/** * @author Alexander Gessler / http://www.greentoken.de/ * https://github.com/acgessler * * Loader for models imported with Open Asset Import Library (http://assimp.sf.net) * through assimp2json (https://github.com/acgessler/assimp2json). * * Supports any input format that assimp supports, including 3ds, obj, dae, blend, * fbx, x, ms3d, lwo (and many more). * * See webgl_loader_assimp2json example. */ THREE.AssimpJSONLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; }; THREE.AssimpJSONLoader.prototype = { constructor: THREE.AssimpJSONLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url ); var loader = new THREE.FileLoader( this.manager ); loader.load( url, function ( text ) { var json = JSON.parse( text ), scene, metadata; // Check __metadata__ meta header if present // This header is used to disambiguate between // different JSON-based file formats. metadata = json.__metadata__; if ( typeof metadata !== 'undefined' ) { // Check if assimp2json at all if ( metadata.format !== 'assimp2json' ) { onError( 'Not an assimp2json scene' ); return; } // Check major format version else if ( metadata.version < 100 && metadata.version >= 200 ) { onError( 'Unsupported assimp2json file format version' ); return; } } scene = scope.parse( json ); onLoad( scene ); }, onProgress, onError ); }, setCrossOrigin: function ( value ) { this.crossOrigin = value; }, setTexturePath: function ( value ) { this.texturePath = value; }, extractUrlBase: function ( url ) { // from three/src/loaders/Loader.js var parts = url.split( '/' ); parts.pop(); return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; }, parse: function ( json ) { var meshes = this.parseList ( json.meshes, this.parseMesh ); var materials = this.parseList ( json.materials, this.parseMaterial ); return this.parseObject( json, json.rootnode, meshes, materials ); }, parseList : function( json, handler ) { var meshes = new Array( json.length ); for ( var i = 0; i < json.length; ++ i ) { meshes[ i ] = handler.call( this, json[ i ] ); } return meshes; }, parseMesh : function( json ) { var geometry = new THREE.BufferGeometry(); var i, l, face; var indices = []; var vertices = json.vertices || []; var normals = json.normals || []; var uvs = json.texturecoords || []; var colors = json.colors || []; uvs = uvs[ 0 ] || []; // only support for a single set of uvs for ( i = 0, l = json.faces.length; i < l; i ++ ) { face = json.faces[ i ]; indices.push( face[ 0 ], face[ 1 ], face[ 2 ] ); } geometry.setIndexArray( indices ); geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) ); if ( normals.length > 0 ) { geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) ); } if ( uvs.length > 0 ) { geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) ); } if ( colors.length > 0 ) { geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) ); } geometry.computeBoundingSphere(); return geometry; }, parseMaterial : function( json ) { var mat = null; var scope = this; var i, prop, has_textures = [], init_props = { shading : THREE.SmoothShading }; function toColor( value_arr ) { var col = new THREE.Color(); col.setRGB( value_arr[ 0 ], value_arr[ 1 ], value_arr[ 2 ] ); return col; } function defaultTexture() { var im = new Image(); im.width = 1; im.height = 1; return new THREE.Texture( im ); } for ( i in json.properties ) { prop = json.properties[ i ]; if ( prop.key === '$tex.file' ) { // prop.semantic gives the type of the texture // 1: diffuse // 2: specular mao // 5: height map (bumps) // 6: normal map // more values (i.e. emissive, environment) are known by assimp and may be relevant if ( prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2 ) { ( function( semantic ) { var loader = new THREE.TextureLoader( scope.manager ), keyname; if ( semantic === 1 ) { keyname = 'map'; } else if ( semantic === 5 ) { keyname = 'bumpMap'; } else if ( semantic === 6 ) { keyname = 'normalMap'; } else if ( semantic === 2 ) { keyname = 'specularMap'; } has_textures.push( keyname ); loader.setCrossOrigin( this.crossOrigin ); var material_url = scope.texturePath + '/' + prop.value; material_url = material_url.replace( /\\/g, '/' ); loader.load( material_url, function( tex ) { if ( tex ) { // TODO: read texture settings from assimp. // Wrapping is the default, though. tex.wrapS = tex.wrapT = THREE.RepeatWrapping; mat[ keyname ] = tex; mat.needsUpdate = true; } } ); } )( prop.semantic ); } } else if ( prop.key === '?mat.name' ) { init_props.name = prop.value; } else if ( prop.key === '$clr.diffuse' ) { init_props.color = toColor( prop.value ); } else if ( prop.key === '$clr.specular' ) { init_props.specular = toColor( prop.value ); } else if ( prop.key === '$clr.emissive' ) { init_props.emissive = toColor( prop.value ); } else if ( prop.key === '$mat.shadingm' ) { // aiShadingMode_Flat if ( prop.value === 1 ) { init_props.shading = THREE.FlatShading; } } else if ( prop.key === '$mat.shininess' ) { init_props.shininess = prop.value; } } // note: three.js does not like it when a texture is added after the geometry // has been rendered once, see http://stackoverflow.com/questions/16531759/. // for this reason we fill all slots upfront with default textures if ( has_textures.length ) { for ( i = has_textures.length - 1; i >= 0; -- i ) { init_props[ has_textures[ i ]] = defaultTexture(); } } mat = new THREE.MeshPhongMaterial( init_props ); return mat; }, parseObject : function( json, node, meshes, materials ) { var obj = new THREE.Object3D(), i, idx; obj.name = node.name || ""; obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose(); obj.matrix.decompose( obj.position, obj.quaternion, obj.scale ); for ( i = 0; node.meshes && i < node.meshes.length; ++ i ) { idx = node.meshes[ i ]; obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) ); } for ( i = 0; node.children && i < node.children.length; ++ i ) { obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) ); } return obj; } };