BabylonLoader.js 4.9 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Mugen87 / https://github.com/Mugen87
  4. */
  5. import {
  6. BufferGeometry,
  7. DirectionalLight,
  8. FileLoader,
  9. Float32BufferAttribute,
  10. Group,
  11. HemisphereLight,
  12. Loader,
  13. Mesh,
  14. MeshPhongMaterial,
  15. PerspectiveCamera,
  16. PointLight,
  17. Scene,
  18. SpotLight
  19. } from "../../../build/three.module.js";
  20. var BabylonLoader = function ( manager ) {
  21. Loader.call( this, manager );
  22. };
  23. BabylonLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24. constructor: BabylonLoader,
  25. load: function ( url, onLoad, onProgress, onError ) {
  26. var scope = this;
  27. var loader = new FileLoader( scope.manager );
  28. loader.setPath( scope.path );
  29. loader.load( url, function ( text ) {
  30. onLoad( scope.parse( JSON.parse( text ) ) );
  31. }, onProgress, onError );
  32. },
  33. parse: function ( json ) {
  34. function parseMaterials( json ) {
  35. var materials = {};
  36. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  37. var data = json.materials[ i ];
  38. var material = new MeshPhongMaterial();
  39. material.name = data.name;
  40. material.color.fromArray( data.diffuse );
  41. material.emissive.fromArray( data.emissive );
  42. material.specular.fromArray( data.specular );
  43. material.shininess = data.specularPower;
  44. material.opacity = data.alpha;
  45. materials[ data.id ] = material;
  46. }
  47. if ( json.multiMaterials ) {
  48. for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
  49. var data = json.multiMaterials[ i ];
  50. console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
  51. materials[ data.id ] = new MeshPhongMaterial();
  52. }
  53. }
  54. return materials;
  55. }
  56. function parseGeometry( json ) {
  57. var geometry = new BufferGeometry();
  58. var indices = json.indices;
  59. var positions = json.positions;
  60. var normals = json.normals;
  61. var uvs = json.uvs;
  62. // indices
  63. geometry.setIndex( indices );
  64. // positions
  65. for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
  66. positions[ j ] = - positions[ j ];
  67. }
  68. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  69. // normals
  70. if ( normals ) {
  71. for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
  72. normals[ j ] = - normals[ j ];
  73. }
  74. geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  75. }
  76. // uvs
  77. if ( uvs ) {
  78. geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  79. }
  80. // offsets
  81. var subMeshes = json.subMeshes;
  82. if ( subMeshes ) {
  83. for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
  84. var subMesh = subMeshes[ j ];
  85. geometry.addGroup( subMesh.indexStart, subMesh.indexCount );
  86. }
  87. }
  88. return geometry;
  89. }
  90. function parseObjects( json, materials ) {
  91. var objects = {};
  92. var scene = new Scene();
  93. var cameras = json.cameras;
  94. for ( var i = 0, l = cameras.length; i < l; i ++ ) {
  95. var data = cameras[ i ];
  96. var camera = new PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
  97. camera.name = data.name;
  98. camera.position.fromArray( data.position );
  99. if ( data.rotation ) camera.rotation.fromArray( data.rotation );
  100. objects[ data.id ] = camera;
  101. }
  102. var lights = json.lights;
  103. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  104. var data = lights[ i ];
  105. var light;
  106. switch ( data.type ) {
  107. case 0:
  108. light = new PointLight();
  109. break;
  110. case 1:
  111. light = new DirectionalLight();
  112. break;
  113. case 2:
  114. light = new SpotLight();
  115. break;
  116. case 3:
  117. light = new HemisphereLight();
  118. break;
  119. }
  120. light.name = data.name;
  121. if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  122. light.color.fromArray( data.diffuse );
  123. if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
  124. if ( data.intensity ) light.intensity = data.intensity;
  125. objects[ data.id ] = light;
  126. scene.add( light );
  127. }
  128. var meshes = json.meshes;
  129. for ( var i = 0, l = meshes.length; i < l; i ++ ) {
  130. var data = meshes[ i ];
  131. var object;
  132. if ( data.indices ) {
  133. var geometry = parseGeometry( data );
  134. object = new Mesh( geometry, materials[ data.materialId ] );
  135. } else {
  136. object = new Group();
  137. }
  138. object.name = data.name;
  139. object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  140. object.rotation.fromArray( data.rotation );
  141. if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
  142. object.scale.fromArray( data.scaling );
  143. // object.visible = data.isVisible;
  144. if ( data.parentId ) {
  145. objects[ data.parentId ].add( object );
  146. } else {
  147. scene.add( object );
  148. }
  149. objects[ data.id ] = object;
  150. }
  151. return scene;
  152. }
  153. var materials = parseMaterials( json );
  154. var scene = parseObjects( json, materials );
  155. return scene;
  156. }
  157. } );
  158. export { BabylonLoader };