Browse Source

Started loader for Babylon.js file format.

Mr.doob 12 years ago
parent
commit
316787c3a1
1 changed files with 233 additions and 0 deletions
  1. 233 0
      examples/js/loaders/BabylonLoader.js

+ 233 - 0
examples/js/loaders/BabylonLoader.js

@@ -0,0 +1,233 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BabylonLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.BabylonLoader.prototype = {
+
+	constructor: THREE.ObjectLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var loader = new THREE.XHRLoader( scope.manager );
+		loader.setCrossOrigin( this.crossOrigin );
+		loader.load( url, function ( text ) {
+
+			onLoad( scope.parse( JSON.parse( text ) ) );
+
+		} );
+
+	},
+
+	setCrossOrigin: function ( value ) {
+
+		this.crossOrigin = value;
+
+	},
+
+	parse: function ( json ) {
+
+		var materials = this.parseMaterials( json.materials );
+		var scene = this.parseObjects( json, materials );
+
+		return scene;
+
+	},
+
+	parseMaterials: function ( json ) {
+
+		var materials = {};
+
+		for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+			var data = json[ i ];
+
+			var material = new THREE.MeshPhongMaterial();
+			material.name = data.name;
+			material.ambient.fromArray( data.ambient );
+			material.color.fromArray( data.diffuse );
+			material.emissive.fromArray( data.emissive );
+			material.specular.fromArray( data.specular );
+			material.shininess = data.specularPower;
+			material.opacity = data.alpha;
+
+			materials[ data.id ] = material;
+
+		}
+
+		return materials;
+
+	},
+
+	parseObjects: function ( json, materials ) {
+
+		var objects = {};
+		var scene = new THREE.Scene();
+
+		var lights = json.lights;
+
+		for ( var i = 0, l = lights.length; i < l; i ++ ) {
+
+			var data = lights[ i ];
+
+			var light;
+
+			switch ( data.type ) {
+
+				case 0:
+					light = new THREE.PointLight();
+					break;
+
+				case 1:
+					light = new THREE.DirectionalLight();
+					break;
+
+				case 2:
+					light = new BABYLON.SpotLight();
+					break;
+
+				case 3:
+					light = new BABYLON.HemisphericLight();
+					break;
+			}
+
+			light.name = data.name;
+			light.position.fromArray( data.data );
+			light.color.fromArray( data.diffuse );
+			if ( data.intensity ) light.intensity = data.intensity;
+
+			objects[ data.id ] = light;
+
+			scene.add( light );
+
+		}
+
+		var meshes = json.meshes;
+
+		for ( var i = 0, l = meshes.length; i < l; i ++ ) {
+
+			var data = meshes[ i ];
+
+			var object;
+
+			if ( data.indices !== null  ) {
+
+				var geometry = new THREE.BufferGeometry();
+
+				geometry.attributes.index = {
+					itemSize: 1,
+					array: new Uint16Array( data.indices )
+				};
+
+				var strideSize = 0;
+				var positions = [];
+				var normals = [];
+
+				switch ( data.uvCount ) {
+
+					case 0:
+						strideSize = 6; // [3, 3]
+						break;
+					case 1:
+						strideSize = 8; // [3, 3, 2]
+						break;
+					case 2:
+						strideSize = 10; // [3, 3, 2, 2]
+						break;
+
+				}
+
+				var vertices = data.vertices;
+
+				for ( var j = 0, jl = vertices.length; j < jl; j += strideSize ) {
+
+					positions.push(
+						vertices[ j ],
+						vertices[ j + 1 ],
+						- vertices[ j + 2 ]
+					);
+
+					normals.push( 
+						vertices[ j + 3 ],
+						vertices[ j + 4 ],
+						- vertices[ j + 5 ]
+					);
+				}
+
+				geometry.attributes.position = {
+					itemSize: 3,
+					array: new Float32Array( positions )
+				};
+
+				geometry.attributes.normal = {
+					itemSize: 3,
+					array: new Float32Array( normals )
+				};
+
+				var subMeshes = data.subMeshes;
+
+				if ( subMeshes !== null ) {
+
+					for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
+
+						var subMesh = subMeshes[ j ];
+
+						geometry.offsets.push( {
+							start: subMesh.indexStart,
+							index: 0,
+							count: subMesh.indexCount
+						} );
+
+					}
+
+				} else {
+
+					geometry.offsets.push( {
+						start: 0,
+						index: 0,
+						count: data.indices.length
+					} );
+
+				}
+
+				var material = materials[ data.materialId ];
+
+				object = new THREE.Mesh( geometry, material );
+
+			} else {
+
+				object = new THREE.Object3D();
+
+			}
+
+			object.name = data.name;
+			object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
+			object.rotation.fromArray( data.rotation );
+			object.scale.fromArray( data.scaling );
+
+			if ( data.parentId !== undefined && data.parentId !== '' ) {
+
+				objects[ data.parentId ].add( object );
+
+			} else {
+
+				scene.add( object );
+
+			}
+
+			objects[ data.id ] = object;
+
+		}
+
+		return scene;
+
+	}
+
+};