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Examples: Clean up

Mugen87 6 年之前
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b2a53c8bf4
共有 2 個文件被更改,包括 53 次插入203 次删除
  1. 26 100
      examples/js/loaders/AssimpLoader.js
  2. 27 103
      examples/jsm/loaders/AssimpLoader.js

+ 26 - 100
examples/js/loaders/AssimpLoader.js

@@ -359,7 +359,7 @@ THREE.AssimpLoader.prototype = {
 		var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
 		var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
 		var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
-		var aiLightSource_UNDEFINED = 0x0;
+		//var aiLightSource_UNDEFINED = 0x0;
 		//! A directional light source has a well-defined direction
 		//! but is infinitely far away. That's quite a good
 		//! approximation for sun light.
@@ -367,7 +367,7 @@ THREE.AssimpLoader.prototype = {
 		//! A point light source has a well-defined position
 		//! in space but no direction - it emits light in all
 		//! directions. A normal bulb is a point light.
-		var aiLightSource_POINT = 0x2;
+		//var aiLightSource_POINT = 0x2;
 		//! A spot light source emits light in a specific
 		//! angle. It has a position and a direction it is pointing to.
 		//! A good example for a spot light is a light spot in
@@ -378,49 +378,49 @@ THREE.AssimpLoader.prototype = {
 		//! Typically, there's at most one ambient light in a scene.
 		//! This light type doesn't have a valid position, direction, or
 		//! other properties, just a color.
-		var aiLightSource_AMBIENT = 0x4;
+		//var aiLightSource_AMBIENT = 0x4;
 		/** Flat shading. Shading is done on per-face base,
 		 *  diffuse only. Also known as 'faceted shading'.
 		 */
-		var aiShadingMode_Flat = 0x1;
+		//var aiShadingMode_Flat = 0x1;
 		/** Simple Gouraud shading.
 		 */
-		var aiShadingMode_Gouraud = 0x2;
+		//var aiShadingMode_Gouraud = 0x2;
 		/** Phong-Shading -
 		 */
-		var aiShadingMode_Phong = 0x3;
+		//var aiShadingMode_Phong = 0x3;
 		/** Phong-Blinn-Shading
 		 */
-		var aiShadingMode_Blinn = 0x4;
+		//var aiShadingMode_Blinn = 0x4;
 		/** Toon-Shading per pixel
 		 *
 		 *  Also known as 'comic' shader.
 		 */
-		var aiShadingMode_Toon = 0x5;
+		//var aiShadingMode_Toon = 0x5;
 		/** OrenNayar-Shading per pixel
 		 *
 		 *  Extension to standard Lambertian shading, taking the
 		 *  roughness of the material into account
 		 */
-		var aiShadingMode_OrenNayar = 0x6;
+		//var aiShadingMode_OrenNayar = 0x6;
 		/** Minnaert-Shading per pixel
 		 *
 		 *  Extension to standard Lambertian shading, taking the
 		 *  "darkness" of the material into account
 		 */
-		var aiShadingMode_Minnaert = 0x7;
+		//var aiShadingMode_Minnaert = 0x7;
 		/** CookTorrance-Shading per pixel
 		 *
 		 *  Special shader for metallic surfaces.
 		 */
-		var aiShadingMode_CookTorrance = 0x8;
+		//var aiShadingMode_CookTorrance = 0x8;
 		/** No shading at all. Constant light influence of 1.0.
 		 */
-		var aiShadingMode_NoShading = 0x9;
+		//var aiShadingMode_NoShading = 0x9;
 		/** Fresnel shading
 		 */
-		var aiShadingMode_Fresnel = 0xa;
-		var aiTextureType_NONE = 0x0;
+		//var aiShadingMode_Fresnel = 0xa;
+		//var aiTextureType_NONE = 0x0;
 		/** The texture is combined with the result of the diffuse
 		 *  lighting equation.
 		 */
@@ -428,21 +428,21 @@ THREE.AssimpLoader.prototype = {
 		/** The texture is combined with the result of the specular
 		 *  lighting equation.
 		 */
-		var aiTextureType_SPECULAR = 0x2;
+		//var aiTextureType_SPECULAR = 0x2;
 		/** The texture is combined with the result of the ambient
 		 *  lighting equation.
 		 */
-		var aiTextureType_AMBIENT = 0x3;
+		//var aiTextureType_AMBIENT = 0x3;
 		/** The texture is added to the result of the lighting
 		 *  calculation. It isn't influenced by incoming light.
 		 */
-		var aiTextureType_EMISSIVE = 0x4;
+		//var aiTextureType_EMISSIVE = 0x4;
 		/** The texture is a height map.
 		 *
 		 *  By convention, higher gray-scale values stand for
 		 *  higher elevations from the base height.
 		 */
-		var aiTextureType_HEIGHT = 0x5;
+		//var aiTextureType_HEIGHT = 0x5;
 		/** The texture is a (tangent space) normal-map.
 		 *
 		 *  Again, there are several conventions for tangent-space
@@ -457,7 +457,7 @@ THREE.AssimpLoader.prototype = {
 		 *  function defined to map the linear color values in the
 		 *  texture to a suitable exponent. Have fun.
 		 */
-		var aiTextureType_SHININESS = 0x7;
+		//var aiTextureType_SHININESS = 0x7;
 		/** The texture defines per-pixel opacity.
 		 *
 		 *  Usually 'white' means opaque and 'black' means
@@ -469,7 +469,7 @@ THREE.AssimpLoader.prototype = {
 		 *  The exact purpose and format is application-dependent.
 		 *  Higher color values stand for higher vertex displacements.
 		 */
-		var aiTextureType_DISPLACEMENT = 0x9;
+		//var aiTextureType_DISPLACEMENT = 0x9;
 		/** Lightmap texture (aka Ambient Occlusion)
 		 *
 		 *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
@@ -483,14 +483,14 @@ THREE.AssimpLoader.prototype = {
 		 * Contains the color of a perfect mirror reflection.
 		 * Rarely used, almost never for real-time applications.
 		 */
-		var aiTextureType_REFLECTION = 0xB;
+		//var aiTextureType_REFLECTION = 0xB;
 		/** Unknown texture
 		 *
 		 *  A texture reference that does not match any of the definitions
 		 *  above is considered to be 'unknown'. It is still imported,
 		 *  but is excluded from any further postprocessing.
 		 */
-		var aiTextureType_UNKNOWN = 0xC;
+		//var aiTextureType_UNKNOWN = 0xC;
 		var BONESPERVERT = 4;
 
 		function ASSBIN_MESH_HAS_TEXCOORD( n ) {
@@ -634,7 +634,7 @@ THREE.AssimpLoader.prototype = {
 			];
 			this.mFaces = [];
 			this.mBones = [];
-			this.hookupSkeletons = function ( scene, threeScene ) {
+			this.hookupSkeletons = function ( scene ) {
 
 				if ( this.mBones.length == 0 ) return;
 
@@ -668,7 +668,6 @@ THREE.AssimpLoader.prototype = {
 						var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
 						if ( ! skeletonRoot ) return;
 						var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
-						var threeSkeletonRootParent = threeSkeletonRoot.parent;
 						var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
 						this.threeNode.add( threeSkeletonRootBone );
 						var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
@@ -808,32 +807,6 @@ THREE.AssimpLoader.prototype = {
 
 		}
 
-		function aiVector2D() {
-
-			this.x = 0;
-			this.y = 0;
-			this.toTHREE = function () {
-
-				return new THREE.Vector2( this.x, this.y );
-
-			};
-
-		}
-
-		function aiVector4D() {
-
-			this.w = 0;
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.toTHREE = function () {
-
-				return new THREE.Vector4( this.w, this.x, this.y, this.z );
-
-			};
-
-		}
-
 		function aiColor3D() {
 
 			this.r = 0;
@@ -1051,9 +1024,8 @@ THREE.AssimpLoader.prototype = {
 			this.mNumAllocated = 0;
 			this.mNumProperties = 0;
 			this.mProperties = [];
-			this.toTHREE = function ( scene ) {
+			this.toTHREE = function () {
 
-				var name = this.mProperties[ 0 ].dataAsString();
 				var mat = new THREE.MeshPhongMaterial();
 
 				for ( var i = 0; i < this.mProperties.length; i ++ ) {
@@ -1224,7 +1196,7 @@ THREE.AssimpLoader.prototype = {
 
 			};
 
-			this.toTHREE = function ( o, tps ) {
+			this.toTHREE = function ( o ) {
 
 				this.sortKeys();
 				var length = this.getLength();
@@ -1390,7 +1362,7 @@ THREE.AssimpLoader.prototype = {
 				var o = this.mRootNode.toTHREE( this );
 
 				for ( var i in this.mMeshes )
-					this.mMeshes[ i ].hookupSkeletons( this, o );
+					this.mMeshes[ i ].hookupSkeletons( this );
 
 				if ( this.mAnimations.length > 0 ) {
 
@@ -1492,26 +1464,6 @@ THREE.AssimpLoader.prototype = {
 
 		}
 
-		function Read_aiVector2D( stream ) {
-
-			var v = new aiVector2D();
-			v.x = readFloat( stream );
-			v.y = readFloat( stream );
-			return v;
-
-		}
-
-		function Read_aiVector4D( stream ) {
-
-			var v = new aiVector4D();
-			v.w = readFloat( stream );
-			v.x = readFloat( stream );
-			v.y = readFloat( stream );
-			v.z = readFloat( stream );
-			return v;
-
-		}
-
 		function Read_aiColor3D( stream ) {
 
 			var c = new aiColor3D();
@@ -1587,30 +1539,6 @@ THREE.AssimpLoader.prototype = {
 
 		}
 
-		function ReadArray( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read( stream );
-
-		}
-
-		function ReadArray_aiVector2D( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector2D( stream );
-
-		}
-
-		function ReadArray_aiVector3D( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector3D( stream );
-
-		}
-
-		function ReadArray_aiVector4D( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector4D( stream );
-
-		}
-
 		function ReadArray_aiVertexWeight( stream, data, size ) {
 
 			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
@@ -1855,8 +1783,6 @@ THREE.AssimpLoader.prototype = {
 
 				// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
 				mesh.mFaces = [];
-
-				var indexCounter = 0;
 				mesh.mIndexArray = [];
 
 				for ( var i = 0; i < mesh.mNumFaces; ++ i ) {

+ 27 - 103
examples/jsm/loaders/AssimpLoader.js

@@ -19,9 +19,7 @@ import {
 	Skeleton,
 	SkinnedMesh,
 	TextureLoader,
-	Vector2,
-	Vector3,
-	Vector4
+	Vector3
 } from "../../../build/three.module.js";
 
 var AssimpLoader = function ( manager ) {
@@ -381,7 +379,7 @@ AssimpLoader.prototype = {
 		var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
 		var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
 		var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
-		var aiLightSource_UNDEFINED = 0x0;
+		//var aiLightSource_UNDEFINED = 0x0;
 		//! A directional light source has a well-defined direction
 		//! but is infinitely far away. That's quite a good
 		//! approximation for sun light.
@@ -389,7 +387,7 @@ AssimpLoader.prototype = {
 		//! A point light source has a well-defined position
 		//! in space but no direction - it emits light in all
 		//! directions. A normal bulb is a point light.
-		var aiLightSource_POINT = 0x2;
+		//var aiLightSource_POINT = 0x2;
 		//! A spot light source emits light in a specific
 		//! angle. It has a position and a direction it is pointing to.
 		//! A good example for a spot light is a light spot in
@@ -400,49 +398,49 @@ AssimpLoader.prototype = {
 		//! Typically, there's at most one ambient light in a scene.
 		//! This light type doesn't have a valid position, direction, or
 		//! other properties, just a color.
-		var aiLightSource_AMBIENT = 0x4;
+		//var aiLightSource_AMBIENT = 0x4;
 		/** Flat shading. Shading is done on per-face base,
 		 *  diffuse only. Also known as 'faceted shading'.
 		 */
-		var aiShadingMode_Flat = 0x1;
+		//var aiShadingMode_Flat = 0x1;
 		/** Simple Gouraud shading.
 		 */
-		var aiShadingMode_Gouraud = 0x2;
+		//var aiShadingMode_Gouraud = 0x2;
 		/** Phong-Shading -
 		 */
-		var aiShadingMode_Phong = 0x3;
+		//var aiShadingMode_Phong = 0x3;
 		/** Phong-Blinn-Shading
 		 */
-		var aiShadingMode_Blinn = 0x4;
+		//var aiShadingMode_Blinn = 0x4;
 		/** Toon-Shading per pixel
 		 *
 		 *  Also known as 'comic' shader.
 		 */
-		var aiShadingMode_Toon = 0x5;
+		//var aiShadingMode_Toon = 0x5;
 		/** OrenNayar-Shading per pixel
 		 *
 		 *  Extension to standard Lambertian shading, taking the
 		 *  roughness of the material into account
 		 */
-		var aiShadingMode_OrenNayar = 0x6;
+		//var aiShadingMode_OrenNayar = 0x6;
 		/** Minnaert-Shading per pixel
 		 *
 		 *  Extension to standard Lambertian shading, taking the
 		 *  "darkness" of the material into account
 		 */
-		var aiShadingMode_Minnaert = 0x7;
+		//var aiShadingMode_Minnaert = 0x7;
 		/** CookTorrance-Shading per pixel
 		 *
 		 *  Special shader for metallic surfaces.
 		 */
-		var aiShadingMode_CookTorrance = 0x8;
+		//var aiShadingMode_CookTorrance = 0x8;
 		/** No shading at all. Constant light influence of 1.0.
 		 */
-		var aiShadingMode_NoShading = 0x9;
+		//var aiShadingMode_NoShading = 0x9;
 		/** Fresnel shading
 		 */
-		var aiShadingMode_Fresnel = 0xa;
-		var aiTextureType_NONE = 0x0;
+		//var aiShadingMode_Fresnel = 0xa;
+		//var aiTextureType_NONE = 0x0;
 		/** The texture is combined with the result of the diffuse
 		 *  lighting equation.
 		 */
@@ -450,21 +448,21 @@ AssimpLoader.prototype = {
 		/** The texture is combined with the result of the specular
 		 *  lighting equation.
 		 */
-		var aiTextureType_SPECULAR = 0x2;
+		//var aiTextureType_SPECULAR = 0x2;
 		/** The texture is combined with the result of the ambient
 		 *  lighting equation.
 		 */
-		var aiTextureType_AMBIENT = 0x3;
+		//var aiTextureType_AMBIENT = 0x3;
 		/** The texture is added to the result of the lighting
 		 *  calculation. It isn't influenced by incoming light.
 		 */
-		var aiTextureType_EMISSIVE = 0x4;
+		//var aiTextureType_EMISSIVE = 0x4;
 		/** The texture is a height map.
 		 *
 		 *  By convention, higher gray-scale values stand for
 		 *  higher elevations from the base height.
 		 */
-		var aiTextureType_HEIGHT = 0x5;
+		//var aiTextureType_HEIGHT = 0x5;
 		/** The texture is a (tangent space) normal-map.
 		 *
 		 *  Again, there are several conventions for tangent-space
@@ -479,7 +477,7 @@ AssimpLoader.prototype = {
 		 *  function defined to map the linear color values in the
 		 *  texture to a suitable exponent. Have fun.
 		 */
-		var aiTextureType_SHININESS = 0x7;
+		//var aiTextureType_SHININESS = 0x7;
 		/** The texture defines per-pixel opacity.
 		 *
 		 *  Usually 'white' means opaque and 'black' means
@@ -491,7 +489,7 @@ AssimpLoader.prototype = {
 		 *  The exact purpose and format is application-dependent.
 		 *  Higher color values stand for higher vertex displacements.
 		 */
-		var aiTextureType_DISPLACEMENT = 0x9;
+		//var aiTextureType_DISPLACEMENT = 0x9;
 		/** Lightmap texture (aka Ambient Occlusion)
 		 *
 		 *  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
@@ -505,14 +503,14 @@ AssimpLoader.prototype = {
 		 * Contains the color of a perfect mirror reflection.
 		 * Rarely used, almost never for real-time applications.
 		 */
-		var aiTextureType_REFLECTION = 0xB;
+		//var aiTextureType_REFLECTION = 0xB;
 		/** Unknown texture
 		 *
 		 *  A texture reference that does not match any of the definitions
 		 *  above is considered to be 'unknown'. It is still imported,
 		 *  but is excluded from any further postprocessing.
 		 */
-		var aiTextureType_UNKNOWN = 0xC;
+		//var aiTextureType_UNKNOWN = 0xC;
 		var BONESPERVERT = 4;
 
 		function ASSBIN_MESH_HAS_TEXCOORD( n ) {
@@ -656,7 +654,7 @@ AssimpLoader.prototype = {
 			];
 			this.mFaces = [];
 			this.mBones = [];
-			this.hookupSkeletons = function ( scene, threeScene ) {
+			this.hookupSkeletons = function ( scene ) {
 
 				if ( this.mBones.length == 0 ) return;
 
@@ -690,7 +688,6 @@ AssimpLoader.prototype = {
 						var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
 						if ( ! skeletonRoot ) return;
 						var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
-						var threeSkeletonRootParent = threeSkeletonRoot.parent;
 						var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
 						this.threeNode.add( threeSkeletonRootBone );
 						var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
@@ -830,32 +827,6 @@ AssimpLoader.prototype = {
 
 		}
 
-		function aiVector2D() {
-
-			this.x = 0;
-			this.y = 0;
-			this.toTHREE = function () {
-
-				return new Vector2( this.x, this.y );
-
-			};
-
-		}
-
-		function aiVector4D() {
-
-			this.w = 0;
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.toTHREE = function () {
-
-				return new Vector4( this.w, this.x, this.y, this.z );
-
-			};
-
-		}
-
 		function aiColor3D() {
 
 			this.r = 0;
@@ -1073,9 +1044,8 @@ AssimpLoader.prototype = {
 			this.mNumAllocated = 0;
 			this.mNumProperties = 0;
 			this.mProperties = [];
-			this.toTHREE = function ( scene ) {
+			this.toTHREE = function () {
 
-				var name = this.mProperties[ 0 ].dataAsString();
 				var mat = new MeshPhongMaterial();
 
 				for ( var i = 0; i < this.mProperties.length; i ++ ) {
@@ -1246,7 +1216,7 @@ AssimpLoader.prototype = {
 
 			};
 
-			this.toTHREE = function ( o, tps ) {
+			this.toTHREE = function ( o ) {
 
 				this.sortKeys();
 				var length = this.getLength();
@@ -1412,7 +1382,7 @@ AssimpLoader.prototype = {
 				var o = this.mRootNode.toTHREE( this );
 
 				for ( var i in this.mMeshes )
-					this.mMeshes[ i ].hookupSkeletons( this, o );
+					this.mMeshes[ i ].hookupSkeletons( this );
 
 				if ( this.mAnimations.length > 0 ) {
 
@@ -1514,26 +1484,6 @@ AssimpLoader.prototype = {
 
 		}
 
-		function Read_aiVector2D( stream ) {
-
-			var v = new aiVector2D();
-			v.x = readFloat( stream );
-			v.y = readFloat( stream );
-			return v;
-
-		}
-
-		function Read_aiVector4D( stream ) {
-
-			var v = new aiVector4D();
-			v.w = readFloat( stream );
-			v.x = readFloat( stream );
-			v.y = readFloat( stream );
-			v.z = readFloat( stream );
-			return v;
-
-		}
-
 		function Read_aiColor3D( stream ) {
 
 			var c = new aiColor3D();
@@ -1609,30 +1559,6 @@ AssimpLoader.prototype = {
 
 		}
 
-		function ReadArray( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read( stream );
-
-		}
-
-		function ReadArray_aiVector2D( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector2D( stream );
-
-		}
-
-		function ReadArray_aiVector3D( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector3D( stream );
-
-		}
-
-		function ReadArray_aiVector4D( stream, data, size ) {
-
-			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVector4D( stream );
-
-		}
-
 		function ReadArray_aiVertexWeight( stream, data, size ) {
 
 			for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
@@ -1877,8 +1803,6 @@ AssimpLoader.prototype = {
 
 				// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
 				mesh.mFaces = [];
-
-				var indexCounter = 0;
 				mesh.mIndexArray = [];
 
 				for ( var i = 0; i < mesh.mNumFaces; ++ i ) {