CTMLoader.js 15 KB

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  1. /**
  2. * Loader for CTM encoded models generated by OpenCTM tools:
  3. * http://openctm.sourceforge.net/
  4. *
  5. * Uses js-openctm library by Juan Mellado
  6. * http://code.google.com/p/js-openctm/
  7. *
  8. * @author alteredq / http://alteredqualia.com/
  9. */
  10. THREE.CTMLoader = function ( context ) {
  11. this.context = context;
  12. };
  13. THREE.CTMLoader.prototype = new THREE.CTMLoader();
  14. THREE.CTMLoader.prototype.constructor = THREE.CTMLoader;
  15. // Load CTMLoader compressed models
  16. // - parameters
  17. // - url (required)
  18. // - callback (required)
  19. THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers ) {
  20. var scope = this;
  21. var xhr = new XMLHttpRequest(),
  22. callbackProgress = null;
  23. var length = 0;
  24. xhr.onreadystatechange = function() {
  25. if ( xhr.readyState == 4 ) {
  26. if ( xhr.status == 200 || xhr.status == 0 ) {
  27. var binaryData = xhr.responseText;
  28. var s = Date.now();
  29. if ( useWorker ) {
  30. var worker = new Worker( "js/ctm/CTMWorker.js" );
  31. worker.onmessage = function( event ) {
  32. var ctmFile = event.data;
  33. if ( useBuffers ) {
  34. scope.createModelBuffers( ctmFile, callback );
  35. } else {
  36. scope.createModelClassic( ctmFile, callback );
  37. }
  38. var e = Date.now();
  39. console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
  40. };
  41. worker.postMessage( binaryData );
  42. } else {
  43. var ctmFile = new CTM.File( new CTM.Stream( binaryData ) );
  44. if ( useBuffers ) {
  45. scope.createModelBuffers( ctmFile, callback );
  46. } else {
  47. scope.createModelClassic( ctmFile, callback );
  48. }
  49. var e = Date.now();
  50. console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
  51. }
  52. } else {
  53. console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
  54. }
  55. } else if ( xhr.readyState == 3 ) {
  56. if ( callbackProgress ) {
  57. if ( length == 0 ) {
  58. length = xhr.getResponseHeader( "Content-Length" );
  59. }
  60. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  61. }
  62. } else if ( xhr.readyState == 2 ) {
  63. length = xhr.getResponseHeader( "Content-Length" );
  64. }
  65. }
  66. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  67. xhr.open( "GET", url, true );
  68. xhr.send( null );
  69. };
  70. THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
  71. var gl = this.context;
  72. var Model = function ( ) {
  73. var scope = this;
  74. var dynamic = false,
  75. computeNormals = true,
  76. normalizeNormals = true,
  77. reorderVertices = true;
  78. scope.materials = [];
  79. THREE.BufferGeometry.call( this );
  80. // init GL buffers
  81. var vertexIndexArray = file.body.indices,
  82. vertexPositionArray = file.body.vertices,
  83. vertexNormalArray = file.body.normals;
  84. var vertexUvArray, vertexColorArray;
  85. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
  86. vertexUvArray = file.body.uvMaps[ 0 ].uv;
  87. }
  88. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
  89. vertexColorArray = file.body.attrMaps[ 0 ].attr;
  90. }
  91. //console.log( "vertices", vertexPositionArray.length/3 );
  92. //console.log( "triangles", vertexIndexArray.length/3 );
  93. // compute face normals from scratch
  94. // (must be done before computing offsets)
  95. if ( vertexNormalArray === undefined && computeNormals ) {
  96. var nElements = vertexPositionArray.length;
  97. vertexNormalArray = new Float32Array( nElements );
  98. var vA, vB, vC, x, y, z,
  99. pA = new THREE.Vector3(),
  100. pB = new THREE.Vector3(),
  101. pC = new THREE.Vector3(),
  102. cb = new THREE.Vector3(),
  103. ab = new THREE.Vector3();
  104. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  105. vA = vertexIndexArray[ i ];
  106. vB = vertexIndexArray[ i + 1 ];
  107. vC = vertexIndexArray[ i + 2 ];
  108. x = vertexPositionArray[ vA * 3 ];
  109. y = vertexPositionArray[ vA * 3 + 1 ];
  110. z = vertexPositionArray[ vA * 3 + 2 ];
  111. pA.set( x, y, z );
  112. x = vertexPositionArray[ vB * 3 ];
  113. y = vertexPositionArray[ vB * 3 + 1 ];
  114. z = vertexPositionArray[ vB * 3 + 2 ];
  115. pB.set( x, y, z );
  116. x = vertexPositionArray[ vC * 3 ];
  117. y = vertexPositionArray[ vC * 3 + 1 ];
  118. z = vertexPositionArray[ vC * 3 + 2 ];
  119. pC.set( x, y, z );
  120. cb.sub( pC, pB );
  121. ab.sub( pA, pB );
  122. cb.crossSelf( ab );
  123. vertexNormalArray[ vA * 3 ] += cb.x;
  124. vertexNormalArray[ vA * 3 + 1 ] += cb.y;
  125. vertexNormalArray[ vA * 3 + 2 ] += cb.z;
  126. vertexNormalArray[ vB * 3 ] += cb.x;
  127. vertexNormalArray[ vB * 3 + 1 ] += cb.y;
  128. vertexNormalArray[ vB * 3 + 2 ] += cb.z;
  129. vertexNormalArray[ vC * 3 ] += cb.x;
  130. vertexNormalArray[ vC * 3 + 1 ] += cb.y;
  131. vertexNormalArray[ vC * 3 + 2 ] += cb.z;
  132. }
  133. if ( normalizeNormals ) {
  134. for ( var i = 0; i < nElements; i += 3 ) {
  135. x = vertexNormalArray[ i ];
  136. y = vertexNormalArray[ i + 1 ];
  137. z = vertexNormalArray[ i + 2 ];
  138. var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  139. vertexNormalArray[ i ] *= n;
  140. vertexNormalArray[ i + 1 ] *= n;
  141. vertexNormalArray[ i + 2 ] *= n;
  142. }
  143. }
  144. }
  145. // reorder vertices
  146. // (needed for buffer splitting, to keep together face vertices)
  147. if ( reorderVertices ) {
  148. var newFaces = new Uint32Array( vertexIndexArray.length ),
  149. newVertices = new Float32Array( vertexPositionArray.length );
  150. var newNormals, newUvs, newColors;
  151. if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
  152. if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
  153. if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
  154. var indexMap = {}, vertexCounter = 0;
  155. function handleVertex( v ) {
  156. if ( indexMap[ v ] === undefined ) {
  157. indexMap[ v ] = vertexCounter;
  158. var sx = v * 3,
  159. sy = v * 3 + 1,
  160. sz = v * 3 + 2,
  161. dx = vertexCounter * 3,
  162. dy = vertexCounter * 3 + 1,
  163. dz = vertexCounter * 3 + 2;
  164. newVertices[ dx ] = vertexPositionArray[ sx ];
  165. newVertices[ dy ] = vertexPositionArray[ sy ];
  166. newVertices[ dz ] = vertexPositionArray[ sz ];
  167. if ( vertexNormalArray ) {
  168. newNormals[ dx ] = vertexNormalArray[ sx ];
  169. newNormals[ dy ] = vertexNormalArray[ sy ];
  170. newNormals[ dz ] = vertexNormalArray[ sz ];
  171. }
  172. if ( vertexUvArray ) {
  173. newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
  174. newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
  175. }
  176. if ( vertexColorArray ) {
  177. newColors[ vertexCounter * 4 ] = vertexNormalArray[ v * 4 ];
  178. newColors[ vertexCounter * 4 + 1 ] = vertexNormalArray[ v * 4 + 1 ];
  179. newColors[ vertexCounter * 4 + 2 ] = vertexNormalArray[ v * 4 + 2 ];
  180. newColors[ vertexCounter * 4 + 3 ] = vertexNormalArray[ v * 4 + 3 ];
  181. }
  182. vertexCounter += 1;
  183. }
  184. }
  185. var a, b, c;
  186. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  187. a = vertexIndexArray[ i ];
  188. b = vertexIndexArray[ i + 1 ];
  189. c = vertexIndexArray[ i + 2 ];
  190. handleVertex( a );
  191. handleVertex( b );
  192. handleVertex( c );
  193. newFaces[ i ] = indexMap[ a ];
  194. newFaces[ i + 1 ] = indexMap[ b ];
  195. newFaces[ i + 2 ] = indexMap[ c ];
  196. }
  197. vertexIndexArray = newFaces;
  198. vertexPositionArray = newVertices;
  199. if ( vertexNormalArray ) vertexNormalArray = newNormals;
  200. if ( vertexUvArray ) vertexUvArray = newUvs;
  201. if ( vertexColorArray ) vertexColorArray = newColors;
  202. }
  203. // compute offsets
  204. scope.offsets = [];
  205. var indices = vertexIndexArray;
  206. var start = 0,
  207. min = vertexPositionArray.length,
  208. max = 0,
  209. minPrev = min;
  210. for ( var i = 0; i < indices.length; ) {
  211. for ( var j = 0; j < 3; ++ j ) {
  212. var idx = indices[ i ++ ];
  213. if ( idx < min ) min = idx;
  214. if ( idx > max ) max = idx;
  215. }
  216. if ( max - min > 65535 ) {
  217. i -= 3;
  218. for ( var k = start; k < i; ++ k ) {
  219. indices[ k ] -= minPrev;
  220. }
  221. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  222. start = i;
  223. min = vertexPositionArray.length;
  224. max = 0;
  225. }
  226. minPrev = min;
  227. }
  228. for ( var k = start; k < i; ++ k ) {
  229. indices[ k ] -= minPrev;
  230. }
  231. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  232. // indices
  233. scope.vertexIndexBuffer = gl.createBuffer();
  234. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
  235. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( vertexIndexArray ), gl.STATIC_DRAW );
  236. scope.vertexIndexBuffer.itemSize = 1;
  237. scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
  238. // vertices
  239. scope.vertexPositionBuffer = gl.createBuffer();
  240. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
  241. gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
  242. scope.vertexPositionBuffer.itemSize = 3;
  243. scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
  244. // normals
  245. if ( vertexNormalArray !== undefined ) {
  246. scope.vertexNormalBuffer = gl.createBuffer();
  247. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
  248. gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
  249. scope.vertexNormalBuffer.itemSize = 3;
  250. scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
  251. }
  252. // uvs
  253. if ( vertexUvArray !== undefined ) {
  254. // "fix" flipping
  255. for ( var i = 0; i < vertexUvArray.length; i += 2 ) {
  256. vertexUvArray[ i + 1 ] = 1 - vertexUvArray[ i + 1 ];
  257. }
  258. scope.vertexUvBuffer = gl.createBuffer();
  259. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
  260. gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
  261. scope.vertexUvBuffer.itemSize = 2;
  262. scope.vertexUvBuffer.numItems = vertexUvArray.length;
  263. }
  264. // colors
  265. if ( vertexColorArray !== undefined ) {
  266. scope.vertexColorBuffer = gl.createBuffer();
  267. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
  268. gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
  269. scope.vertexColorBuffer.itemSize = 4;
  270. scope.vertexColorBuffer.numItems = vertexColorArray.length;
  271. }
  272. // compute bounding sphere and bounding box
  273. // (must do it now as we don't keep typed arrays after setting GL buffers)
  274. scope.boundingBox = { min: new THREE.Vector3( Infinity, Infinity, Infinity ), max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) };
  275. var vertices = file.body.vertices,
  276. bb = scope.boundingBox,
  277. radius, maxRadius = 0,
  278. x, y, z;
  279. for ( var i = 0, il = vertices.length; i < il; i += 3 ) {
  280. x = vertices[ i ];
  281. y = vertices[ i + 1 ];
  282. z = vertices[ i + 2 ];
  283. // bounding sphere
  284. radius = Math.sqrt( x * x + y * y + z * z );
  285. if ( radius > maxRadius ) maxRadius = radius;
  286. // bounding box
  287. if ( x < bb.min.x ) {
  288. bb.min.x = x;
  289. } else if ( x > bb.max.x ) {
  290. bb.max.x = x;
  291. }
  292. if ( y < bb.min.y ) {
  293. bb.min.y = y;
  294. } else if ( y > bb.max.y ) {
  295. bb.max.y = y;
  296. }
  297. if ( z < bb.min.z ) {
  298. bb.min.z = z;
  299. } else if ( z > bb.max.z ) {
  300. bb.max.z = z;
  301. }
  302. }
  303. scope.boundingSphere = { radius: maxRadius };
  304. // keep references to typed arrays
  305. if ( dynamic ) {
  306. scope.vertexIndexArray = vertexIndexArray;
  307. scope.vertexPositionArray = vertexPositionArray;
  308. scope.vertexNormalArray = vertexNormalArray;
  309. scope.vertexUvArray = vertexUvArray;
  310. scope.vertexColorArray = vertexColorArray;
  311. }
  312. }
  313. Model.prototype = new THREE.BufferGeometry();
  314. Model.prototype.constructor = Model;
  315. callback( new Model() );
  316. };
  317. THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
  318. var Model = function ( ) {
  319. var scope = this;
  320. scope.materials = [];
  321. THREE.Geometry.call( this );
  322. var normals = [],
  323. uvs = [],
  324. colors = [];
  325. init_vertices( file.body.vertices );
  326. if ( file.body.normals !== undefined )
  327. init_normals( file.body.normals );
  328. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
  329. init_uvs( file.body.uvMaps[ 0 ].uv );
  330. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
  331. init_colors( file.body.attrMaps[ 0 ].attr );
  332. var hasNormals = normals.length > 0 ? true : false,
  333. hasUvs = uvs.length > 0 ? true : false,
  334. hasColors = colors.length > 0 ? true : false;
  335. init_faces( file.body.indices );
  336. this.computeCentroids();
  337. this.computeFaceNormals();
  338. //this.computeTangents();
  339. function init_vertices( buffer ) {
  340. var x, y, z, i, il = buffer.length;
  341. for( i = 0; i < il; i += 3 ) {
  342. x = buffer[ i ];
  343. y = buffer[ i + 1 ];
  344. z = buffer[ i + 2 ];
  345. vertex( scope, x, y, z );
  346. }
  347. };
  348. function init_normals( buffer ) {
  349. var x, y, z, i, il = buffer.length;
  350. for( i = 0; i < il; i += 3 ) {
  351. x = buffer[ i ];
  352. y = buffer[ i + 1 ];
  353. z = buffer[ i + 2 ];
  354. normals.push( x, y, z );
  355. }
  356. };
  357. function init_colors( buffer ) {
  358. var r, g, b, a, i, il = buffer.length;
  359. for( i = 0; i < il; i += 4 ) {
  360. r = buffer[ i ];
  361. g = buffer[ i + 1 ];
  362. b = buffer[ i + 2 ];
  363. a = buffer[ i + 3 ];
  364. var color = new THREE.Color();
  365. color.setRGB( r, g, b );
  366. colors.push( color );
  367. }
  368. };
  369. function init_uvs( buffer ) {
  370. var u, v, i, il = buffer.length;
  371. for( i = 0; i < il; i += 2 ) {
  372. u = buffer[ i ];
  373. v = buffer[ i + 1 ];
  374. uvs.push( u, 1 - v );
  375. }
  376. };
  377. function init_faces( buffer ) {
  378. var a, b, c,
  379. u1, v1, u2, v2, u3, v3,
  380. m, face,
  381. i, il = buffer.length;
  382. m = 0; // all faces defaulting to material 0
  383. for( i = 0; i < il; i += 3 ) {
  384. a = buffer[ i ];
  385. b = buffer[ i + 1 ];
  386. c = buffer[ i + 2 ];
  387. if ( hasNormals ){
  388. face = f3n( scope, normals, a, b, c, m, a, b, c );
  389. } else {
  390. face = f3( scope, a, b, c, m );
  391. }
  392. if ( hasColors ) {
  393. face.vertexColors[ 0 ] = colors[ a ];
  394. face.vertexColors[ 1 ] = colors[ b ];
  395. face.vertexColors[ 2 ] = colors[ c ];
  396. }
  397. if ( hasUvs ) {
  398. u1 = uvs[ a * 2 ];
  399. v1 = uvs[ a * 2 + 1 ];
  400. u2 = uvs[ b * 2 ];
  401. v2 = uvs[ b * 2 + 1 ];
  402. u3 = uvs[ c * 2 ];
  403. v3 = uvs[ c * 2 + 1 ];
  404. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  405. }
  406. }
  407. }
  408. };
  409. function vertex ( scope, x, y, z ) {
  410. scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
  411. };
  412. function f3 ( scope, a, b, c, mi ) {
  413. var face = new THREE.Face3( a, b, c, null, null, mi );
  414. scope.faces.push( face );
  415. return face;
  416. };
  417. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  418. var nax = normals[ na * 3 ],
  419. nay = normals[ na * 3 + 1 ],
  420. naz = normals[ na * 3 + 2 ],
  421. nbx = normals[ nb * 3 ],
  422. nby = normals[ nb * 3 + 1 ],
  423. nbz = normals[ nb * 3 + 2 ],
  424. ncx = normals[ nc * 3 ],
  425. ncy = normals[ nc * 3 + 1 ],
  426. ncz = normals[ nc * 3 + 2 ];
  427. var na = new THREE.Vector3( nax, nay, naz ),
  428. nb = new THREE.Vector3( nbx, nby, nbz ),
  429. nc = new THREE.Vector3( ncx, ncy, ncz );
  430. var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
  431. scope.faces.push( face );
  432. return face;
  433. };
  434. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  435. var uv = [];
  436. uv.push( new THREE.UV( u1, v1 ) );
  437. uv.push( new THREE.UV( u2, v2 ) );
  438. uv.push( new THREE.UV( u3, v3 ) );
  439. where.push( uv );
  440. };
  441. Model.prototype = new THREE.Geometry();
  442. Model.prototype.constructor = Model;
  443. callback( new Model() );
  444. };