
+ if ( shortened ) {
|
|
|
+
|
|
|
+ ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // else write as usual
|
|
|
+
|
|
|
+ mesh.mVertices = [];
|
|
|
+ mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
+ stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
|
|
|
- path = path.substr( path.lastIndexOf( "/" ) + 1 );
|
|
|
- }
|
|
|
-
|
|
|
- return THREE.ImageUtils.loadTexture(baseURL + path );
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-var namePropMapping = {
|
|
|
-
|
|
|
- "?mat.name": "name",
|
|
|
- "$mat.shadingm": "shading",
|
|
|
- "$mat.twosided": "twoSided",
|
|
|
- "$mat.wireframe": "wireframe",
|
|
|
- "$clr.ambient": "ambient",
|
|
|
- "$clr.diffuse": "color",
|
|
|
- "$clr.specular": "specular",
|
|
|
- "$clr.emissive": "emissive",
|
|
|
- "$clr.transparent": "transparent",
|
|
|
- "$clr.reflective": "reflect",
|
|
|
- "$mat.shininess": "shininess",
|
|
|
- "$mat.reflectivity": "reflectivity",
|
|
|
- "$mat.refracti": "refraction",
|
|
|
- "$tex.file": "map"
|
|
|
-
|
|
|
-}
|
|
|
-var nameTexMapping = {
|
|
|
-
|
|
|
- "$tex.ambient": "ambientMap",
|
|
|
- "$clr.diffuse": "map",
|
|
|
- "$clr.specular": "specMap",
|
|
|
- "$clr.emissive": "emissive",
|
|
|
- "$clr.transparent": "alphaMap",
|
|
|
- "$clr.reflective": "reflectMap",
|
|
|
-
|
|
|
-}
|
|
|
-var nameTypeMapping = {
|
|
|
-
|
|
|
- "?mat.name": "string",
|
|
|
- "$mat.shadingm": "bool",
|
|
|
- "$mat.twosided": "bool",
|
|
|
- "$mat.wireframe": "bool",
|
|
|
- "$clr.ambient": "color",
|
|
|
- "$clr.diffuse": "color",
|
|
|
- "$clr.specular": "color",
|
|
|
- "$clr.emissive": "color",
|
|
|
- "$clr.transparent": "color",
|
|
|
- "$clr.reflective": "color",
|
|
|
- "$mat.shininess": "float",
|
|
|
- "$mat.reflectivity": "float",
|
|
|
- "$mat.refracti": "float",
|
|
|
- "$tex.file": "map"
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiMaterial() {
|
|
|
-
|
|
|
- this.mNumAllocated = 0;
|
|
|
- this.mNumProperties = 0;
|
|
|
- this.mProperties = [];
|
|
|
- this.toTHREE = function( scene ) {
|
|
|
-
|
|
|
- var name = this.mProperties[ 0 ].dataAsString();
|
|
|
- var mat = new THREE.MeshPhongMaterial();
|
|
|
- for ( var i = 0; i < this.mProperties.length; i++ ) {
|
|
|
-
|
|
|
-
|
|
|
- if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
|
|
|
- mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
|
|
|
- if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
|
|
|
- mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
|
|
|
- if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
|
|
|
- mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
|
|
|
- if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
|
|
|
- mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
|
|
|
- if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
|
|
|
-
|
|
|
- var prop = this.mProperties[ i ];
|
|
|
- if ( prop.mSemantic == aiTextureType_DIFFUSE )
|
|
|
- mat.map = this.mProperties[ i ].dataAsMap( scene );
|
|
|
- if ( prop.mSemantic == aiTextureType_NORMALS )
|
|
|
- mat.normalMap = this.mProperties[ i ].dataAsMap( scene );
|
|
|
- if ( prop.mSemantic == aiTextureType_LIGHTMAP )
|
|
|
- mat.lightMap = this.mProperties[ i ].dataAsMap( scene );
|
|
|
- if ( prop.mSemantic == aiTextureType_OPACITY )
|
|
|
- mat.alphaMap = this.mProperties[ i ].dataAsMap( scene );
|
|
|
}
|
|
|
- }
|
|
|
- mat.ambient.r = .53;
|
|
|
- mat.ambient.g = .53;
|
|
|
- mat.ambient.b = .53;
|
|
|
- mat.color.r = 1;
|
|
|
- mat.color.g = 1;
|
|
|
- mat.color.b = 1;
|
|
|
- return mat;
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-function veclerp(v1,v2,l) {
|
|
|
-
|
|
|
- var v = new THREE.Vector3();
|
|
|
- var lm1 = 1-l;
|
|
|
- v.x = v1.x * l + v2.x * lm1;
|
|
|
- v.y = v1.y * l + v2.y * lm1;
|
|
|
- v.z = v1.z * l + v2.z * lm1;
|
|
|
- return v;
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function quatlerp(q1,q2,l) {
|
|
|
-
|
|
|
- return q1.clone().slerp(q2,1-l);
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function sampleTrack(keys,time,lne,lerp) {
|
|
|
-
|
|
|
- if(keys.length == 1)
|
|
|
- return keys[0].mValue.toTHREE();
|
|
|
- var dist = Infinity;
|
|
|
- var key = null;
|
|
|
- var nextKey = null;
|
|
|
-
|
|
|
- for(var i=0; i < keys.length; i++)
|
|
|
- {
|
|
|
- var timeDist = Math.abs(keys[i].mTime - time);
|
|
|
- if( timeDist < dist && keys[i].mTime <= time) {
|
|
|
-
|
|
|
- dist = timeDist;
|
|
|
- key = keys[i];
|
|
|
- nextKey = keys[i+1];
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
- if(!key)
|
|
|
- return null;
|
|
|
- if(key && nextKey) {
|
|
|
-
|
|
|
- var dT = nextKey.mTime - key.mTime;
|
|
|
- var T = key.mTime - time;
|
|
|
- var l = T/dT;
|
|
|
- return lerp(key.mValue.toTHREE(),nextKey.mValue.toTHREE(),l)
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- nextKey = keys[0].clone();
|
|
|
- nextKey.mTime += lne;
|
|
|
- var dT = nextKey.mTime - key.mTime;
|
|
|
- var T = key.mTime - time;
|
|
|
- var l = T/dT;
|
|
|
- return lerp(key.mValue.toTHREE(),nextKey.mValue.toTHREE(),l)
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiNodeAnim() {
|
|
|
- this.mNodeName = "";
|
|
|
- this.mNumPositionKeys = 0;
|
|
|
- this.mNumRotationKeys = 0;
|
|
|
- this.mNumScalingKeys = 0;
|
|
|
- this.mPositionKeys = [];
|
|
|
- this.mRotationKeys = [];
|
|
|
- this.mScalingKeys = [];
|
|
|
- this.mPreState = "";
|
|
|
- this.mPostState = "";
|
|
|
- this.init = function(tps) {
|
|
|
-
|
|
|
- if(!tps)
|
|
|
- tps = 1;
|
|
|
- function t(t) {
|
|
|
-
|
|
|
- t.mTime /= tps;
|
|
|
- }
|
|
|
- this.mPositionKeys.forEach(t);
|
|
|
- this.mRotationKeys.forEach(t);
|
|
|
- this.mScalingKeys.forEach(t);
|
|
|
-
|
|
|
- }
|
|
|
- this.sortKeys = function() {
|
|
|
-
|
|
|
- function comp(a,b) {
|
|
|
-
|
|
|
- return a.mTime - b.mTime;
|
|
|
-
|
|
|
- }
|
|
|
- this.mPositionKeys.sort(comp);
|
|
|
- this.mRotationKeys.sort(comp);
|
|
|
- this.mScalingKeys.sort(comp);
|
|
|
-
|
|
|
- }
|
|
|
- this.getLength = function() {
|
|
|
-
|
|
|
- return Math.max(
|
|
|
- Math.max.apply(null,this.mPositionKeys.map(function(a){return a.mTime;})),
|
|
|
- Math.max.apply(null,this.mRotationKeys.map(function(a){return a.mTime;})),
|
|
|
- Math.max.apply(null,this.mScalingKeys.map(function(a){return a.mTime;}))
|
|
|
- )
|
|
|
-
|
|
|
- }
|
|
|
- this.toTHREE = function(o,tps) {
|
|
|
-
|
|
|
- this.sortKeys();
|
|
|
- var length = this.getLength();
|
|
|
- var track = new Virtulous.KeyFrameTrack();
|
|
|
-
|
|
|
-
|
|
|
- for(var i = 0; i < length; i+=.05)
|
|
|
- {
|
|
|
- var matrix = new THREE.Matrix4();
|
|
|
- var time = i;
|
|
|
- var pos = sampleTrack(this.mPositionKeys,time,length,veclerp);
|
|
|
- var scale = sampleTrack(this.mScalingKeys,time,length,veclerp);
|
|
|
- var rotation = sampleTrack(this.mRotationKeys,time,length,quatlerp);
|
|
|
- matrix.compose(pos,rotation,scale);
|
|
|
- var key = new Virtulous.KeyFrame(time,matrix);
|
|
|
- track.addKey(key);
|
|
|
- }
|
|
|
- track.target = o.findNode(this.mNodeName).toTHREE();
|
|
|
- var tracks = [track];
|
|
|
- if( o.nodeToBoneMap[this.mNodeName])
|
|
|
- {
|
|
|
- for(var i=0; i < o.nodeToBoneMap[this.mNodeName].length; i++)
|
|
|
- {
|
|
|
- var t2 = track.clone();
|
|
|
- t2.target = o.nodeToBoneMap[this.mNodeName][i];
|
|
|
- tracks.push(t2);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return tracks;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-function aiAnimation() {
|
|
|
-
|
|
|
- this.mName = "";
|
|
|
- this.mDuration = 0;
|
|
|
- this.mTicksPerSecond = 0;
|
|
|
- this.mNumChannels = 0;
|
|
|
- this.mChannels = [];
|
|
|
- this.toTHREE = function(root) {
|
|
|
-
|
|
|
- var animationHandle = new Virtulous.Animation();
|
|
|
- for(var i in this.mChannels) {
|
|
|
-
|
|
|
- this.mChannels[i].init(this.mTicksPerSecond)
|
|
|
- var tracks = this.mChannels[i].toTHREE(root);
|
|
|
- for(var j in tracks)
|
|
|
- {
|
|
|
- tracks[j].init();
|
|
|
- animationHandle.addTrack(tracks[j]);
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
- animationHandle.length = Math.max.apply(null,animationHandle.tracks.map(function(e){return e.length}));
|
|
|
- return animationHandle;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiTexture() {
|
|
|
-
|
|
|
- this.mWidth = 0;
|
|
|
- this.mHeight = 0;
|
|
|
- this.texAchFormatHint = [];
|
|
|
- this.pcData = [];
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiLight() {
|
|
|
-
|
|
|
- this.mName = '';
|
|
|
- this.mType = 0;
|
|
|
- this.mAttenuationConstant = 0;
|
|
|
- this.mAttenuationLinear = 0;
|
|
|
- this.mAttenuationQuadratic = 0;
|
|
|
- this.mAngleInnerCone = 0;
|
|
|
- this.mAngleOuterCone = 0;
|
|
|
- this.mColorDiffuse = null;
|
|
|
- this.mColorSpecular = null;
|
|
|
- this.mColorAmbient = null;
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiCamera() {
|
|
|
-
|
|
|
- this.mName = '';
|
|
|
- this.mPosition = null;
|
|
|
- this.mLookAt = null;
|
|
|
- this.mUp = null;
|
|
|
- this.mHorizontalFOV = 0;
|
|
|
- this.mClipPlaneNear = 0;
|
|
|
- this.mClipPlaneFar = 0;
|
|
|
- this.mAspect = 0;
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiScene() {
|
|
|
-
|
|
|
- this.mFlags = 0;
|
|
|
- this.mNumMeshes = 0;
|
|
|
- this.mNumMaterials = 0;
|
|
|
- this.mNumAnimations = 0;
|
|
|
- this.mNumTextures = 0;
|
|
|
- this.mNumLights = 0;
|
|
|
- this.mNumCameras = 0;
|
|
|
- this.mRootNode = null;
|
|
|
- this.mMeshes = [];
|
|
|
- this.mMaterials = [];
|
|
|
- this.mAnimations = [];
|
|
|
- this.mLights = [];
|
|
|
- this.mCameras = [];
|
|
|
- this.nodeToBoneMap = {};
|
|
|
- this.findNode = function( name, root ) {
|
|
|
-
|
|
|
- if ( !root ) {
|
|
|
-
|
|
|
- root = this.mRootNode;
|
|
|
- }
|
|
|
- if ( root.mName == name ) {
|
|
|
|
|
|
- return root;
|
|
|
}
|
|
|
- for ( var i = 0; i < root.mChildren.length; i++ ) {
|
|
|
|
|
|
- var ret = this.findNode( name, root.mChildren[ i ] )
|
|
|
- if ( ret ) return ret;
|
|
|
- }
|
|
|
- return null;
|
|
|
- }
|
|
|
- this.toTHREE = function()
|
|
|
- {
|
|
|
- this.nodeCount = 0;
|
|
|
- markBones(this);
|
|
|
- var o = this.mRootNode.toTHREE(this);
|
|
|
-
|
|
|
- for (var i in this.mMeshes)
|
|
|
- this.mMeshes[i].hookupSkeletons(this, o);
|
|
|
- if(this.mAnimations.length > 0)
|
|
|
- {
|
|
|
- var a = this.mAnimations[0].toTHREE(this);
|
|
|
- }
|
|
|
- return {object:o,animation:a};
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function aiMatrix4() {
|
|
|
-
|
|
|
- this.elements = [
|
|
|
- [],
|
|
|
- [],
|
|
|
- [],
|
|
|
- []
|
|
|
- ];
|
|
|
- this.toTHREE = function() {
|
|
|
-
|
|
|
- var m = new THREE.Matrix4();
|
|
|
- for ( var i = 0; i < 4; ++i ) {
|
|
|
+ if ( c & ASSBIN_MESH_HAS_NORMALS ) {
|
|
|
|
|
|
- for ( var i2 = 0; i2 < 4; ++i2 ) {
|
|
|
+ if ( shortened ) {
|
|
|
+
|
|
|
+ ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // else write as usual
|
|
|
+
|
|
|
+ mesh.mNormals = [];
|
|
|
+ mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
+ stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
|
|
|
- m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ]
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- return m;
|
|
|
- }
|
|
|
|
|
|
-}
|
|
|
-var littleEndian = true;
|
|
|
+ if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
|
|
|
+
|
|
|
+ if ( shortened ) {
|
|
|
+
|
|
|
+ ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
|
|
|
+ ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // else write as usual
|
|
|
|
|
|
-function readFloat( dataview ) {
|
|
|
+ mesh.mTangents = [];
|
|
|
+ mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
+ stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
+ mesh.mBitangents = [];
|
|
|
+ mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
+ stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
|
|
|
- var val = dataview.getFloat32( dataview.readOffset, littleEndian );
|
|
|
- dataview.readOffset += 4;
|
|
|
- return val;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n ) {
|
|
|
|
|
|
-}
|
|
|
+ if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;
|
|
|
|
|
|
-function Read_double( dataview ) {
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
- var val = dataview.getFloat64( dataview.readOffset, littleEndian );
|
|
|
- dataview.readOffset += 8;
|
|
|
- return val;
|
|
|
+ ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
|
|
|
|
|
|
-}
|
|
|
+ } else {
|
|
|
|
|
|
-function Read_uint8_t( dataview ) {
|
|
|
+ // else write as usual
|
|
|
|
|
|
- var val = dataview.getUint8( dataview.readOffset );
|
|
|
- dataview.readOffset += 1;
|
|
|
- return val;
|
|
|
+ mesh.mColors[ n ] = [];
|
|
|
+ mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
|
|
|
+ stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
|
|
|
-function Read_uint16_t( dataview ) {
|
|
|
+ }
|
|
|
|
|
|
- var val = dataview.getUint16( dataview.readOffset, littleEndian );
|
|
|
- dataview.readOffset += 2;
|
|
|
- return val;
|
|
|
+ mesh.mTexCoordsBuffers = [];
|
|
|
|
|
|
-}
|
|
|
+ for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n ) {
|
|
|
|
|
|
-function Read_unsigned_int( dataview ) {
|
|
|
+ if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break;
|
|
|
|
|
|
- var val = dataview.getUint32( dataview.readOffset, littleEndian );
|
|
|
- dataview.readOffset += 4;
|
|
|
- return val;
|
|
|
+ // write number of UV components
|
|
|
+ mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
|
|
|
|
|
|
-}
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
-function Read_uint32_t( dataview ) {
|
|
|
+ ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
|
|
|
|
|
|
- var val = dataview.getUint32( dataview.readOffset, littleEndian );
|
|
|
- dataview.readOffset += 4;
|
|
|
- return val;
|
|
|
+ } else {
|
|
|
|
|
|
-}
|
|
|
+ // else write as usual
|
|
|
|
|
|
-function Read_aiVector3D( stream ) {
|
|
|
+ mesh.mTextureCoords[ n ] = [];
|
|
|
+ //note that assbin always writes 3d texcoords
|
|
|
+ mesh.mTexCoordsBuffers[ n ] = [];
|
|
|
|
|
|
- v = new aiVector3D();
|
|
|
- v.x = readFloat( stream );
|
|
|
- v.y = readFloat( stream );
|
|
|
- v.z = readFloat( stream );
|
|
|
- return v;
|
|
|
+ for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {
|
|
|
|
|
|
-}
|
|
|
+ mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
|
|
|
+ mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
|
|
|
+ readFloat( stream );
|
|
|
|
|
|
-function Read_aiVector2D( stream ) {
|
|
|
+ }
|
|
|
|
|
|
- v = new aiVector2D();
|
|
|
- v.x = readFloat( stream );
|
|
|
- v.y = readFloat( stream );
|
|
|
- return v;
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
+ // write faces. There are no floating-point calculations involved
|
|
|
+ // in these, so we can write a simple hash over the face data
|
|
|
+ // to the dump file. We generate a single 32 Bit hash for 512 faces
|
|
|
+ // using Assimp's standard hashing function.
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
-function Read_aiVector4D( stream ) {
|
|
|
+ Read_unsigned_int( stream );
|
|
|
|
|
|
- v = new aiVector4D();
|
|
|
- v.w = readFloat( stream );
|
|
|
- v.x = readFloat( stream );
|
|
|
- v.y = readFloat( stream );
|
|
|
- v.z = readFloat( stream );
|
|
|
- return v;
|
|
|
+ } else {
|
|
|
|
|
|
-}
|
|
|
+ // else write as usual
|
|
|
|
|
|
-function Read_aiColor3D( stream ) {
|
|
|
+ // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
|
|
|
+ mesh.mFaces = [];
|
|
|
|
|
|
- var c = new aiColor3D();
|
|
|
- c.r = readFloat( stream );
|
|
|
- c.g = readFloat( stream );
|
|
|
- c.b = readFloat( stream );
|
|
|
- return c;
|
|
|
+ var indexCounter = 0;
|
|
|
+ mesh.mIndexArray = [];
|
|
|
|
|
|
-}
|
|
|
+ for ( var i = 0; i < mesh.mNumFaces; ++i ) {
|
|
|
|
|
|
-function Read_aiColor4D( stream ) {
|
|
|
+ var f = mesh.mFaces[ i ] = new aiFace();
|
|
|
+ // BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
|
|
|
+ f.mNumIndices = Read_uint16_t( stream );
|
|
|
+ f.mIndices = [];
|
|
|
|
|
|
- var c = new aiColor4D();
|
|
|
- c.r = readFloat( stream );
|
|
|
- c.g = readFloat( stream );
|
|
|
- c.b = readFloat( stream );
|
|
|
- c.a = readFloat( stream );
|
|
|
- return c;
|
|
|
+ for ( var a = 0; a < f.mNumIndices; ++a ) {
|
|
|
|
|
|
-}
|
|
|
+ if ( mesh.mNumVertices < ( 1 << 16 ) ) {
|
|
|
|
|
|
-function Read_aiQuaternion( stream ) {
|
|
|
+ f.mIndices[ a ] = Read_uint16_t( stream );
|
|
|
|
|
|
- var v = new aiQuaternion();
|
|
|
- v.w = readFloat( stream );
|
|
|
- v.x = readFloat( stream );
|
|
|
- v.y = readFloat( stream );
|
|
|
- v.z = readFloat( stream );
|
|
|
- return v;
|
|
|
+ } else {
|
|
|
|
|
|
-}
|
|
|
+ f.mIndices[ a ] = Read_unsigned_int( stream );
|
|
|
|
|
|
-function Read_aiString( stream ) {
|
|
|
+ }
|
|
|
|
|
|
- var s = new aiString();
|
|
|
- var stringlengthbytes = Read_unsigned_int( stream );
|
|
|
- stream.ReadBytes( s.data, 1, stringlengthbytes );
|
|
|
- return s.toString();
|
|
|
+ mesh.mIndexArray.push( f.mIndices[ a ] );
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
|
|
|
-function Read_aiVertexWeight( stream ) {
|
|
|
+ }
|
|
|
|
|
|
- var w = new aiVertexWeight();
|
|
|
- w.mVertexId = Read_unsigned_int( stream );
|
|
|
- w.mWeight = readFloat( stream );
|
|
|
- return w;
|
|
|
+ }
|
|
|
+ // write bones
|
|
|
+ if ( mesh.mNumBones ) {
|
|
|
|
|
|
-}
|
|
|
+ mesh.mBones = [];
|
|
|
|
|
|
-function Read_aiMatrix4x4( stream ) {
|
|
|
+ for ( var a = 0; a < mesh.mNumBones; ++a ) {
|
|
|
|
|
|
- var m = new aiMatrix4();
|
|
|
- for ( var i = 0; i < 4; ++i ) {
|
|
|
+ mesh.mBones[ a ] = new aiBone();
|
|
|
+ ReadBinaryBone( stream, mesh.mBones[ a ] );
|
|
|
|
|
|
- for ( var i2 = 0; i2 < 4; ++i2 ) {
|
|
|
+ }
|
|
|
|
|
|
- m.elements[ i ][ i2 ] = readFloat( stream );
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- return m;
|
|
|
|
|
|
-}
|
|
|
+ function ReadBinaryMaterialProperty( stream, prop ) {
|
|
|
|
|
|
-function Read_aiVectorKey( stream ) {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ prop.mKey = Read_aiString( stream );
|
|
|
+ prop.mSemantic = Read_unsigned_int( stream );
|
|
|
+ prop.mIndex = Read_unsigned_int( stream );
|
|
|
+ prop.mDataLength = Read_unsigned_int( stream );
|
|
|
+ prop.mType = Read_unsigned_int( stream );
|
|
|
+ prop.mData = [];
|
|
|
+ stream.ReadBytes( prop.mData, 1, prop.mDataLength );
|
|
|
|
|
|
- var v = new aiVectorKey();
|
|
|
- v.mTime = Read_double( stream );
|
|
|
- v.mValue = Read_aiVector3D( stream );
|
|
|
- return v;
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ // -----------------------------------------------------------------------------------
|
|
|
|
|
|
-function Read_aiQuatKey( stream ) {
|
|
|
+ function ReadBinaryMaterial( stream, mat ) {
|
|
|
|
|
|
- var v = new aiQuatKey();
|
|
|
- v.mTime = Read_double( stream );
|
|
|
- v.mValue = Read_aiQuaternion( stream );
|
|
|
- return v;
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
|
|
|
|
|
|
-}
|
|
|
+ if ( mat.mNumProperties ) {
|
|
|
|
|
|
-function ReadArray( stream, data, size ) {
|
|
|
+ if ( mat.mProperties ) {
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read( stream );
|
|
|
+ delete mat.mProperties;
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
|
|
|
-function ReadArray_aiVector2D( stream, data, size ) {
|
|
|
+ mat.mProperties = [];
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVector2D( stream );
|
|
|
+ for ( var i = 0; i < mat.mNumProperties; ++i ) {
|
|
|
|
|
|
-}
|
|
|
+ mat.mProperties[ i ] = new aiMaterialProperty();
|
|
|
+ ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
|
|
|
|
|
|
-function ReadArray_aiVector3D( stream, data, size ) {
|
|
|
+ }
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVector3D( stream );
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
+ // -----------------------------------------------------------------------------------
|
|
|
+ function ReadBinaryNodeAnim( stream, nd ) {
|
|
|
|
|
|
-function ReadArray_aiVector4D( stream, data, size ) {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ nd.mNodeName = Read_aiString( stream );
|
|
|
+ nd.mNumPositionKeys = Read_unsigned_int( stream );
|
|
|
+ nd.mNumRotationKeys = Read_unsigned_int( stream );
|
|
|
+ nd.mNumScalingKeys = Read_unsigned_int( stream );
|
|
|
+ nd.mPreState = Read_unsigned_int( stream );
|
|
|
+ nd.mPostState = Read_unsigned_int( stream );
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVector4D( stream );
|
|
|
+ if ( nd.mNumPositionKeys ) {
|
|
|
|
|
|
-}
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
-function ReadArray_aiVertexWeight( stream, data, size ) {
|
|
|
+ ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVertexWeight( stream );
|
|
|
+ } else {
|
|
|
|
|
|
-}
|
|
|
+ // else write as usual
|
|
|
|
|
|
-function ReadArray_aiColor4D( stream, data, size ) {
|
|
|
+ nd.mPositionKeys = [];
|
|
|
+ ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiColor4D( stream );
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
|
|
|
-function ReadArray_aiVectorKey( stream, data, size ) {
|
|
|
+ if ( nd.mNumRotationKeys ) {
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiVectorKey( stream );
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
-}
|
|
|
+ ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
|
|
|
|
|
|
-function ReadArray_aiQuatKey( stream, data, size ) {
|
|
|
+ } else {
|
|
|
|
|
|
- for ( var i = 0; i < size; i++ ) data[ i ] = Read_aiQuatKey( stream );
|
|
|
+ // else write as usual
|
|
|
|
|
|
-}
|
|
|
+ nd.mRotationKeys = [];
|
|
|
+ ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
|
|
|
|
|
|
-function ReadBounds( stream, T /*p*/ , n ) {
|
|
|
+ }
|
|
|
|
|
|
- // not sure what to do here, the data isn't really useful.
|
|
|
- return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ if ( nd.mNumScalingKeys ) {
|
|
|
|
|
|
-function ai_assert( bool ) {
|
|
|
+ if ( shortened ) {
|
|
|
|
|
|
- if ( !bool )
|
|
|
- throw ( "asset failed" );
|
|
|
+ ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
|
|
|
|
|
|
-}
|
|
|
+ } else {
|
|
|
|
|
|
-function ReadBinaryNode( stream, parent, depth ) {
|
|
|
+ // else write as usual
|
|
|
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- var node = new aiNode();
|
|
|
- node.mParent = parent;
|
|
|
- node.mDepth = depth;
|
|
|
- node.mName = Read_aiString( stream );
|
|
|
- node.mTransformation = Read_aiMatrix4x4( stream );
|
|
|
- node.mNumChildren = Read_unsigned_int( stream );
|
|
|
- node.mNumMeshes = Read_unsigned_int( stream );
|
|
|
- if ( node.mNumMeshes ) {
|
|
|
+ nd.mScalingKeys = [];
|
|
|
+ ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
|
|
|
|
|
|
- node.mMeshes = []
|
|
|
- for ( var i = 0; i < node.mNumMeshes; ++i ) {
|
|
|
+ }
|
|
|
|
|
|
- node.mMeshes[ i ] = Read_unsigned_int( stream );
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- if ( node.mNumChildren ) {
|
|
|
+ // -----------------------------------------------------------------------------------
|
|
|
+ function ReadBinaryAnim( stream, anim ) {
|
|
|
|
|
|
- node.mChildren = [];
|
|
|
- for ( var i = 0; i < node.mNumChildren; ++i ) {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ anim.mName = Read_aiString( stream );
|
|
|
+ anim.mDuration = Read_double( stream );
|
|
|
+ anim.mTicksPerSecond = Read_double( stream );
|
|
|
+ anim.mNumChannels = Read_unsigned_int( stream );
|
|
|
|
|
|
- var node2 = ReadBinaryNode( stream, node, depth++ );
|
|
|
- node.mChildren[ i ] = node2;
|
|
|
- }
|
|
|
- }
|
|
|
- return node;
|
|
|
-
|
|
|
-}
|
|
|
-// -----------------------------------------------------------------------------------
|
|
|
-function ReadBinaryBone( stream, b ) {
|
|
|
-
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- b.mName = Read_aiString( stream );
|
|
|
- b.mNumWeights = Read_unsigned_int( stream );
|
|
|
- b.mOffsetMatrix = Read_aiMatrix4x4( stream );
|
|
|
- // for the moment we write dumb min/max values for the bones, too.
|
|
|
- // maybe I'll add a better, hash-like solution later
|
|
|
- if ( shortened ) {
|
|
|
-
|
|
|
- ReadBounds( stream, b.mWeights, b.mNumWeights );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
-
|
|
|
- b.mWeights = [];
|
|
|
- ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
|
|
|
- }
|
|
|
- return b;
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function ReadBinaryMesh( stream, mesh ) {
|
|
|
-
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- mesh.mPrimitiveTypes = Read_unsigned_int( stream );
|
|
|
- mesh.mNumVertices = Read_unsigned_int( stream );
|
|
|
- mesh.mNumFaces = Read_unsigned_int( stream );
|
|
|
- mesh.mNumBones = Read_unsigned_int( stream );
|
|
|
- mesh.mMaterialIndex = Read_unsigned_int( stream );
|
|
|
- mesh.mNumUVComponents = [];
|
|
|
- // first of all, write bits for all existent vertex components
|
|
|
- var c = Read_unsigned_int( stream );
|
|
|
- if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
|
|
|
+ if ( anim.mNumChannels ) {
|
|
|
|
|
|
- if ( shortened ) {
|
|
|
+ anim.mChannels = [];
|
|
|
|
|
|
- ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ for ( var a = 0; a < anim.mNumChannels; ++a ) {
|
|
|
+
|
|
|
+ anim.mChannels[ a ] = new aiNodeAnim();
|
|
|
+ ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- mesh.mVertices = [];
|
|
|
- mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
- stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- if ( c & ASSBIN_MESH_HAS_NORMALS ) {
|
|
|
|
|
|
- if ( shortened ) {
|
|
|
+ function ReadBinaryTexture( stream, tex ) {
|
|
|
|
|
|
- ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ tex.mWidth = Read_unsigned_int( stream );
|
|
|
+ tex.mHeight = Read_unsigned_int( stream );
|
|
|
+ stream.ReadBytes( tex.achFormatHint, 1, 4 );
|
|
|
|
|
|
- mesh.mNormals = [];
|
|
|
- mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
- stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
- }
|
|
|
- }
|
|
|
- if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
|
|
|
+ if ( ! shortened ) {
|
|
|
|
|
|
- if ( shortened ) {
|
|
|
+ if ( ! tex.mHeight ) {
|
|
|
+
|
|
|
+ tex.pcData = [];
|
|
|
+ stream.ReadBytes( tex.pcData, 1, tex.mWidth );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ tex.pcData = [];
|
|
|
+ stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
|
|
|
- ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
-
|
|
|
- mesh.mTangents = [];
|
|
|
- mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
- stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
- mesh.mBitangents = [];
|
|
|
- mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
|
|
|
- stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n ) {
|
|
|
+ // -----------------------------------------------------------------------------------
|
|
|
+ function ReadBinaryLight( stream, l ) {
|
|
|
|
|
|
- if ( !( c & ASSBIN_MESH_HAS_COLOR( n ) ) )
|
|
|
- break;
|
|
|
- if ( shortened ) {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ l.mName = Read_aiString( stream );
|
|
|
+ l.mType = Read_unsigned_int( stream );
|
|
|
+
|
|
|
+ if ( l.mType != aiLightSource_DIRECTIONAL ) {
|
|
|
|
|
|
- ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ l.mAttenuationConstant = readFloat( stream );
|
|
|
+ l.mAttenuationLinear = readFloat( stream );
|
|
|
+ l.mAttenuationQuadratic = readFloat( stream );
|
|
|
|
|
|
- mesh.mColors[ n ] = [];
|
|
|
- mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
|
|
|
- stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
|
|
|
}
|
|
|
- }
|
|
|
- mesh.mTexCoordsBuffers = [];
|
|
|
- for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n ) {
|
|
|
|
|
|
- if ( !( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) )
|
|
|
- break;
|
|
|
- // write number of UV components
|
|
|
- mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
|
|
|
- if ( shortened ) {
|
|
|
+ l.mColorDiffuse = Read_aiColor3D( stream );
|
|
|
+ l.mColorSpecular = Read_aiColor3D( stream );
|
|
|
+ l.mColorAmbient = Read_aiColor3D( stream );
|
|
|
|
|
|
- ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ if ( l.mType == aiLightSource_SPOT ) {
|
|
|
|
|
|
- mesh.mTextureCoords[ n ] = [];
|
|
|
- //note that assbin always writes 3d texcoords
|
|
|
- mesh.mTexCoordsBuffers[ n ] = [];
|
|
|
- for ( var uv = 0; uv < mesh.mNumVertices; uv++ ) {
|
|
|
+ l.mAngleInnerCone = readFloat( stream );
|
|
|
+ l.mAngleOuterCone = readFloat( stream );
|
|
|
|
|
|
- mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) )
|
|
|
- mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) )
|
|
|
- readFloat( stream )
|
|
|
- }
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- // write faces. There are no floating-point calculations involved
|
|
|
- // in these, so we can write a simple hash over the face data
|
|
|
- // to the dump file. We generate a single 32 Bit hash for 512 faces
|
|
|
- // using Assimp's standard hashing function.
|
|
|
- if ( shortened ) {
|
|
|
+ // -----------------------------------------------------------------------------------
|
|
|
+ function ReadBinaryCamera( stream, cam ) {
|
|
|
+
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ cam.mName = Read_aiString( stream );
|
|
|
+ cam.mPosition = Read_aiVector3D( stream );
|
|
|
+ cam.mLookAt = Read_aiVector3D( stream );
|
|
|
+ cam.mUp = Read_aiVector3D( stream );
|
|
|
+ cam.mHorizontalFOV = readFloat( stream );
|
|
|
+ cam.mClipPlaneNear = readFloat( stream );
|
|
|
+ cam.mClipPlaneFar = readFloat( stream );
|
|
|
+ cam.mAspect = readFloat( stream );
|
|
|
|
|
|
- Read_unsigned_int( stream );
|
|
|
- } else // else write as usual
|
|
|
- {
|
|
|
+ }
|
|
|
|
|
|
- // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
|
|
|
- mesh.mFaces = [];
|
|
|
- var indexCounter = 0;
|
|
|
- mesh.mIndexArray = [];
|
|
|
- for ( var i = 0; i < mesh.mNumFaces; ++i ) {
|
|
|
+ function ReadBinaryScene( stream, scene ) {
|
|
|
|
|
|
- var f = mesh.mFaces[ i ] = new aiFace();
|
|
|
- // BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
|
|
|
- f.mNumIndices = Read_uint16_t( stream );
|
|
|
- f.mIndices = [];
|
|
|
- for ( var a = 0; a < f.mNumIndices; ++a ) {
|
|
|
+ var chunkID = Read_uint32_t( stream );
|
|
|
+ ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
|
|
|
+ /*uint32_t size =*/
|
|
|
+ Read_uint32_t( stream );
|
|
|
+ scene.mFlags = Read_unsigned_int( stream );
|
|
|
+ scene.mNumMeshes = Read_unsigned_int( stream );
|
|
|
+ scene.mNumMaterials = Read_unsigned_int( stream );
|
|
|
+ scene.mNumAnimations = Read_unsigned_int( stream );
|
|
|
+ scene.mNumTextures = Read_unsigned_int( stream );
|
|
|
+ scene.mNumLights = Read_unsigned_int( stream );
|
|
|
+ scene.mNumCameras = Read_unsigned_int( stream );
|
|
|
+ // Read node graph
|
|
|
+ scene.mRootNode = new aiNode();
|
|
|
+ scene.mRootNode = ReadBinaryNode( stream, null, 0 );
|
|
|
+ // Read all meshes
|
|
|
+ if ( scene.mNumMeshes ) {
|
|
|
|
|
|
- if ( mesh.mNumVertices < ( 1 << 16 ) ) {
|
|
|
+ scene.mMeshes = [];
|
|
|
|
|
|
- f.mIndices[ a ] = Read_uint16_t( stream );
|
|
|
- } else {
|
|
|
+ for ( var i = 0; i < scene.mNumMeshes; ++i ) {
|
|
|
+
|
|
|
+ scene.mMeshes[ i ] = new aiMesh();
|
|
|
+ ReadBinaryMesh( stream, scene.mMeshes[ i ] );
|
|
|
|
|
|
- f.mIndices[ a ] = Read_unsigned_int( stream );
|
|
|
- }
|
|
|
- mesh.mIndexArray.push( f.mIndices[ a ] );
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- }
|
|
|
- // write bones
|
|
|
- if ( mesh.mNumBones ) {
|
|
|
+ // Read materials
|
|
|
+ if ( scene.mNumMaterials ) {
|
|
|
+
|
|
|
+ scene.mMaterials = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < scene.mNumMaterials; ++i ) {
|
|
|
|
|
|
- mesh.mBones = [];
|
|
|
- for ( var a = 0; a < mesh.mNumBones; ++a ) {
|
|
|
+ scene.mMaterials[ i ] = new aiMaterial();
|
|
|
+ ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- mesh.mBones[ a ] = new aiBone();
|
|
|
- ReadBinaryBone( stream, mesh.mBones[ a ] );
|
|
|
}
|
|
|
- }
|
|
|
+ // Read all animations
|
|
|
+ if ( scene.mNumAnimations ) {
|
|
|
|
|
|
-}
|
|
|
+ scene.mAnimations = [];
|
|
|
|
|
|
+ for ( var i = 0; i < scene.mNumAnimations; ++i ) {
|
|
|
|
|
|
+ scene.mAnimations[ i ] = new aiAnimation();
|
|
|
+ ReadBinaryAnim( stream, scene.mAnimations[ i ] );
|
|
|
|
|
|
-function ReadBinaryMaterialProperty( stream, prop ) {
|
|
|
+ }
|
|
|
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- prop.mKey = Read_aiString( stream );
|
|
|
- prop.mSemantic = Read_unsigned_int( stream );
|
|
|
- prop.mIndex = Read_unsigned_int( stream );
|
|
|
- prop.mDataLength = Read_unsigned_int( stream );
|
|
|
- prop.mType = Read_unsigned_int( stream );
|
|
|
- prop.mData = [];
|
|
|
- stream.ReadBytes( prop.mData, 1, prop.mDataLength );
|
|
|
+ }
|
|
|
+ // Read all textures
|
|
|
+ if ( scene.mNumTextures ) {
|
|
|
|
|
|
-}
|
|
|
-// -----------------------------------------------------------------------------------
|
|
|
-function ReadBinaryMaterial( stream, mat ) {
|
|
|
+ scene.mTextures = [];
|
|
|
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
|
|
|
- if ( mat.mNumProperties ) {
|
|
|
+ for ( var i = 0; i < scene.mNumTextures; ++i ) {
|
|
|
|
|
|
- if ( mat.mProperties ) {
|
|
|
+ scene.mTextures[ i ] = new aiTexture();
|
|
|
+ ReadBinaryTexture( stream, scene.mTextures[ i ] );
|
|
|
|
|
|
- delete mat.mProperties;
|
|
|
- }
|
|
|
- mat.mProperties = [];
|
|
|
- for ( var i = 0; i < mat.mNumProperties; ++i ) {
|
|
|
+ }
|
|
|
|
|
|
- mat.mProperties[ i ] = new aiMaterialProperty();
|
|
|
- ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
|
|
|
}
|
|
|
- }
|
|
|
+ // Read lights
|
|
|
+ if ( scene.mNumLights ) {
|
|
|
|
|
|
-}
|
|
|
-// -----------------------------------------------------------------------------------
|
|
|
-function ReadBinaryNodeAnim( stream, nd ) {
|
|
|
+ scene.mLights = [];
|
|
|
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- nd.mNodeName = Read_aiString( stream );
|
|
|
- nd.mNumPositionKeys = Read_unsigned_int( stream );
|
|
|
- nd.mNumRotationKeys = Read_unsigned_int( stream );
|
|
|
- nd.mNumScalingKeys = Read_unsigned_int( stream );
|
|
|
- nd.mPreState = Read_unsigned_int( stream );
|
|
|
- nd.mPostState = Read_unsigned_int( stream );
|
|
|
- if ( nd.mNumPositionKeys ) {
|
|
|
+ for ( var i = 0; i < scene.mNumLights; ++i ) {
|
|
|
|
|
|
- if ( shortened ) {
|
|
|
+ scene.mLights[ i ] = new aiLight();
|
|
|
+ ReadBinaryLight( stream, scene.mLights[ i ] );
|
|
|
|
|
|
- ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ }
|
|
|
|
|
|
- nd.mPositionKeys = [];
|
|
|
- ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
|
|
|
}
|
|
|
- }
|
|
|
- if ( nd.mNumRotationKeys ) {
|
|
|
+ // Read cameras
|
|
|
+ if ( scene.mNumCameras ) {
|
|
|
|
|
|
- if ( shortened ) {
|
|
|
+ scene.mCameras = [];
|
|
|
|
|
|
- ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ for ( var i = 0; i < scene.mNumCameras; ++i ) {
|
|
|
+
|
|
|
+ scene.mCameras[ i ] = new aiCamera();
|
|
|
+ ReadBinaryCamera( stream, scene.mCameras[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- nd.mRotationKeys = [];
|
|
|
- ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- if ( nd.mNumScalingKeys ) {
|
|
|
+ var aiOrigin_CUR = 0;
|
|
|
+ var aiOrigin_BEG = 1;
|
|
|
|
|
|
- if ( shortened ) {
|
|
|
+ function extendStream( stream ) {
|
|
|
|
|
|
- ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
|
|
|
- } // else write as usual
|
|
|
- else {
|
|
|
+ stream.readOffset = 0;
|
|
|
+ stream.Seek = function ( off, ori ) {
|
|
|
|
|
|
- nd.mScalingKeys = [];
|
|
|
- ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
|
|
|
- }
|
|
|
- }
|
|
|
+ if ( ori == aiOrigin_CUR ) {
|
|
|
|
|
|
-}
|
|
|
-// -----------------------------------------------------------------------------------
|
|
|
-function ReadBinaryAnim( stream, anim ) {
|
|
|
+ stream.readOffset += off;
|
|
|
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- anim.mName = Read_aiString( stream );
|
|
|
- anim.mDuration = Read_double( stream );
|
|
|
- anim.mTicksPerSecond = Read_double( stream );
|
|
|
- anim.mNumChannels = Read_unsigned_int( stream );
|
|
|
- if ( anim.mNumChannels ) {
|
|
|
+ }
|
|
|
+ if ( ori == aiOrigin_BEG ) {
|
|
|
|
|
|
- anim.mChannels = [];
|
|
|
- for ( var a = 0; a < anim.mNumChannels; ++a ) {
|
|
|
+ stream.readOffset = off;
|
|
|
|
|
|
- anim.mChannels[ a ] = new aiNodeAnim();
|
|
|
- ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
|
|
|
- }
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
-}
|
|
|
+ };
|
|
|
|
|
|
-function ReadBinaryTexture( stream, tex ) {
|
|
|
+ stream.ReadBytes = function ( buff, size, n ) {
|
|
|
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- tex.mWidth = Read_unsigned_int( stream );
|
|
|
- tex.mHeight = Read_unsigned_int( stream );
|
|
|
- stream.ReadBytes( tex.achFormatHint, 1, 4 );
|
|
|
- if ( !shortened ) {
|
|
|
+ var bytes = size * n;
|
|
|
+ for ( var i = 0; i < bytes; i ++ )
|
|
|
+ buff[ i ] = Read_uint8_t( this );
|
|
|
|
|
|
- if ( !tex.mHeight ) {
|
|
|
+ };
|
|
|
|
|
|
- tex.pcData = [];
|
|
|
- stream.ReadBytes( tex.pcData, 1, tex.mWidth );
|
|
|
- } else {
|
|
|
+ stream.subArray32 = function ( start, end ) {
|
|
|
|
|
|
- tex.pcData = []
|
|
|
- stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
|
|
|
- }
|
|
|
- }
|
|
|
+ var buff = this.buffer;
|
|
|
+ var newbuff = buff.slice( start, end );
|
|
|
+ return new Float32Array( newbuff );
|
|
|
|
|
|
-}
|
|
|
-// -----------------------------------------------------------------------------------
|
|
|
-function ReadBinaryLight( stream, l ) {
|
|
|
-
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- l.mName = Read_aiString( stream );
|
|
|
- l.mType = Read_unsigned_int( stream );
|
|
|
- if ( l.mType != aiLightSource_DIRECTIONAL ) {
|
|
|
-
|
|
|
- l.mAttenuationConstant = readFloat( stream );
|
|
|
- l.mAttenuationLinear = readFloat( stream );
|
|
|
- l.mAttenuationQuadratic = readFloat( stream );
|
|
|
- }
|
|
|
- l.mColorDiffuse = Read_aiColor3D( stream );
|
|
|
- l.mColorSpecular = Read_aiColor3D( stream );
|
|
|
- l.mColorAmbient = Read_aiColor3D( stream );
|
|
|
- if ( l.mType == aiLightSource_SPOT ) {
|
|
|
-
|
|
|
- l.mAngleInnerCone = readFloat( stream );
|
|
|
- l.mAngleOuterCone = readFloat( stream );
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-// -----------------------------------------------------------------------------------
|
|
|
-function ReadBinaryCamera( stream, cam ) {
|
|
|
-
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- cam.mName = Read_aiString( stream );
|
|
|
- cam.mPosition = Read_aiVector3D( stream );
|
|
|
- cam.mLookAt = Read_aiVector3D( stream );
|
|
|
- cam.mUp = Read_aiVector3D( stream );
|
|
|
- cam.mHorizontalFOV = readFloat( stream );
|
|
|
- cam.mClipPlaneNear = readFloat( stream );
|
|
|
- cam.mClipPlaneFar = readFloat( stream );
|
|
|
- cam.mAspect = readFloat( stream );
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function ReadBinaryScene( stream, scene ) {
|
|
|
-
|
|
|
- var chunkID = Read_uint32_t( stream );
|
|
|
- ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
|
|
|
- /*uint32_t size =*/
|
|
|
- Read_uint32_t( stream );
|
|
|
- scene.mFlags = Read_unsigned_int( stream );
|
|
|
- scene.mNumMeshes = Read_unsigned_int( stream );
|
|
|
- scene.mNumMaterials = Read_unsigned_int( stream );
|
|
|
- scene.mNumAnimations = Read_unsigned_int( stream );
|
|
|
- scene.mNumTextures = Read_unsigned_int( stream );
|
|
|
- scene.mNumLights = Read_unsigned_int( stream );
|
|
|
- scene.mNumCameras = Read_unsigned_int( stream );
|
|
|
- // Read node graph
|
|
|
- scene.mRootNode = new aiNode();
|
|
|
- scene.mRootNode = ReadBinaryNode( stream, null, 0 );
|
|
|
- // Read all meshes
|
|
|
- if ( scene.mNumMeshes ) {
|
|
|
-
|
|
|
- scene.mMeshes = [];
|
|
|
- for ( var i = 0; i < scene.mNumMeshes; ++i ) {
|
|
|
-
|
|
|
- scene.mMeshes[ i ] = new aiMesh();
|
|
|
- ReadBinaryMesh( stream, scene.mMeshes[ i ] );
|
|
|
- }
|
|
|
- }
|
|
|
- // Read materials
|
|
|
- if ( scene.mNumMaterials ) {
|
|
|
+ };
|
|
|
|
|
|
- scene.mMaterials = [];
|
|
|
- for ( var i = 0; i < scene.mNumMaterials; ++i ) {
|
|
|
+ stream.subArrayUint16 = function ( start, end ) {
|
|
|
|
|
|
- scene.mMaterials[ i ] = new aiMaterial();
|
|
|
- ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
|
|
|
- }
|
|
|
- }
|
|
|
- // Read all animations
|
|
|
- if ( scene.mNumAnimations ) {
|
|
|
+ var buff = this.buffer;
|
|
|
+ var newbuff = buff.slice( start, end );
|
|
|
+ return new Uint16Array( newbuff );
|
|
|
|
|
|
- scene.mAnimations = [];
|
|
|
- for ( var i = 0; i < scene.mNumAnimations; ++i ) {
|
|
|
+ };
|
|
|
|
|
|
- scene.mAnimations[ i ] = new aiAnimation();
|
|
|
- ReadBinaryAnim( stream, scene.mAnimations[ i ] );
|
|
|
- }
|
|
|
- }
|
|
|
- // Read all textures
|
|
|
- if ( scene.mNumTextures ) {
|
|
|
+ stream.subArrayUint8 = function ( start, end ) {
|
|
|
|
|
|
- scene.mTextures = [];
|
|
|
- for ( var i = 0; i < scene.mNumTextures; ++i ) {
|
|
|
+ var buff = this.buffer;
|
|
|
+ var newbuff = buff.slice( start, end );
|
|
|
+ return new Uint8Array( newbuff );
|
|
|
|
|
|
- scene.mTextures[ i ] = new aiTexture();
|
|
|
- ReadBinaryTexture( stream, scene.mTextures[ i ] );
|
|
|
- }
|
|
|
- }
|
|
|
- // Read lights
|
|
|
- if ( scene.mNumLights ) {
|
|
|
+ };
|
|
|
|
|
|
- scene.mLights = [];
|
|
|
- for ( var i = 0; i < scene.mNumLights; ++i ) {
|
|
|
+ stream.subArrayUint32 = function ( start, end ) {
|
|
|
|
|
|
- scene.mLights[ i ] = new aiLight();
|
|
|
- ReadBinaryLight( stream, scene.mLights[ i ] );
|
|
|
- }
|
|
|
- }
|
|
|
- // Read cameras
|
|
|
- if ( scene.mNumCameras ) {
|
|
|
+ var buff = this.buffer;
|
|
|
+ var newbuff = buff.slice( start, end );
|
|
|
+ return new Uint32Array( newbuff );
|
|
|
|
|
|
- scene.mCameras = [];
|
|
|
- for ( var i = 0; i < scene.mNumCameras; ++i ) {
|
|
|
+ };
|
|
|
|
|
|
- scene.mCameras[ i ] = new aiCamera();
|
|
|
- ReadBinaryCamera( stream, scene.mCameras[ i ] );
|
|
|
- }
|
|
|
}
|
|
|
|
|
|
-}
|
|
|
-var aiOrigin_CUR = 0;
|
|
|
-var aiOrigin_BEG = 1;
|
|
|
+ function AssimpLoader() {
|
|
|
|
|
|
-function extendStream( stream ) {
|
|
|
+ this.load = function ( url, callback ) {
|
|
|
|
|
|
- stream.readOffset = 0;
|
|
|
- stream.Seek = function( off, ori ) {
|
|
|
+ var xhr = new XMLHttpRequest();
|
|
|
+ xhr.open( 'GET', url, true );
|
|
|
+ xhr.responseType = 'arraybuffer';
|
|
|
+ xhr.onerror = function ( e ) {
|
|
|
|
|
|
- if ( ori == aiOrigin_CUR ) {
|
|
|
+ callback( e );
|
|
|
|
|
|
- stream.readOffset += off;
|
|
|
- }
|
|
|
- if ( ori == aiOrigin_BEG ) {
|
|
|
+ };
|
|
|
+ xhr.onload = function ( e ) {
|
|
|
|
|
|
- stream.readOffset = off;
|
|
|
- }
|
|
|
- }
|
|
|
- stream.ReadBytes = function( buff, size, n ) {
|
|
|
+ try {
|
|
|
|
|
|
- var bytes = size * n;
|
|
|
- for ( var i = 0; i < bytes; i++ )
|
|
|
- buff[ i ] = Read_uint8_t( this );
|
|
|
- }
|
|
|
- stream.subArray32 = function( start, end ) {
|
|
|
+ var time = performance.now();
|
|
|
+ // response is unsigned 8 bit integer
|
|
|
+ var node = InternReadFile( this.response, url );
|
|
|
+ console.info( "Parse in " + ( performance.now() - time ) );
|
|
|
+ callback( null, node );
|
|
|
|
|
|
- var buff = this.buffer;
|
|
|
- var newbuff = buff.slice( start, end );
|
|
|
- return new Float32Array( newbuff );
|
|
|
- }
|
|
|
- stream.subArrayUint16 = function( start, end ) {
|
|
|
+ } catch ( e ) {
|
|
|
|
|
|
- var buff = this.buffer;
|
|
|
- var newbuff = buff.slice( start, end );
|
|
|
- return new Uint16Array( newbuff );
|
|
|
- }
|
|
|
- stream.subArrayUint8 = function( start, end ) {
|
|
|
+ callback( e );
|
|
|
|
|
|
- var buff = this.buffer;
|
|
|
- var newbuff = buff.slice( start, end );
|
|
|
- return new Uint8Array( newbuff );
|
|
|
- }
|
|
|
- stream.subArrayUint32 = function( start, end ) {
|
|
|
+ }
|
|
|
|
|
|
- var buff = this.buffer;
|
|
|
- var newbuff = buff.slice( start, end );
|
|
|
- return new Uint32Array( newbuff );
|
|
|
- }
|
|
|
+ };
|
|
|
|
|
|
-}
|
|
|
+ xhr.send();
|
|
|
|
|
|
-function AssimpLoader() {
|
|
|
+ };
|
|
|
|
|
|
- this.load = function( url, callback ) {
|
|
|
+ }
|
|
|
|
|
|
- var xhr = new XMLHttpRequest();
|
|
|
- xhr.open( 'GET', url, true );
|
|
|
- xhr.responseType = 'arraybuffer';
|
|
|
- xhr.onerror = function( e ) {
|
|
|
+ function InternReadFile( pFiledata, url ) {
|
|
|
+
|
|
|
+ var pScene = new aiScene();
|
|
|
+ pScene.baseURL = url;
|
|
|
+ var stream = new DataView( pFiledata );
|
|
|
+ extendStream( stream );
|
|
|
+ stream.Seek( 44, aiOrigin_CUR ); // signature
|
|
|
+ /*unsigned int versionMajor =*/
|
|
|
+ var versionMajor = Read_unsigned_int( stream );
|
|
|
+ /*unsigned int versionMinor =*/
|
|
|
+ var versionMinor = Read_unsigned_int( stream );
|
|
|
+ /*unsigned int versionRevision =*/
|
|
|
+ var versionRevision = Read_unsigned_int( stream );
|
|
|
+ /*unsigned int compileFlags =*/
|
|
|
+ var compileFlags = Read_unsigned_int( stream );
|
|
|
+ shortened = Read_uint16_t( stream ) > 0;
|
|
|
+ compressed = Read_uint16_t( stream ) > 0;
|
|
|
+ if ( shortened )
|
|
|
+ throw "Shortened binaries are not supported!";
|
|
|
+ stream.Seek( 256, aiOrigin_CUR ); // original filename
|
|
|
+ stream.Seek( 128, aiOrigin_CUR ); // options
|
|
|
+ stream.Seek( 64, aiOrigin_CUR ); // padding
|
|
|
+ if ( compressed ) {
|
|
|
+
|
|
|
+ var uncompressedSize = Read_uint32_t( stream );
|
|
|
+ var compressedSize = stream.FileSize() - stream.Tell();
|
|
|
+ var compressedData = [];
|
|
|
+ stream.Read( compressedData, 1, compressedSize );
|
|
|
+ var uncompressedData = [];
|
|
|
+ uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
|
|
|
+ var buff = new ArrayBuffer( uncompressedData );
|
|
|
+ ReadBinaryScene( buff, pScene );
|
|
|
|
|
|
- callback( e );
|
|
|
- }
|
|
|
- xhr.onload = function( e ) {
|
|
|
+ } else {
|
|
|
|
|
|
- try {
|
|
|
+ ReadBinaryScene( stream, pScene );
|
|
|
+ return pScene.toTHREE();
|
|
|
|
|
|
- var time = performance.now();
|
|
|
- // response is unsigned 8 bit integer
|
|
|
- var node = InternReadFile( this.response, url );
|
|
|
- console.info( "Parse in " + ( performance.now() - time ) );
|
|
|
- callback(null, node);
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- } catch ( e ) {
|
|
|
+ THREE.AssimpLoader = AssimpLoader;
|
|
|
|
|
|
- callback(e);
|
|
|
-
|
|
|
- }
|
|
|
- };
|
|
|
- xhr.send();
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-function InternReadFile( pFiledata, url ) {
|
|
|
-
|
|
|
- var pScene = new aiScene();
|
|
|
- pScene.baseURL = url;
|
|
|
- var stream = new DataView( pFiledata );
|
|
|
- extendStream( stream );
|
|
|
- stream.Seek( 44, aiOrigin_CUR ); // signature
|
|
|
- /*unsigned int versionMajor =*/
|
|
|
- var versionMajor = Read_unsigned_int( stream );
|
|
|
- /*unsigned int versionMinor =*/
|
|
|
- var versionMinor = Read_unsigned_int( stream );
|
|
|
- /*unsigned int versionRevision =*/
|
|
|
- var versionRevision = Read_unsigned_int( stream );
|
|
|
- /*unsigned int compileFlags =*/
|
|
|
- var compileFlags = Read_unsigned_int( stream );
|
|
|
- shortened = Read_uint16_t( stream ) > 0;
|
|
|
- compressed = Read_uint16_t( stream ) > 0;
|
|
|
- if ( shortened )
|
|
|
- throw "Shortened binaries are not supported!";
|
|
|
- stream.Seek( 256, aiOrigin_CUR ); // original filename
|
|
|
- stream.Seek( 128, aiOrigin_CUR ); // options
|
|
|
- stream.Seek( 64, aiOrigin_CUR ); // padding
|
|
|
- if ( compressed ) {
|
|
|
-
|
|
|
- var uncompressedSize = Read_uint32_t( stream );
|
|
|
- var compressedSize = stream.FileSize() - stream.Tell();
|
|
|
- var compressedData = [];
|
|
|
- stream.Read( compressedData, 1, compressedSize );
|
|
|
- var uncompressedData = [];
|
|
|
- uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
|
|
|
- var buff = new ArrayBuffer( uncompressedData );
|
|
|
- ReadBinaryScene( buff, pScene );
|
|
|
- } else {
|
|
|
-
|
|
|
- ReadBinaryScene( stream, pScene );
|
|
|
- return pScene.toTHREE();
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-THREE.AssimpLoader = AssimpLoader
|
|
|
-
|
|
|
-})()
|
|
|
+} )();
|