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@@ -0,0 +1,585 @@
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+/**
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+ * Loader for UTF8 version2 (after r51) encoded models generated by:
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+ * http://code.google.com/p/webgl-loader/
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+ *
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+ * Code to load/decompress mesh is taken from r100 of this webgl-loader
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+ */
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+
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+THREE.UTF8v2Loader = function () {};
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+
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+/**
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+ * Load UTF8 encoded model
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+ * @param jsonUrl - URL from which to load json containing information about model
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+ * @param callback - Callback(THREE.Object3D) on successful loading of model
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+ * @param options - options on how to load model (see THREE.MTLLoader.MaterialCreator for basic options)
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+ * Additional options include
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+ * geometryBase: Base url from which to load referenced geometries
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+ * materialBase: Base url from which to load referenced textures
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+ */
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+THREE.UTF8v2Loader.prototype.load = function ( jsonUrl, callback, options ) {
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+ this.downloadModelJson(jsonUrl, options, callback);
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+};
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+
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+THREE.UTF8v2Loader.GeometryCreator = function() {
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+};
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+
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+THREE.UTF8v2Loader.GeometryCreator.prototype = {
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+
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+ create: function (attribArray, indexArray, bboxen) {
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+ var geometry = new THREE.Geometry();
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+ this.init_vertices( geometry, attribArray, 8, 0 );
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+ var uvs = this.init_uvs( attribArray, 8, 3 );
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+ var normals = this.init_normals( attribArray, 8, 5 );
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+ this.init_faces( geometry, normals, uvs, indexArray );
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+
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+ geometry.computeCentroids();
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+ geometry.computeFaceNormals();
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+ return geometry;
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+ },
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+
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+ init_vertices: function ( scope, data, stride, offset ) {
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+ var i, x, y, z,
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+ end = data.length;
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+ for( i = offset; i < end; i += stride ) {
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+ x = data[ i ];
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+ y = data[ i + 1 ];
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+ z = data[ i + 2 ];
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+
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+ this.addVertex( scope, x, y, z );
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+ }
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+ },
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+
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+ init_normals: function( data, stride, offset ) {
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+ var normals = [];
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+ var i, x, y, z,
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+ end = data.length;
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+
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+ for( i = offset; i < end; i += stride ) {
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+ x = data[ i ];
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+ y = data[ i + 1 ];
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+ z = data[ i + 2 ];
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+
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+ // assumes already normalized to <-1,1> (unlike previous version of UTF8Loader)
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+ normals.push( x, y, z );
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+ }
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+ return normals;
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+ },
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+
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+ init_uvs: function( data, stride, offset ) {
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+ var uvs = [];
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+ var i, u, v,
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+ end = data.length;
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+
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+ for( i = offset; i < end; i += stride ) {
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+ // Assumes uvs are already normalized (unlike previous version of UTF8Loader)
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+ // uvs can be negative, need to set wrap for texture map later on...
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+ u = data[ i ];
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+ v = data[ i + 1 ];
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+ uvs.push( u, v );
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+ }
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+ return uvs;
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+ },
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+
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+ init_faces: function( scope, normals, uvs, indices ) {
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+ var i,
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+ a, b, c,
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+ u1, v1, u2, v2, u3, v3,
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+ m,
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+ end = indices.length;
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+
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+ m = 0; // all faces defaulting to material 0
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+ for( i = 0; i < end; i += 3 ) {
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+ a = indices[ i ];
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+ b = indices[ i + 1 ];
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+ c = indices[ i + 2 ];
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+
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+ this.f3n( scope, normals, a, b, c, m, a, b, c );
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+
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+ u1 = uvs[ a * 2 ];
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+ v1 = uvs[ a * 2 + 1 ];
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+
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+ u2 = uvs[ b * 2 ];
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+ v2 = uvs[ b * 2 + 1 ];
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+
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+ u3 = uvs[ c * 2 ];
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+ v3 = uvs[ c * 2 + 1 ];
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+
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+ this.uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
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+ }
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+ },
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+
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+ addVertex: function ( scope, x, y, z ) {
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+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
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+ },
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+
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+ f3n: function( scope, normals, a, b, c, mi, nai, nbi, nci ) {
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+ var nax = normals[ nai * 3 ],
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+ nay = normals[ nai * 3 + 1 ],
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+ naz = normals[ nai * 3 + 2 ],
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+
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+ nbx = normals[ nbi * 3 ],
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+ nby = normals[ nbi * 3 + 1 ],
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+ nbz = normals[ nbi * 3 + 2 ],
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+
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+ ncx = normals[ nci * 3 ],
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+ ncy = normals[ nci * 3 + 1 ],
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+ ncz = normals[ nci * 3 + 2 ];
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+
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+ var na = new THREE.Vector3( nax, nay, naz ),
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+ nb = new THREE.Vector3( nbx, nby, nbz ),
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+ nc = new THREE.Vector3( ncx, ncy, ncz );
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+
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+ scope.faces.push( new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi ) );
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+ },
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+
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+ uv3: function ( where, u1, v1, u2, v2, u3, v3 ) {
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+ var uv = [];
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+ uv.push( new THREE.UV( u1, v1 ) );
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+ uv.push( new THREE.UV( u2, v2 ) );
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+ uv.push( new THREE.UV( u3, v3 ) );
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+ where.push( uv );
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+ }
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+};
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+
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+
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+// UTF-8 decoder from webgl-loader (r100)
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+// http://code.google.com/p/webgl-loader/
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+
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+// Model manifest description. Contains objects like:
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+// name: {
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+// materials: { 'material_name': { ... } ... },
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+// decodeParams: {
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+// decodeOffsets: [ ... ],
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+// decodeScales: [ ... ],
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+// },
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+// urls: {
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+// 'url': [
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+// { material: 'material_name',
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+// attribRange: [#, #],
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+// indexRange: [#, #],
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+// names: [ 'object names' ... ],
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+// lengths: [#, #, # ... ]
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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 DEFAULT_DECODE_PARAMS = {
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+ decodeOffsets: [-4095, -4095, -4095, 0, 0, -511, -511, -511],
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+ decodeScales: [1/8191, 1/8191, 1/8191, 1/1023, 1/1023, 1/1023, 1/1023, 1/1023]
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+ // TODO: normal decoding? (see walt.js)
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+ // needs to know: input, output (from vertex format!)
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+ //
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+ // Should split attrib/index.
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+ // 1) Decode position and non-normal attributes.
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+ // 2) Decode indices, computing normals
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+ // 3) Maybe normalize normals? Only necessary for refinement, or fixed?
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+ // 4) Maybe refine normals? Should this be part of regular refinement?
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+ // 5) Morphing
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+};
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+
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+// Triangle strips!
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+
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+// TODO: will it be an optimization to specialize this method at
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+// runtime for different combinations of stride, decodeOffset and
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+// decodeScale?
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+THREE.UTF8v2Loader.prototype.decompressAttribsInner_ = function (str, inputStart, inputEnd,
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+ output, outputStart, stride,
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+ decodeOffset, decodeScale) {
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+ var prev = 0;
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+ for (var j = inputStart; j < inputEnd; j++) {
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+ var code = str.charCodeAt(j);
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+ prev += (code >> 1) ^ (-(code & 1));
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+ output[outputStart] = decodeScale * (prev + decodeOffset);
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+ outputStart += stride;
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+ }
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+};
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+
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+THREE.UTF8v2Loader.prototype.decompressIndices_ = function(str, inputStart, numIndices,
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+ output, outputStart) {
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+ var highest = 0;
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+ for (var i = 0; i < numIndices; i++) {
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+ var code = str.charCodeAt(inputStart++);
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+ output[outputStart++] = highest - code;
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+ if (code == 0) {
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+ highest++;
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+ }
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+ }
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+};
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+
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+THREE.UTF8v2Loader.prototype.decompressAABBs_ = function (str, inputStart, numBBoxen,
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+ decodeOffsets, decodeScales) {
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+ var numFloats = 6 * numBBoxen;
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+ var inputEnd = inputStart + numFloats;
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+ var bboxen = new Float32Array(numFloats);
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+ var outputStart = 0;
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+ for (var i = inputStart; i < inputEnd; i += 6) {
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+ var minX = str.charCodeAt(i + 0) + decodeOffsets[0];
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+ var minY = str.charCodeAt(i + 1) + decodeOffsets[1];
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+ var minZ = str.charCodeAt(i + 2) + decodeOffsets[2];
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+ var radiusX = (str.charCodeAt(i + 3) + 1) >> 1;
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+ var radiusY = (str.charCodeAt(i + 4) + 1) >> 1;
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+ var radiusZ = (str.charCodeAt(i + 5) + 1) >> 1;
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+ bboxen[outputStart++] = decodeScales[0] * (minX + radiusX);
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+ bboxen[outputStart++] = decodeScales[1] * (minY + radiusY);
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+ bboxen[outputStart++] = decodeScales[2] * (minZ + radiusZ);
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+ bboxen[outputStart++] = decodeScales[0] * radiusX;
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+ bboxen[outputStart++] = decodeScales[1] * radiusY;
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+ bboxen[outputStart++] = decodeScales[2] * radiusZ;
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+ }
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+ return bboxen;
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+};
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+
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+THREE.UTF8v2Loader.prototype.decompressMesh = function (str, meshParams, decodeParams, name, idx, callback) {
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+ // Extract conversion parameters from attribArrays.
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+ var stride = decodeParams.decodeScales.length;
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+ var decodeOffsets = decodeParams.decodeOffsets;
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+ var decodeScales = decodeParams.decodeScales;
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+ var attribStart = meshParams.attribRange[0];
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+ var numVerts = meshParams.attribRange[1];
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+
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+ // Decode attributes.
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+ var inputOffset = attribStart;
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+ var attribsOut = new Float32Array(stride * numVerts);
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+ for (var j = 0; j < stride; j++) {
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+ var end = inputOffset + numVerts;
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+ var decodeScale = decodeScales[j];
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+ if (decodeScale) {
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+ // Assume if decodeScale is never set, simply ignore the
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+ // attribute.
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+ this.decompressAttribsInner_(str, inputOffset, end,
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+ attribsOut, j, stride,
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+ decodeOffsets[j], decodeScale);
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+ }
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+ inputOffset = end;
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+ }
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+
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+ var indexStart = meshParams.indexRange[0];
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+ var numIndices = 3*meshParams.indexRange[1];
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+ var indicesOut = new Uint16Array(numIndices);
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+ this.decompressIndices_(str, inputOffset, numIndices, indicesOut, 0);
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+
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+ // Decode bboxen.
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+ var bboxen = undefined;
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+ var bboxOffset = meshParams.bboxes;
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+ if (bboxOffset) {
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+ bboxen = this.decompressAABBs_(str, bboxOffset, meshParams.names.length,
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+ decodeOffsets, decodeScales);
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+ }
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+ callback(name, idx, attribsOut, indicesOut, bboxen, meshParams);
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+};
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+
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+THREE.UTF8v2Loader.prototype.copyAttrib = function (stride, attribsOutFixed, lastAttrib, index) {
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+ for (var j = 0; j < stride; j++) {
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+ lastAttrib[j] = attribsOutFixed[stride*index + j];
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+ }
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+};
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+
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+THREE.UTF8v2Loader.prototype.decodeAttrib2 = function (str, stride, decodeOffsets, decodeScales, deltaStart,
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+ numVerts, attribsOut, attribsOutFixed, lastAttrib,
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+ index) {
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+ for (var j = 0; j < 5; j++) {
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+ var code = str.charCodeAt(deltaStart + numVerts*j + index);
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+ var delta = (code >> 1) ^ (-(code & 1));
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+ lastAttrib[j] += delta;
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+ attribsOutFixed[stride*index + j] = lastAttrib[j];
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+ attribsOut[stride*index + j] =
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+ decodeScales[j] * (lastAttrib[j] + decodeOffsets[j]);
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+ }
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+};
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+
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+THREE.UTF8v2Loader.prototype.accumulateNormal = function (i0, i1, i2, attribsOutFixed, crosses) {
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+ var p0x = attribsOutFixed[8*i0 + 0];
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+ var p0y = attribsOutFixed[8*i0 + 1];
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+ var p0z = attribsOutFixed[8*i0 + 2];
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+ var p1x = attribsOutFixed[8*i1 + 0];
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+ var p1y = attribsOutFixed[8*i1 + 1];
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+ var p1z = attribsOutFixed[8*i1 + 2];
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+ var p2x = attribsOutFixed[8*i2 + 0];
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+ var p2y = attribsOutFixed[8*i2 + 1];
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+ var p2z = attribsOutFixed[8*i2 + 2];
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+ p1x -= p0x;
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+ p1y -= p0y;
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+ p1z -= p0z;
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+ p2x -= p0x;
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+ p2y -= p0y;
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+ p2z -= p0z;
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+ p0x = p1y*p2z - p1z*p2y;
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+ p0y = p1z*p2x - p1x*p2z;
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+ p0z = p1x*p2y - p1y*p2x;
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+
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+ crosses[3*i0 + 0] += p0x;
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+ crosses[3*i0 + 1] += p0y;
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+ crosses[3*i0 + 2] += p0z;
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+
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+ crosses[3*i1 + 0] += p0x;
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+ crosses[3*i1 + 1] += p0y;
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+ crosses[3*i1 + 2] += p0z;
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+
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+ crosses[3*i2 + 0] += p0x;
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+ crosses[3*i2 + 1] += p0y;
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+ crosses[3*i2 + 2] += p0z;
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+};
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+
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+THREE.UTF8v2Loader.prototype.decompressMesh2 = function(str, meshParams, decodeParams, name, idx, callback) {
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+ var MAX_BACKREF = 96;
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+ // Extract conversion parameters from attribArrays.
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+ var stride = decodeParams.decodeScales.length;
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+ var decodeOffsets = decodeParams.decodeOffsets;
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+ var decodeScales = decodeParams.decodeScales;
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+ var deltaStart = meshParams.attribRange[0];
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+ var numVerts = meshParams.attribRange[1];
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+ var codeStart = meshParams.codeRange[0];
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+ var codeLength = meshParams.codeRange[1];
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+ var numIndices = 3*meshParams.codeRange[2];
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+ var indicesOut = new Uint16Array(numIndices);
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+ var crosses = new Int32Array(3*numVerts);
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+ var lastAttrib = new Uint16Array(stride);
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+ var attribsOutFixed = new Uint16Array(stride * numVerts);
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+ var attribsOut = new Float32Array(stride * numVerts);
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+ var highest = 0;
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+ var outputStart = 0;
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+ for (var i = 0; i < numIndices; i += 3) {
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+ var code = str.charCodeAt(codeStart++);
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+ var max_backref = Math.min(i, MAX_BACKREF);
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+ if (code < max_backref) {
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+ // Parallelogram
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+ var winding = code % 3;
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+ var backref = i - (code - winding);
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+ var i0, i1, i2;
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+ switch (winding) {
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+ case 0:
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+ i0 = indicesOut[backref + 2];
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+ i1 = indicesOut[backref + 1];
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+ i2 = indicesOut[backref + 0];
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+ break;
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+ case 1:
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+ i0 = indicesOut[backref + 0];
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+ i1 = indicesOut[backref + 2];
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+ i2 = indicesOut[backref + 1];
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+ break;
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+ case 2:
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+ i0 = indicesOut[backref + 1];
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+ i1 = indicesOut[backref + 0];
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+ i2 = indicesOut[backref + 2];
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+ break;
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+ }
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+ indicesOut[outputStart++] = i0;
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+ indicesOut[outputStart++] = i1;
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+ code = str.charCodeAt(codeStart++);
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+ var index = highest - code;
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+ indicesOut[outputStart++] = index;
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+ if (code === 0) {
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+ for (var j = 0; j < 5; j++) {
|
|
|
+ var deltaCode = str.charCodeAt(deltaStart + numVerts*j + highest);
|
|
|
+ var prediction = ((deltaCode >> 1) ^ (-(deltaCode & 1))) +
|
|
|
+ attribsOutFixed[stride*i0 + j] +
|
|
|
+ attribsOutFixed[stride*i1 + j] -
|
|
|
+ attribsOutFixed[stride*i2 + j];
|
|
|
+ lastAttrib[j] = prediction;
|
|
|
+ attribsOutFixed[stride*highest + j] = prediction;
|
|
|
+ attribsOut[stride*highest + j] =
|
|
|
+ decodeScales[j] * (prediction + decodeOffsets[j]);
|
|
|
+ }
|
|
|
+ highest++;
|
|
|
+ } else {
|
|
|
+ this.copyAttrib(stride, attribsOutFixed, lastAttrib, index);
|
|
|
+ }
|
|
|
+ this.accumulateNormal(i0, i1, index, attribsOutFixed, crosses);
|
|
|
+ } else {
|
|
|
+ // Simple
|
|
|
+ var index0 = highest - (code - max_backref);
|
|
|
+ indicesOut[outputStart++] = index0;
|
|
|
+ if (code === max_backref) {
|
|
|
+ this.decodeAttrib2(str, stride, decodeOffsets, decodeScales, deltaStart,
|
|
|
+ numVerts, attribsOut, attribsOutFixed, lastAttrib,
|
|
|
+ highest++);
|
|
|
+ } else {
|
|
|
+ this.copyAttrib(stride, attribsOutFixed, lastAttrib, index0);
|
|
|
+ }
|
|
|
+ code = str.charCodeAt(codeStart++);
|
|
|
+ var index1 = highest - code;
|
|
|
+ indicesOut[outputStart++] = index1;
|
|
|
+ if (code === 0) {
|
|
|
+ this.decodeAttrib2(str, stride, decodeOffsets, decodeScales, deltaStart,
|
|
|
+ numVerts, attribsOut, attribsOutFixed, lastAttrib,
|
|
|
+ highest++);
|
|
|
+ } else {
|
|
|
+ this.copyAttrib(stride, attribsOutFixed, lastAttrib, index1);
|
|
|
+ }
|
|
|
+ code = str.charCodeAt(codeStart++);
|
|
|
+ var index2 = highest - code;
|
|
|
+ indicesOut[outputStart++] = index2;
|
|
|
+ if (code === 0) {
|
|
|
+ for (var j = 0; j < 5; j++) {
|
|
|
+ lastAttrib[j] = (attribsOutFixed[stride*index0 + j] +
|
|
|
+ attribsOutFixed[stride*index1 + j]) / 2;
|
|
|
+ }
|
|
|
+ this.decodeAttrib2(str, stride, decodeOffsets, decodeScales, deltaStart,
|
|
|
+ numVerts, attribsOut, attribsOutFixed, lastAttrib,
|
|
|
+ highest++);
|
|
|
+ } else {
|
|
|
+ this.copyAttrib(stride, attribsOutFixed, lastAttrib, index2);
|
|
|
+ }
|
|
|
+ this.accumulateNormal(index0, index1, index2, attribsOutFixed, crosses);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ for (var i = 0; i < numVerts; i++) {
|
|
|
+ var nx = crosses[3*i + 0];
|
|
|
+ var ny = crosses[3*i + 1];
|
|
|
+ var nz = crosses[3*i + 2];
|
|
|
+ var norm = 511.0 / Math.sqrt(nx*nx + ny*ny + nz*nz);
|
|
|
+
|
|
|
+ var cx = str.charCodeAt(deltaStart + 5*numVerts + i);
|
|
|
+ var cy = str.charCodeAt(deltaStart + 6*numVerts + i);
|
|
|
+ var cz = str.charCodeAt(deltaStart + 7*numVerts + i);
|
|
|
+
|
|
|
+ attribsOut[stride*i + 5] = norm*nx + ((cx >> 1) ^ (-(cx & 1)));
|
|
|
+ attribsOut[stride*i + 6] = norm*ny + ((cy >> 1) ^ (-(cy & 1)));
|
|
|
+ attribsOut[stride*i + 7] = norm*nz + ((cz >> 1) ^ (-(cz & 1)));
|
|
|
+ }
|
|
|
+ callback(name, idx, attribsOut, indicesOut, undefined, meshParams);
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UTF8v2Loader.prototype.downloadMesh = function (path, name, meshEntry, decodeParams, callback) {
|
|
|
+ var loader = this;
|
|
|
+ var idx = 0;
|
|
|
+ function onprogress(req, e) {
|
|
|
+ while (idx < meshEntry.length) {
|
|
|
+ var meshParams = meshEntry[idx];
|
|
|
+ var indexRange = meshParams.indexRange;
|
|
|
+ if (indexRange) {
|
|
|
+ var meshEnd = indexRange[0] + 3*indexRange[1];
|
|
|
+ if (req.responseText.length < meshEnd) break;
|
|
|
+
|
|
|
+ loader.decompressMesh(req.responseText, meshParams, decodeParams, name, idx, callback);
|
|
|
+ } else {
|
|
|
+ var codeRange = meshParams.codeRange;
|
|
|
+ var meshEnd = codeRange[0] + codeRange[1];
|
|
|
+
|
|
|
+ if (req.responseText.length < meshEnd) break;
|
|
|
+
|
|
|
+ loader.decompressMesh2(req.responseText, meshParams, decodeParams, name, idx, callback);
|
|
|
+ }
|
|
|
+ ++idx;
|
|
|
+ }
|
|
|
+ };
|
|
|
+ getHttpRequest(path, function(req, e) {
|
|
|
+ if (req.status === 200 || req.status === 0) {
|
|
|
+ onprogress(req, e);
|
|
|
+ }
|
|
|
+ // TODO: handle errors.
|
|
|
+ }, onprogress);
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UTF8v2Loader.prototype.downloadMeshes = function (path, meshUrlMap, decodeParams, callback) {
|
|
|
+ for (var url in meshUrlMap) {
|
|
|
+ var meshEntry = meshUrlMap[url];
|
|
|
+ this.downloadMesh(path + url, url, meshEntry, decodeParams, callback);
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UTF8v2Loader.prototype.createMeshCallback = function(materialBaseUrl, loadModelInfo, allDoneCallback) {
|
|
|
+ var expectedMeshesPerUrl = {};
|
|
|
+ var decodedMeshesPerUrl = {};
|
|
|
+ var nCompletedUrls = 0;
|
|
|
+ var nExpectedUrls = 0;
|
|
|
+ var modelParts = {};
|
|
|
+ var meshUrlMap = loadModelInfo.urls;
|
|
|
+ for (var url in meshUrlMap) {
|
|
|
+ expectedMeshesPerUrl[url] = meshUrlMap[url].length;
|
|
|
+ decodedMeshesPerUrl[url] = 0;
|
|
|
+ nExpectedUrls++;
|
|
|
+ modelParts[url] = new THREE.Object3D();
|
|
|
+ }
|
|
|
+ var model = new THREE.Object3D();
|
|
|
+ var geometryCreator = new THREE.UTF8v2Loader.GeometryCreator();
|
|
|
+ var materialCreator = new THREE.MTLLoader.MaterialCreator(materialBaseUrl, loadModelInfo.options);
|
|
|
+ materialCreator.setMaterials(loadModelInfo.materials);
|
|
|
+ // Prepare materials first...
|
|
|
+ materialCreator.preload();
|
|
|
+
|
|
|
+ return function(name, idx, attribArray, indexArray, bboxen, meshParams) {
|
|
|
+ // Got ourselves a new mesh
|
|
|
+
|
|
|
+ // name identifies this part of the model (url)
|
|
|
+ // idx is the mesh index of this mesh of the part
|
|
|
+ // attribArray defines the vertices
|
|
|
+ // indexArray defines the faces
|
|
|
+ // bboxen defines the bounding box
|
|
|
+ // meshParams contains the material info
|
|
|
+
|
|
|
+ var geometry = geometryCreator.create( attribArray, indexArray, bboxen);
|
|
|
+ var material = materialCreator.create( meshParams.material );
|
|
|
+ modelParts[name].add(new THREE.Mesh(geometry, material));
|
|
|
+ //model.add(new THREE.Mesh(geometry, material));
|
|
|
+ decodedMeshesPerUrl[name]++;
|
|
|
+ if (decodedMeshesPerUrl[name] === expectedMeshesPerUrl[name]) {
|
|
|
+ nCompletedUrls++;
|
|
|
+ model.add(modelParts[name]);
|
|
|
+ if (nCompletedUrls === nExpectedUrls) {
|
|
|
+ // ALL DONE!!!
|
|
|
+ allDoneCallback(model);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UTF8v2Loader.prototype.downloadModel = function (geometryBase, materialBase, model, callback) {
|
|
|
+ var meshCallback = this.createMeshCallback(materialBase, model, callback);
|
|
|
+ this.downloadMeshes(geometryBase, model.urls, model.decodeParams, meshCallback);
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UTF8v2Loader.prototype.downloadModelJson = function (jsonUrl, options, callback ) {
|
|
|
+ getJsonRequest(jsonUrl, function(loaded) {
|
|
|
+ if (!loaded.decodeParams) {
|
|
|
+ if (options && options.decodeParams) {
|
|
|
+ loaded.decodeParams = options.decodeParams;
|
|
|
+ } else {
|
|
|
+ loaded.decodeParams = DEFAULT_DECODE_PARAMS;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ loaded.options = options;
|
|
|
+ var geometryBase = jsonUrl.substr(0,jsonUrl.lastIndexOf("/")+1);
|
|
|
+ var materialBase = geometryBase;
|
|
|
+ if (options && options.geometryBase) {
|
|
|
+ geometryBase = options.geometryBase;
|
|
|
+ if (geometryBase.charAt(geometryBase.length-1) !== "/") {
|
|
|
+ geometryBase = geometryBase + "/";
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (options && options.materialBase) {
|
|
|
+ materialBase = options.materialBase;
|
|
|
+ if (materialBase.charAt(materialBase.length-1) !== "/") {
|
|
|
+ materialBase = materialBase + "/";
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this.downloadModel(geometryBase, materialBase, loaded, callback);
|
|
|
+ }.bind(this));
|
|
|
+};
|
|
|
+
|
|
|
+// XMLHttpRequest stuff.
|
|
|
+function getHttpRequest(url, onload, opt_onprogress) {
|
|
|
+ var LISTENERS = {
|
|
|
+ load: function(e) { onload(req, e); },
|
|
|
+ progress: function(e) { opt_onprogress(req, e); }
|
|
|
+ };
|
|
|
+
|
|
|
+ var req = new XMLHttpRequest();
|
|
|
+ addListeners(req, LISTENERS);
|
|
|
+ req.open('GET', url, true);
|
|
|
+ req.send(null);
|
|
|
+}
|
|
|
+
|
|
|
+function getJsonRequest(url, onjson) {
|
|
|
+ getHttpRequest(url,
|
|
|
+ function(e) { onjson(JSON.parse(e.responseText)); },
|
|
|
+ function() {});
|
|
|
+}
|
|
|
+
|
|
|
+function addListeners(dom, listeners) {
|
|
|
+ // TODO: handle event capture, object binding.
|
|
|
+ for (var key in listeners) {
|
|
|
+ dom.addEventListener(key, listeners[key]);
|
|
|
+ }
|
|
|
+}
|