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+/**
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+ * @author Alexander Gessler / http://www.greentoken.de/
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+ * https://github.com/acgessler
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+ */
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+
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+THREE.AssimpJSONLoader = function ( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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+};
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+
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+THREE.AssimpJSONLoader.prototype = {
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+
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+ constructor: THREE.AssimpJSONLoader,
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+
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+ texturePath : '',
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+
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+ load: function ( url, onLoad, onProgress, onError, texturePath ) {
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+
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+ var scope = this;
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+
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+ this.texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
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+
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+ var loader = new THREE.XHRLoader( this.manager );
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+ loader.setCrossOrigin( this.crossOrigin );
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+ loader.load( url, function ( text ) {
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+ var scene = scope.parse( JSON.parse( text ) );
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+ onLoad( scene );
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+ } );
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+ },
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+
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+ setCrossOrigin: function ( value ) {
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+ this.crossOrigin = value;
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+ },
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+
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+ extractUrlBase: function ( url ) { // from three/src/loaders/Loader.js
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+ var parts = url.split( '/' );
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+ parts.pop();
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+ return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
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+ },
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+
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+ parse: function ( json ) {
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+ var meshes = this.parseList ( json.meshes, this.parseMesh );
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+ var materials = this.parseList ( json.materials, this.parseMaterial );
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+ return this.parseObject( json.rootnode, meshes, materials );
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+ },
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+
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+ parseList : function(json, handler) {
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+ var meshes = new Array(json.length);
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+ for(var i = 0; i < json.length; ++i) {
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+ meshes[i] = handler.call(this, json[i]);
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+ }
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+ return meshes;
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+ },
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+
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+ parseMesh : function(json) {
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+ var vertex, geometry, i, e, in_data, src;
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+
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+
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+ geometry = new THREE.Geometry();
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+
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+ // read vertex positions
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+ for(in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
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+ geometry.vertices.push( new THREE.Vector3( in_data[ i++ ], in_data[ i++ ], in_data[ i++ ] ) );
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+ }
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+
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+ // read faces
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+ var cnt = 0;
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+ for(in_data = json.faces, i = 0, e = in_data.length; i < e; ++i) {
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+ face = new THREE.Face3();
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+ src = in_data[i];
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+ face.a = src[0];
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+ face.b = src[1];
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+ face.c = src[2];
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+
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+ face.materialIndex = 0; //json.materialindex;
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+ geometry.faces.push(face);
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+ }
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+
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+ // read texture coordinates - three.js attaches them to its faces
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+ for(i = 0, e = json.texturecoords.length; i < e; ++i) {
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+
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+ function convertTextureCoords(in_uv, out_faces, out_vertex_uvs) {
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+ var i, e, face, a, b, c;
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+
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+ for(i = 0, e = out_faces.length; i < e; ++i) {
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+ face = out_faces[i];
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+ a = face.a * 2;
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+ b = face.b * 2;
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+ c = face.c * 2;
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+ out_vertex_uvs.push([
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+ new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
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+ new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
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+ new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
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+ ]);
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+ }
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+ }
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+
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+ convertTextureCoords(json.texturecoords[i], geometry.faces, geometry.faceVertexUvs[i]);
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+ }
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+
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+ // read normals - three.js also attaches them to its faces
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+ if(json.normals) {
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+
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+ function convertNormals(in_nor, out_faces) {
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+ var i, e, face, a, b, c;
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+
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+ for(i = 0, e = out_faces.length; i < e; ++i) {
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+ face = out_faces[i];
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+ a = face.a * 3;
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+ b = face.b * 3;
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+ c = face.c * 3;
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+ face.vertexNormals = [
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+ new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
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+ new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
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+ new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
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+ ];
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+ }
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+ }
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+
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+ convertNormals(json.normals, geometry.faces);
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+ }
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+
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+ // read vertex colors - three.js also attaches them to its faces
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+ if(json.colors && json.colors[0]) {
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+
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+ function convertColors(in_color, out_faces) {
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+ var i, e, face, a, b, c;
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+
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+ function makeColor(start) {
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+ var col = new THREE.Color( );
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+ col.setRGB( arr[0], arr[1], arr[2] );
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+ // TODO: what about alpha?
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+ return col;
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+ }
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+
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+ for(i = 0, e = out_faces.length; i < e; ++i) {
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+ face = out_faces[i];
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+ a = face.a * 4;
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+ b = face.b * 4;
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+ c = face.c * 4;
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+ face.vertexColors = [
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+ makeColor( a ),
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+ makeColor( b ),
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+ makeColor( c )
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+ ];
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+ }
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+ }
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+
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+ convertColors(json.colors[0], geometry.faces);
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+ }
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+
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+
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+ geometry.computeCentroids();
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+ //geometry.computeFaceNormals();
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+ //geometry.computeVertexNormals();
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+ //geometry.computeTangents();
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+ geometry.computeBoundingSphere();
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+
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+ // TODO: tangents
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+ return geometry;
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+ },
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+
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+ parseMaterial : function(json) {
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+ var mat = null,
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+ scope = this, i, prop, has_textures = [],
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+
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+ init_props = {
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+ shading : THREE.SmoothShading
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+ };
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+
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+ function toColor(value_arr) {
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+ var col = new THREE.Color();
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+ col.setRGB(value_arr[0],value_arr[1],value_arr[2]);
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+ return col;
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+ }
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+
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+ function defaultTexture() {
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+ var im = new Image();
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+ im.width = 1;
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+ im.height = 1;
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+ return new THREE.Texture(im);
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+ }
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+
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+ for (var i in json.properties) {
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+ prop = json.properties[i];
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+
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+ if(prop.key === '$tex.file') {
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+ // prop.semantic gives the type of the texture
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+ // 1: diffuse
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+ // 2: specular mao
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+ // 5: height map (bumps)
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+ // 6: normal map
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+ // more values (i.e. emissive, environment) are known by assimp and may be relevant
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+ if(prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) {
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+ (function(semantic) {
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+ var loader = new THREE.TextureLoader(scope.manager),
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+ keyname;
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+
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+ if(semantic === 1) {
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+ keyname = 'map';
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+ }
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+ else if(semantic === 5) {
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+ keyname = 'bumpMap';
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+ }
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+ else if(semantic === 6) {
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+ keyname = 'normalMap';
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+ }
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+ else if(semantic === 2) {
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+ keyname = 'specularMap';
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+ }
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+
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+ has_textures.push(keyname);
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+
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+ loader.setCrossOrigin(this.crossOrigin);
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+ loader.load(scope.texturePath + '/' + prop.value, function(tex) {
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+ if(tex) {
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+ mat[keyname] = tex;
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+ mat.needsUpdate = true;
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+ }
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+ });
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+ })(prop.semantic);
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+ }
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+ }
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+ else if(prop.key === '?mat.name') {
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+ init_props.name = prop.value;
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+ }
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+ else if(prop.key === '$clr.diffuse') {
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+ init_props.color = toColor(prop.value);
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+ }
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+ else if(prop.key === '$clr.specular') {
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+ init_props.specular = toColor(prop.value);
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+ }
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+ else if(prop.key === '$clr.ambient') {
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+ init_props.ambient = toColor(prop.value);
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+ }
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+ else if(prop.key === '$clr.emissive') {
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+ init_props.emissive = toColor(prop.value);
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+ }
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+ else if(prop.key === '$mat.shadingm') {
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+ // aiShadingMode_Flat
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+ if (prop.value === 1) {
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+ init_props.shading = THREE.FlatShading;
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+ }
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+ }
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+ else if (prop.key === '$mat.shininess') {
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+ init_props.shininess = prop.value;
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+ }
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+ }
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+
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+ if(!init_props.ambient) {
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+ init_props.ambient = init_props.color;
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+ }
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+
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+ // note: three.js does not like it when a texture is added after the geometry
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+ // has been rendered once, see http://stackoverflow.com/questions/16531759/.
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+ // for this reason we fill all slots upfront with default textures
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+ if(has_textures.length) {
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+ for(i = has_textures.length-1; i >= 0; --i) {
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+ init_props[has_textures[i]] = defaultTexture();
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+ }
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+ }
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+
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+ mat = new THREE.MeshPhongMaterial( init_props );
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+ return mat;
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+ },
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+
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+ parseObject : function(json, meshes, materials) {
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+ return new THREE.Mesh( meshes[0], materials[0] );
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+ },
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+};
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+
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+
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