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@@ -27,38 +27,38 @@ THREE.AssimpJSONLoader.prototype = {
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var scope = this;
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- this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
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+ var path = THREE.Loader.prototype.extractUrlBase( url );
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var loader = new THREE.FileLoader( this.manager );
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loader.load( url, function ( text ) {
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- var json = JSON.parse( text ), scene, metadata;
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+ var json = JSON.parse( text );
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+ var metadata = json.__metadata__;
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+
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+ // check if __metadata__ meta header is present
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+ // this header is used to disambiguate between different JSON-based file formats
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- // Check __metadata__ meta header if present
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- // This header is used to disambiguate between
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- // different JSON-based file formats.
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- metadata = json.__metadata__;
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if ( typeof metadata !== 'undefined' ) {
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- // Check if assimp2json at all
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+ // check if assimp2json at all
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+
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if ( metadata.format !== 'assimp2json' ) {
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- onError( 'Not an assimp2json scene' );
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+ onError( 'THREE.AssimpJSONLoader: Not an assimp2json scene.' );
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return;
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- }
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- // Check major format version
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- else if ( metadata.version < 100 && metadata.version >= 200 ) {
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+ // check major format version
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+
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+ } else if ( metadata.version < 100 && metadata.version >= 200 ) {
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- onError( 'Unsupported assimp2json file format version' );
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+ onError( 'THREE.AssimpJSONLoader: Unsupported assimp2json file format version.' );
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return;
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}
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}
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- scene = scope.parse( json );
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- onLoad( scene );
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+ onLoad( scope.parse( json, path ) );
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}, onProgress, onError );
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@@ -70,249 +70,195 @@ THREE.AssimpJSONLoader.prototype = {
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},
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- setTexturePath: function ( value ) {
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+ parse: function ( json, path ) {
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- this.texturePath = value;
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+ function parseList( json, handler ) {
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- },
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-
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- extractUrlBase: function ( url ) {
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+ var meshes = new Array( json.length );
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- // 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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+ for ( var i = 0; i < json.length; ++ i ) {
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- parse: function ( json ) {
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+ meshes[ i ] = handler.call( this, json[ i ] );
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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, json.rootnode, meshes, materials );
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-
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- },
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-
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- parseList : function( json, handler ) {
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-
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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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+ }
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- meshes[ i ] = handler.call( this, json[ i ] );
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+ return meshes;
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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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+ function parseMesh( json ) {
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- var geometry = new THREE.BufferGeometry();
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+ var geometry = new THREE.BufferGeometry();
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- var i, l, face;
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+ var i, l, face;
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- var indices = [];
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+ var indices = [];
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- var vertices = json.vertices || [];
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- var normals = json.normals || [];
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- var uvs = json.texturecoords || [];
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- var colors = json.colors || [];
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+ var vertices = json.vertices || [];
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+ var normals = json.normals || [];
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+ var uvs = json.texturecoords || [];
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+ var colors = json.colors || [];
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- uvs = uvs[ 0 ] || []; // only support for a single set of uvs
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+ uvs = uvs[ 0 ] || []; // only support for a single set of uvs
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- for ( i = 0, l = json.faces.length; i < l; i ++ ) {
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+ for ( i = 0, l = json.faces.length; i < l; i ++ ) {
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- face = json.faces[ i ];
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- indices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
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+ face = json.faces[ i ];
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+ indices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
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- }
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-
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- geometry.setIndex( indices );
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- geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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-
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- if ( normals.length > 0 ) {
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-
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- geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
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-
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- }
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-
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- if ( uvs.length > 0 ) {
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-
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- geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
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+ }
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- }
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+ geometry.setIndex( indices );
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+ geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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- if ( colors.length > 0 ) {
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+ if ( normals.length > 0 ) {
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- geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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+ geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
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- }
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+ }
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- geometry.computeBoundingSphere();
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+ if ( uvs.length > 0 ) {
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- return geometry;
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+ geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
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- },
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+ }
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- parseMaterial : function( json ) {
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+ if ( colors.length > 0 ) {
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- var mat = null;
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- var scope = this;
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- var i, prop, has_textures = [],
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+ geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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- init_props = {};
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+ }
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- function toColor( value_arr ) {
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+ geometry.computeBoundingSphere();
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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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+ return geometry;
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}
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- function defaultTexture() {
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+ function parseMaterial( json ) {
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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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+ var material = new THREE.MeshPhongMaterial();
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- }
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+ for ( var i in json.properties ) {
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- for ( i in json.properties ) {
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+ var property = json.properties[ i ];
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+ var key = property.key;
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+ var value = property.value;
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- prop = json.properties[ i ];
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+ switch ( key ) {
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- if ( prop.key === '$tex.file' ) {
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+ case '$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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+ var semantic = property.semantic;
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- ( function( semantic ) {
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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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- var loader = new THREE.TextureLoader( scope.manager ),
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- keyname;
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+ if ( semantic === 1 || semantic === 2 || semantic === 5 || semantic === 6 ) {
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- if ( semantic === 1 ) {
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+ var keyname;
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- keyname = 'map';
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+ switch ( semantic ) {
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- } else if ( semantic === 5 ) {
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+ case 1:
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+ keyname = 'map';
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+ break;
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+ case 2:
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+ keyname = 'specularMap';
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+ break;
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+ case 5:
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+ keyname = 'bumpMap';
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+ break;
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+ case 6:
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+ keyname = 'normalMap';
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+ break;
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- keyname = 'bumpMap';
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+ }
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- } else if ( semantic === 6 ) {
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+ var texture = textureLoader.load( value );
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- keyname = 'normalMap';
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+ // TODO: read texture settings from assimp.
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+ // Wrapping is the default, though.
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- } else if ( semantic === 2 ) {
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+ texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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- keyname = 'specularMap';
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+ material[ keyname ] = texture;
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}
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- has_textures.push( keyname );
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+ break;
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- loader.setCrossOrigin( this.crossOrigin );
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- var material_url = scope.texturePath + '/' + prop.value;
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- material_url = material_url.replace( /\\/g, '/' );
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- loader.load( material_url, function( tex ) {
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+ }
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- if ( tex ) {
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+ case '?mat.name':
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+ material.name = value;
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+ break;
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- // TODO: read texture settings from assimp.
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- // Wrapping is the default, though.
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- tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
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+ case '$clr.diffuse':
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+ material.color.fromArray( value );
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+ break;
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- mat[ keyname ] = tex;
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- mat.needsUpdate = true;
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+ case '$clr.specular':
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+ material.specular.fromArray( value );
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+ break;
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- }
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+ case '$clr.emissive':
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+ material.emissive.fromArray( value );
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+ break;
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- } );
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+ case '$mat.shininess':
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+ material.shininess = value;
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+ break;
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- } )( prop.semantic );
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+ case '$mat.shadingm':
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+ // aiShadingMode_Flat
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+ material.flatShading = ( value === 1 ) ? true : false;
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+ break;
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}
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- } else if ( prop.key === '?mat.name' ) {
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-
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- init_props.name = prop.value;
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-
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- } else if ( prop.key === '$clr.diffuse' ) {
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-
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- init_props.color = toColor( prop.value );
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-
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- } else if ( prop.key === '$clr.specular' ) {
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-
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- init_props.specular = toColor( prop.value );
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+ }
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- } else if ( prop.key === '$clr.emissive' ) {
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+ return material;
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- init_props.emissive = toColor( prop.value );
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+ }
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- } else if ( prop.key === '$mat.shadingm' ) {
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+ function parseObject( json, node, meshes, materials ) {
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- // aiShadingMode_Flat
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- if ( prop.value === 1 ) {
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+ var obj = new THREE.Object3D(), i, idx;
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- init_props.flatShading = true;
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+ obj.name = node.name || '';
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+ obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
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+ obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
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- }
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+ for ( i = 0; node.meshes && i < node.meshes.length; i ++ ) {
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- } else if ( prop.key === '$mat.shininess' ) {
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-
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- init_props.shininess = prop.value;
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+ idx = node.meshes[ i ];
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+ obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
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}
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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 = 0; node.children && i < node.children.length; i ++ ) {
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- for ( i = has_textures.length - 1; i >= 0; -- i ) {
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-
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- init_props[ has_textures[ i ]] = defaultTexture();
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+ obj.add( parseObject( json, node.children[ i ], meshes, materials ) );
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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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-
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- parseObject : function( json, node, meshes, materials ) {
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-
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- var obj = new THREE.Object3D(), i, idx;
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-
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- obj.name = node.name || "";
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- obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
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- obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
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-
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- for ( i = 0; node.meshes && i < node.meshes.length; ++ i ) {
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-
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- idx = node.meshes[ i ];
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- obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
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+ return obj;
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}
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- for ( i = 0; node.children && i < node.children.length; ++ i ) {
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+ var textureLoader = new THREE.TextureLoader( this.manager );
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+ textureLoader.setPath( path ).setCrossOrigin( this.crossOrigin );
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- obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) );
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-
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- }
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-
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- return obj;
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+ var meshes = parseList ( json.meshes, parseMesh );
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+ var materials = parseList ( json.materials, parseMaterial );
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+ return parseObject( json, json.rootnode, meshes, materials );
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}
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+
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};
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