LegacyGLTFLoader.js 48 KB

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  1. /**
  2. * @author Rich Tibbett / https://github.com/richtr
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author Tony Parisi / http://www.tonyparisi.com/
  5. * @author Takahiro / https://github.com/takahirox
  6. */
  7. import {
  8. AddEquation,
  9. AlphaFormat,
  10. AlwaysDepth,
  11. AmbientLight,
  12. AnimationClip,
  13. AnimationUtils,
  14. BackSide,
  15. Bone,
  16. BufferAttribute,
  17. BufferGeometry,
  18. ClampToEdgeWrapping,
  19. Color,
  20. CustomBlending,
  21. DirectionalLight,
  22. DoubleSide,
  23. DstAlphaFactor,
  24. DstColorFactor,
  25. EqualDepth,
  26. FileLoader,
  27. FrontSide,
  28. GreaterEqualDepth,
  29. Group,
  30. InterleavedBuffer,
  31. InterleavedBufferAttribute,
  32. InterpolateDiscrete,
  33. InterpolateLinear,
  34. LessDepth,
  35. LessEqualDepth,
  36. Line,
  37. LineLoop,
  38. LineSegments,
  39. LinearFilter,
  40. LinearMipmapLinearFilter,
  41. LinearMipmapNearestFilter,
  42. Loader,
  43. LoaderUtils,
  44. LuminanceAlphaFormat,
  45. LuminanceFormat,
  46. Math as _Math,
  47. Matrix3,
  48. Matrix4,
  49. Mesh,
  50. MeshBasicMaterial,
  51. MeshLambertMaterial,
  52. MeshPhongMaterial,
  53. MirroredRepeatWrapping,
  54. NearestFilter,
  55. NearestMipmapLinearFilter,
  56. NearestMipmapNearestFilter,
  57. NeverDepth,
  58. NoBlending,
  59. NotEqualDepth,
  60. Object3D,
  61. OneFactor,
  62. OneMinusDstAlphaFactor,
  63. OneMinusDstColorFactor,
  64. OneMinusSrcAlphaFactor,
  65. OneMinusSrcColorFactor,
  66. OrthographicCamera,
  67. PerspectiveCamera,
  68. PointLight,
  69. QuaternionKeyframeTrack,
  70. RGBAFormat,
  71. RGBFormat,
  72. RawShaderMaterial,
  73. RepeatWrapping,
  74. ReverseSubtractEquation,
  75. Scene,
  76. Skeleton,
  77. SkinnedMesh,
  78. SpotLight,
  79. SrcAlphaFactor,
  80. SrcAlphaSaturateFactor,
  81. SrcColorFactor,
  82. SubtractEquation,
  83. Texture,
  84. TextureLoader,
  85. UniformsUtils,
  86. UnsignedByteType,
  87. UnsignedShort4444Type,
  88. UnsignedShort5551Type,
  89. UnsignedShort565Type,
  90. Vector2,
  91. Vector3,
  92. Vector4,
  93. VectorKeyframeTrack,
  94. ZeroFactor
  95. } from "../../../../build/three.module.js";
  96. var LegacyGLTFLoader = ( function () {
  97. function LegacyGLTFLoader( manager ) {
  98. Loader.call( this, manager );
  99. }
  100. LegacyGLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  101. constructor: LegacyGLTFLoader,
  102. load: function ( url, onLoad, onProgress, onError ) {
  103. var scope = this;
  104. var resourcePath;
  105. if ( this.resourcePath !== '' ) {
  106. resourcePath = this.resourcePath;
  107. } else if ( this.path !== '' ) {
  108. resourcePath = this.path;
  109. } else {
  110. resourcePath = LoaderUtils.extractUrlBase( url );
  111. }
  112. var loader = new FileLoader( scope.manager );
  113. loader.setPath( this.path );
  114. loader.setResponseType( 'arraybuffer' );
  115. loader.load( url, function ( data ) {
  116. scope.parse( data, resourcePath, onLoad );
  117. }, onProgress, onError );
  118. },
  119. parse: function ( data, path, callback ) {
  120. var content;
  121. var extensions = {};
  122. var magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );
  123. if ( magic === BINARY_EXTENSION_HEADER_DEFAULTS.magic ) {
  124. extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );
  125. content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;
  126. } else {
  127. content = LoaderUtils.decodeText( new Uint8Array( data ) );
  128. }
  129. var json = JSON.parse( content );
  130. if ( json.extensionsUsed && json.extensionsUsed.indexOf( EXTENSIONS.KHR_MATERIALS_COMMON ) >= 0 ) {
  131. extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ] = new GLTFMaterialsCommonExtension( json );
  132. }
  133. var parser = new GLTFParser( json, extensions, {
  134. crossOrigin: this.crossOrigin,
  135. manager: this.manager,
  136. path: path || this.resourcePath || ''
  137. } );
  138. parser.parse( function ( scene, scenes, cameras, animations ) {
  139. var glTF = {
  140. "scene": scene,
  141. "scenes": scenes,
  142. "cameras": cameras,
  143. "animations": animations
  144. };
  145. callback( glTF );
  146. } );
  147. }
  148. } );
  149. /* GLTFREGISTRY */
  150. function GLTFRegistry() {
  151. var objects = {};
  152. return {
  153. get: function ( key ) {
  154. return objects[ key ];
  155. },
  156. add: function ( key, object ) {
  157. objects[ key ] = object;
  158. },
  159. remove: function ( key ) {
  160. delete objects[ key ];
  161. },
  162. removeAll: function () {
  163. objects = {};
  164. },
  165. update: function ( scene, camera ) {
  166. for ( var name in objects ) {
  167. var object = objects[ name ];
  168. if ( object.update ) {
  169. object.update( scene, camera );
  170. }
  171. }
  172. }
  173. };
  174. }
  175. /* GLTFSHADERS */
  176. LegacyGLTFLoader.Shaders = {
  177. update: function () {
  178. console.warn( 'THREE.LegacyGLTFLoader.Shaders has been deprecated, and now updates automatically.' );
  179. }
  180. };
  181. /* GLTFSHADER */
  182. function GLTFShader( targetNode, allNodes ) {
  183. var boundUniforms = {};
  184. // bind each uniform to its source node
  185. var uniforms = targetNode.material.uniforms;
  186. for ( var uniformId in uniforms ) {
  187. var uniform = uniforms[ uniformId ];
  188. if ( uniform.semantic ) {
  189. var sourceNodeRef = uniform.node;
  190. var sourceNode = targetNode;
  191. if ( sourceNodeRef ) {
  192. sourceNode = allNodes[ sourceNodeRef ];
  193. }
  194. boundUniforms[ uniformId ] = {
  195. semantic: uniform.semantic,
  196. sourceNode: sourceNode,
  197. targetNode: targetNode,
  198. uniform: uniform
  199. };
  200. }
  201. }
  202. this.boundUniforms = boundUniforms;
  203. this._m4 = new Matrix4();
  204. }
  205. // Update - update all the uniform values
  206. GLTFShader.prototype.update = function ( scene, camera ) {
  207. var boundUniforms = this.boundUniforms;
  208. for ( var name in boundUniforms ) {
  209. var boundUniform = boundUniforms[ name ];
  210. switch ( boundUniform.semantic ) {
  211. case "MODELVIEW":
  212. var m4 = boundUniform.uniform.value;
  213. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  214. break;
  215. case "MODELVIEWINVERSETRANSPOSE":
  216. var m3 = boundUniform.uniform.value;
  217. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  218. m3.getNormalMatrix( this._m4 );
  219. break;
  220. case "PROJECTION":
  221. var m4 = boundUniform.uniform.value;
  222. m4.copy( camera.projectionMatrix );
  223. break;
  224. case "JOINTMATRIX":
  225. var m4v = boundUniform.uniform.value;
  226. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  227. // So it goes like this:
  228. // SkinnedMesh world matrix is already baked into MODELVIEW;
  229. // transform joints to local space,
  230. // then transform using joint's inverse
  231. m4v[ mi ]
  232. .getInverse( boundUniform.sourceNode.matrixWorld )
  233. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  234. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
  235. .multiply( boundUniform.targetNode.bindMatrix );
  236. }
  237. break;
  238. default :
  239. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  240. break;
  241. }
  242. }
  243. };
  244. /* ANIMATION */
  245. LegacyGLTFLoader.Animations = {
  246. update: function () {
  247. console.warn( 'THREE.LegacyGLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  248. }
  249. };
  250. /*********************************/
  251. /********** EXTENSIONS ***********/
  252. /*********************************/
  253. var EXTENSIONS = {
  254. KHR_BINARY_GLTF: 'KHR_binary_glTF',
  255. KHR_MATERIALS_COMMON: 'KHR_materials_common'
  256. };
  257. /* MATERIALS COMMON EXTENSION */
  258. function GLTFMaterialsCommonExtension( json ) {
  259. this.name = EXTENSIONS.KHR_MATERIALS_COMMON;
  260. this.lights = {};
  261. var extension = ( json.extensions && json.extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ] ) || {};
  262. var lights = extension.lights || {};
  263. for ( var lightId in lights ) {
  264. var light = lights[ lightId ];
  265. var lightNode;
  266. var lightParams = light[ light.type ];
  267. var color = new Color().fromArray( lightParams.color );
  268. switch ( light.type ) {
  269. case "directional":
  270. lightNode = new DirectionalLight( color );
  271. lightNode.position.set( 0, 0, 1 );
  272. break;
  273. case "point":
  274. lightNode = new PointLight( color );
  275. break;
  276. case "spot":
  277. lightNode = new SpotLight( color );
  278. lightNode.position.set( 0, 0, 1 );
  279. break;
  280. case "ambient":
  281. lightNode = new AmbientLight( color );
  282. break;
  283. }
  284. if ( lightNode ) {
  285. this.lights[ lightId ] = lightNode;
  286. }
  287. }
  288. }
  289. /* BINARY EXTENSION */
  290. var BINARY_EXTENSION_BUFFER_NAME = 'binary_glTF';
  291. var BINARY_EXTENSION_HEADER_DEFAULTS = { magic: 'glTF', version: 1, contentFormat: 0 };
  292. var BINARY_EXTENSION_HEADER_LENGTH = 20;
  293. function GLTFBinaryExtension( data ) {
  294. this.name = EXTENSIONS.KHR_BINARY_GLTF;
  295. var headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );
  296. var header = {
  297. magic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),
  298. version: headerView.getUint32( 4, true ),
  299. length: headerView.getUint32( 8, true ),
  300. contentLength: headerView.getUint32( 12, true ),
  301. contentFormat: headerView.getUint32( 16, true )
  302. };
  303. for ( var key in BINARY_EXTENSION_HEADER_DEFAULTS ) {
  304. var value = BINARY_EXTENSION_HEADER_DEFAULTS[ key ];
  305. if ( header[ key ] !== value ) {
  306. throw new Error( 'Unsupported glTF-Binary header: Expected "%s" to be "%s".', key, value );
  307. }
  308. }
  309. var contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH, header.contentLength );
  310. this.header = header;
  311. this.content = LoaderUtils.decodeText( contentArray );
  312. this.body = data.slice( BINARY_EXTENSION_HEADER_LENGTH + header.contentLength, header.length );
  313. }
  314. GLTFBinaryExtension.prototype.loadShader = function ( shader, bufferViews ) {
  315. var bufferView = bufferViews[ shader.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].bufferView ];
  316. var array = new Uint8Array( bufferView );
  317. return LoaderUtils.decodeText( array );
  318. };
  319. /*********************************/
  320. /********** INTERNALS ************/
  321. /*********************************/
  322. /* CONSTANTS */
  323. var WEBGL_CONSTANTS = {
  324. FLOAT: 5126,
  325. //FLOAT_MAT2: 35674,
  326. FLOAT_MAT3: 35675,
  327. FLOAT_MAT4: 35676,
  328. FLOAT_VEC2: 35664,
  329. FLOAT_VEC3: 35665,
  330. FLOAT_VEC4: 35666,
  331. LINEAR: 9729,
  332. REPEAT: 10497,
  333. SAMPLER_2D: 35678,
  334. TRIANGLES: 4,
  335. LINES: 1,
  336. UNSIGNED_BYTE: 5121,
  337. UNSIGNED_SHORT: 5123,
  338. VERTEX_SHADER: 35633,
  339. FRAGMENT_SHADER: 35632
  340. };
  341. var WEBGL_TYPE = {
  342. 5126: Number,
  343. //35674: Matrix2,
  344. 35675: Matrix3,
  345. 35676: Matrix4,
  346. 35664: Vector2,
  347. 35665: Vector3,
  348. 35666: Vector4,
  349. 35678: Texture
  350. };
  351. var WEBGL_COMPONENT_TYPES = {
  352. 5120: Int8Array,
  353. 5121: Uint8Array,
  354. 5122: Int16Array,
  355. 5123: Uint16Array,
  356. 5125: Uint32Array,
  357. 5126: Float32Array
  358. };
  359. var WEBGL_FILTERS = {
  360. 9728: NearestFilter,
  361. 9729: LinearFilter,
  362. 9984: NearestMipmapNearestFilter,
  363. 9985: LinearMipmapNearestFilter,
  364. 9986: NearestMipmapLinearFilter,
  365. 9987: LinearMipmapLinearFilter
  366. };
  367. var WEBGL_WRAPPINGS = {
  368. 33071: ClampToEdgeWrapping,
  369. 33648: MirroredRepeatWrapping,
  370. 10497: RepeatWrapping
  371. };
  372. var WEBGL_TEXTURE_FORMATS = {
  373. 6406: AlphaFormat,
  374. 6407: RGBFormat,
  375. 6408: RGBAFormat,
  376. 6409: LuminanceFormat,
  377. 6410: LuminanceAlphaFormat
  378. };
  379. var WEBGL_TEXTURE_DATATYPES = {
  380. 5121: UnsignedByteType,
  381. 32819: UnsignedShort4444Type,
  382. 32820: UnsignedShort5551Type,
  383. 33635: UnsignedShort565Type
  384. };
  385. var WEBGL_SIDES = {
  386. 1028: BackSide, // Culling front
  387. 1029: FrontSide // Culling back
  388. //1032: NoSide // Culling front and back, what to do?
  389. };
  390. var WEBGL_DEPTH_FUNCS = {
  391. 512: NeverDepth,
  392. 513: LessDepth,
  393. 514: EqualDepth,
  394. 515: LessEqualDepth,
  395. 516: GreaterEqualDepth,
  396. 517: NotEqualDepth,
  397. 518: GreaterEqualDepth,
  398. 519: AlwaysDepth
  399. };
  400. var WEBGL_BLEND_EQUATIONS = {
  401. 32774: AddEquation,
  402. 32778: SubtractEquation,
  403. 32779: ReverseSubtractEquation
  404. };
  405. var WEBGL_BLEND_FUNCS = {
  406. 0: ZeroFactor,
  407. 1: OneFactor,
  408. 768: SrcColorFactor,
  409. 769: OneMinusSrcColorFactor,
  410. 770: SrcAlphaFactor,
  411. 771: OneMinusSrcAlphaFactor,
  412. 772: DstAlphaFactor,
  413. 773: OneMinusDstAlphaFactor,
  414. 774: DstColorFactor,
  415. 775: OneMinusDstColorFactor,
  416. 776: SrcAlphaSaturateFactor
  417. // The followings are not supported by Three.js yet
  418. //32769: CONSTANT_COLOR,
  419. //32770: ONE_MINUS_CONSTANT_COLOR,
  420. //32771: CONSTANT_ALPHA,
  421. //32772: ONE_MINUS_CONSTANT_COLOR
  422. };
  423. var WEBGL_TYPE_SIZES = {
  424. 'SCALAR': 1,
  425. 'VEC2': 2,
  426. 'VEC3': 3,
  427. 'VEC4': 4,
  428. 'MAT2': 4,
  429. 'MAT3': 9,
  430. 'MAT4': 16
  431. };
  432. var PATH_PROPERTIES = {
  433. scale: 'scale',
  434. translation: 'position',
  435. rotation: 'quaternion'
  436. };
  437. var INTERPOLATION = {
  438. LINEAR: InterpolateLinear,
  439. STEP: InterpolateDiscrete
  440. };
  441. var STATES_ENABLES = {
  442. 2884: 'CULL_FACE',
  443. 2929: 'DEPTH_TEST',
  444. 3042: 'BLEND',
  445. 3089: 'SCISSOR_TEST',
  446. 32823: 'POLYGON_OFFSET_FILL',
  447. 32926: 'SAMPLE_ALPHA_TO_COVERAGE'
  448. };
  449. /* UTILITY FUNCTIONS */
  450. function _each( object, callback, thisObj ) {
  451. if ( ! object ) {
  452. return Promise.resolve();
  453. }
  454. var results;
  455. var fns = [];
  456. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  457. results = [];
  458. var length = object.length;
  459. for ( var idx = 0; idx < length; idx ++ ) {
  460. var value = callback.call( thisObj || this, object[ idx ], idx );
  461. if ( value ) {
  462. fns.push( value );
  463. if ( value instanceof Promise ) {
  464. value.then( function ( key, value ) {
  465. results[ key ] = value;
  466. }.bind( this, idx ) );
  467. } else {
  468. results[ idx ] = value;
  469. }
  470. }
  471. }
  472. } else {
  473. results = {};
  474. for ( var key in object ) {
  475. if ( object.hasOwnProperty( key ) ) {
  476. var value = callback.call( thisObj || this, object[ key ], key );
  477. if ( value ) {
  478. fns.push( value );
  479. if ( value instanceof Promise ) {
  480. value.then( function ( key, value ) {
  481. results[ key ] = value;
  482. }.bind( this, key ) );
  483. } else {
  484. results[ key ] = value;
  485. }
  486. }
  487. }
  488. }
  489. }
  490. return Promise.all( fns ).then( function () {
  491. return results;
  492. } );
  493. }
  494. function resolveURL( url, path ) {
  495. // Invalid URL
  496. if ( typeof url !== 'string' || url === '' )
  497. return '';
  498. // Absolute URL http://,https://,//
  499. if ( /^(https?:)?\/\//i.test( url ) ) {
  500. return url;
  501. }
  502. // Data URI
  503. if ( /^data:.*,.*$/i.test( url ) ) {
  504. return url;
  505. }
  506. // Blob URL
  507. if ( /^blob:.*$/i.test( url ) ) {
  508. return url;
  509. }
  510. // Relative URL
  511. return ( path || '' ) + url;
  512. }
  513. // Three.js seems too dependent on attribute names so globally
  514. // replace those in the shader code
  515. function replaceTHREEShaderAttributes( shaderText, technique ) {
  516. // Expected technique attributes
  517. var attributes = {};
  518. for ( var attributeId in technique.attributes ) {
  519. var pname = technique.attributes[ attributeId ];
  520. var param = technique.parameters[ pname ];
  521. var atype = param.type;
  522. var semantic = param.semantic;
  523. attributes[ attributeId ] = {
  524. type: atype,
  525. semantic: semantic
  526. };
  527. }
  528. // Figure out which attributes to change in technique
  529. var shaderParams = technique.parameters;
  530. var shaderAttributes = technique.attributes;
  531. var params = {};
  532. for ( var attributeId in attributes ) {
  533. var pname = shaderAttributes[ attributeId ];
  534. var shaderParam = shaderParams[ pname ];
  535. var semantic = shaderParam.semantic;
  536. if ( semantic ) {
  537. params[ attributeId ] = shaderParam;
  538. }
  539. }
  540. for ( var pname in params ) {
  541. var param = params[ pname ];
  542. var semantic = param.semantic;
  543. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  544. switch ( semantic ) {
  545. case "POSITION":
  546. shaderText = shaderText.replace( regEx, 'position' );
  547. break;
  548. case "NORMAL":
  549. shaderText = shaderText.replace( regEx, 'normal' );
  550. break;
  551. case 'TEXCOORD_0':
  552. case 'TEXCOORD0':
  553. case 'TEXCOORD':
  554. shaderText = shaderText.replace( regEx, 'uv' );
  555. break;
  556. case 'TEXCOORD_1':
  557. shaderText = shaderText.replace( regEx, 'uv2' );
  558. break;
  559. case 'COLOR_0':
  560. case 'COLOR0':
  561. case 'COLOR':
  562. shaderText = shaderText.replace( regEx, 'color' );
  563. break;
  564. case "WEIGHT":
  565. shaderText = shaderText.replace( regEx, 'skinWeight' );
  566. break;
  567. case "JOINT":
  568. shaderText = shaderText.replace( regEx, 'skinIndex' );
  569. break;
  570. }
  571. }
  572. return shaderText;
  573. }
  574. function createDefaultMaterial() {
  575. return new MeshPhongMaterial( {
  576. color: 0x00000,
  577. emissive: 0x888888,
  578. specular: 0x000000,
  579. shininess: 0,
  580. transparent: false,
  581. depthTest: true,
  582. side: FrontSide
  583. } );
  584. }
  585. // Deferred constructor for RawShaderMaterial types
  586. function DeferredShaderMaterial( params ) {
  587. this.isDeferredShaderMaterial = true;
  588. this.params = params;
  589. }
  590. DeferredShaderMaterial.prototype.create = function () {
  591. var uniforms = UniformsUtils.clone( this.params.uniforms );
  592. for ( var uniformId in this.params.uniforms ) {
  593. var originalUniform = this.params.uniforms[ uniformId ];
  594. if ( originalUniform.value instanceof Texture ) {
  595. uniforms[ uniformId ].value = originalUniform.value;
  596. uniforms[ uniformId ].value.needsUpdate = true;
  597. }
  598. uniforms[ uniformId ].semantic = originalUniform.semantic;
  599. uniforms[ uniformId ].node = originalUniform.node;
  600. }
  601. this.params.uniforms = uniforms;
  602. return new RawShaderMaterial( this.params );
  603. };
  604. /* GLTF PARSER */
  605. function GLTFParser( json, extensions, options ) {
  606. this.json = json || {};
  607. this.extensions = extensions || {};
  608. this.options = options || {};
  609. // loader object cache
  610. this.cache = new GLTFRegistry();
  611. }
  612. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  613. var _dependencies = {};
  614. for ( var i = 0; i < dependencies.length; i ++ ) {
  615. var dependency = dependencies[ i ];
  616. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  617. var cached = this.cache.get( dependency );
  618. if ( cached !== undefined ) {
  619. _dependencies[ dependency ] = cached;
  620. } else if ( this[ fnName ] ) {
  621. var fn = this[ fnName ]();
  622. this.cache.add( dependency, fn );
  623. _dependencies[ dependency ] = fn;
  624. }
  625. }
  626. return _each( _dependencies, function ( dependency ) {
  627. return dependency;
  628. } );
  629. };
  630. GLTFParser.prototype.parse = function ( callback ) {
  631. var json = this.json;
  632. // Clear the loader cache
  633. this.cache.removeAll();
  634. // Fire the callback on complete
  635. this._withDependencies( [
  636. "scenes",
  637. "cameras",
  638. "animations"
  639. ] ).then( function ( dependencies ) {
  640. var scenes = [];
  641. for ( var name in dependencies.scenes ) {
  642. scenes.push( dependencies.scenes[ name ] );
  643. }
  644. var scene = json.scene !== undefined ? dependencies.scenes[ json.scene ] : scenes[ 0 ];
  645. var cameras = [];
  646. for ( var name in dependencies.cameras ) {
  647. var camera = dependencies.cameras[ name ];
  648. cameras.push( camera );
  649. }
  650. var animations = [];
  651. for ( var name in dependencies.animations ) {
  652. animations.push( dependencies.animations[ name ] );
  653. }
  654. callback( scene, scenes, cameras, animations );
  655. } );
  656. };
  657. GLTFParser.prototype.loadShaders = function () {
  658. var json = this.json;
  659. var extensions = this.extensions;
  660. var options = this.options;
  661. return this._withDependencies( [
  662. "bufferViews"
  663. ] ).then( function ( dependencies ) {
  664. return _each( json.shaders, function ( shader ) {
  665. if ( shader.extensions && shader.extensions[ EXTENSIONS.KHR_BINARY_GLTF ] ) {
  666. return extensions[ EXTENSIONS.KHR_BINARY_GLTF ].loadShader( shader, dependencies.bufferViews );
  667. }
  668. return new Promise( function ( resolve ) {
  669. var loader = new FileLoader( options.manager );
  670. loader.setResponseType( 'text' );
  671. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  672. resolve( shaderText );
  673. } );
  674. } );
  675. } );
  676. } );
  677. };
  678. GLTFParser.prototype.loadBuffers = function () {
  679. var json = this.json;
  680. var extensions = this.extensions;
  681. var options = this.options;
  682. return _each( json.buffers, function ( buffer, name ) {
  683. if ( name === BINARY_EXTENSION_BUFFER_NAME ) {
  684. return extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body;
  685. }
  686. if ( buffer.type === 'arraybuffer' || buffer.type === undefined ) {
  687. return new Promise( function ( resolve ) {
  688. var loader = new FileLoader( options.manager );
  689. loader.setResponseType( 'arraybuffer' );
  690. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  691. resolve( buffer );
  692. } );
  693. } );
  694. } else {
  695. console.warn( 'THREE.LegacyGLTFLoader: ' + buffer.type + ' buffer type is not supported' );
  696. }
  697. } );
  698. };
  699. GLTFParser.prototype.loadBufferViews = function () {
  700. var json = this.json;
  701. return this._withDependencies( [
  702. "buffers"
  703. ] ).then( function ( dependencies ) {
  704. return _each( json.bufferViews, function ( bufferView ) {
  705. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  706. var byteLength = bufferView.byteLength !== undefined ? bufferView.byteLength : 0;
  707. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + byteLength );
  708. } );
  709. } );
  710. };
  711. GLTFParser.prototype.loadAccessors = function () {
  712. var json = this.json;
  713. return this._withDependencies( [
  714. "bufferViews"
  715. ] ).then( function ( dependencies ) {
  716. return _each( json.accessors, function ( accessor ) {
  717. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  718. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  719. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  720. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  721. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  722. var itemBytes = elementBytes * itemSize;
  723. // The buffer is not interleaved if the stride is the item size in bytes.
  724. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  725. // Use the full buffer if it's interleaved.
  726. var array = new TypedArray( arraybuffer );
  727. // Integer parameters to IB/IBA are in array elements, not bytes.
  728. var ib = new InterleavedBuffer( array, accessor.byteStride / elementBytes );
  729. return new InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  730. } else {
  731. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  732. return new BufferAttribute( array, itemSize );
  733. }
  734. } );
  735. } );
  736. };
  737. GLTFParser.prototype.loadTextures = function () {
  738. var json = this.json;
  739. var options = this.options;
  740. return this._withDependencies( [
  741. "bufferViews"
  742. ] ).then( function ( dependencies ) {
  743. return _each( json.textures, function ( texture ) {
  744. if ( texture.source ) {
  745. return new Promise( function ( resolve ) {
  746. var source = json.images[ texture.source ];
  747. var sourceUri = source.uri;
  748. var isObjectURL = false;
  749. if ( source.extensions && source.extensions[ EXTENSIONS.KHR_BINARY_GLTF ] ) {
  750. var metadata = source.extensions[ EXTENSIONS.KHR_BINARY_GLTF ];
  751. var bufferView = dependencies.bufferViews[ metadata.bufferView ];
  752. var blob = new Blob( [ bufferView ], { type: metadata.mimeType } );
  753. sourceUri = URL.createObjectURL( blob );
  754. isObjectURL = true;
  755. }
  756. var textureLoader = options.manager.getHandler( sourceUri );
  757. if ( textureLoader === null ) {
  758. textureLoader = new TextureLoader( options.manager );
  759. }
  760. textureLoader.setCrossOrigin( options.crossOrigin );
  761. textureLoader.load( resolveURL( sourceUri, options.path ), function ( _texture ) {
  762. if ( isObjectURL ) URL.revokeObjectURL( sourceUri );
  763. _texture.flipY = false;
  764. if ( texture.name !== undefined ) _texture.name = texture.name;
  765. _texture.format = texture.format !== undefined ? WEBGL_TEXTURE_FORMATS[ texture.format ] : RGBAFormat;
  766. if ( texture.internalFormat !== undefined && _texture.format !== WEBGL_TEXTURE_FORMATS[ texture.internalFormat ] ) {
  767. console.warn( 'THREE.LegacyGLTFLoader: Three.js doesn\'t support texture internalFormat which is different from texture format. ' +
  768. 'internalFormat will be forced to be the same value as format.' );
  769. }
  770. _texture.type = texture.type !== undefined ? WEBGL_TEXTURE_DATATYPES[ texture.type ] : UnsignedByteType;
  771. if ( texture.sampler ) {
  772. var sampler = json.samplers[ texture.sampler ];
  773. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;
  774. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || NearestMipmapLinearFilter;
  775. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;
  776. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;
  777. }
  778. resolve( _texture );
  779. }, undefined, function () {
  780. if ( isObjectURL ) URL.revokeObjectURL( sourceUri );
  781. resolve();
  782. } );
  783. } );
  784. }
  785. } );
  786. } );
  787. };
  788. GLTFParser.prototype.loadMaterials = function () {
  789. var json = this.json;
  790. return this._withDependencies( [
  791. "shaders",
  792. "textures"
  793. ] ).then( function ( dependencies ) {
  794. return _each( json.materials, function ( material ) {
  795. var materialType;
  796. var materialValues = {};
  797. var materialParams = {};
  798. var khr_material;
  799. if ( material.extensions && material.extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ] ) {
  800. khr_material = material.extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ];
  801. }
  802. if ( khr_material ) {
  803. // don't copy over unused values to avoid material warning spam
  804. var keys = [ 'ambient', 'emission', 'transparent', 'transparency', 'doubleSided' ];
  805. switch ( khr_material.technique ) {
  806. case 'BLINN' :
  807. case 'PHONG' :
  808. materialType = MeshPhongMaterial;
  809. keys.push( 'diffuse', 'specular', 'shininess' );
  810. break;
  811. case 'LAMBERT' :
  812. materialType = MeshLambertMaterial;
  813. keys.push( 'diffuse' );
  814. break;
  815. case 'CONSTANT' :
  816. default :
  817. materialType = MeshBasicMaterial;
  818. break;
  819. }
  820. keys.forEach( function ( v ) {
  821. if ( khr_material.values[ v ] !== undefined ) materialValues[ v ] = khr_material.values[ v ];
  822. } );
  823. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  824. materialParams.side = DoubleSide;
  825. }
  826. if ( khr_material.transparent || materialValues.transparent ) {
  827. materialParams.transparent = true;
  828. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  829. }
  830. } else if ( material.technique === undefined ) {
  831. materialType = MeshPhongMaterial;
  832. Object.assign( materialValues, material.values );
  833. } else {
  834. materialType = DeferredShaderMaterial;
  835. var technique = json.techniques[ material.technique ];
  836. materialParams.uniforms = {};
  837. var program = json.programs[ technique.program ];
  838. if ( program ) {
  839. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  840. if ( ! materialParams.fragmentShader ) {
  841. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  842. materialType = MeshPhongMaterial;
  843. }
  844. var vertexShader = dependencies.shaders[ program.vertexShader ];
  845. if ( ! vertexShader ) {
  846. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  847. materialType = MeshPhongMaterial;
  848. }
  849. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  850. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  851. var uniforms = technique.uniforms;
  852. for ( var uniformId in uniforms ) {
  853. var pname = uniforms[ uniformId ];
  854. var shaderParam = technique.parameters[ pname ];
  855. var ptype = shaderParam.type;
  856. if ( WEBGL_TYPE[ ptype ] ) {
  857. var pcount = shaderParam.count;
  858. var value;
  859. if ( material.values !== undefined ) value = material.values[ pname ];
  860. var uvalue = new WEBGL_TYPE[ ptype ]();
  861. var usemantic = shaderParam.semantic;
  862. var unode = shaderParam.node;
  863. switch ( ptype ) {
  864. case WEBGL_CONSTANTS.FLOAT:
  865. uvalue = shaderParam.value;
  866. if ( pname == "transparency" ) {
  867. materialParams.transparent = true;
  868. }
  869. if ( value !== undefined ) {
  870. uvalue = value;
  871. }
  872. break;
  873. case WEBGL_CONSTANTS.FLOAT_VEC2:
  874. case WEBGL_CONSTANTS.FLOAT_VEC3:
  875. case WEBGL_CONSTANTS.FLOAT_VEC4:
  876. case WEBGL_CONSTANTS.FLOAT_MAT3:
  877. if ( shaderParam && shaderParam.value ) {
  878. uvalue.fromArray( shaderParam.value );
  879. }
  880. if ( value ) {
  881. uvalue.fromArray( value );
  882. }
  883. break;
  884. case WEBGL_CONSTANTS.FLOAT_MAT2:
  885. // what to do?
  886. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  887. break;
  888. case WEBGL_CONSTANTS.FLOAT_MAT4:
  889. if ( pcount ) {
  890. uvalue = new Array( pcount );
  891. for ( var mi = 0; mi < pcount; mi ++ ) {
  892. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  893. }
  894. if ( shaderParam && shaderParam.value ) {
  895. var m4v = shaderParam.value;
  896. uvalue.fromArray( m4v );
  897. }
  898. if ( value ) {
  899. uvalue.fromArray( value );
  900. }
  901. } else {
  902. if ( shaderParam && shaderParam.value ) {
  903. var m4 = shaderParam.value;
  904. uvalue.fromArray( m4 );
  905. }
  906. if ( value ) {
  907. uvalue.fromArray( value );
  908. }
  909. }
  910. break;
  911. case WEBGL_CONSTANTS.SAMPLER_2D:
  912. if ( value !== undefined ) {
  913. uvalue = dependencies.textures[ value ];
  914. } else if ( shaderParam.value !== undefined ) {
  915. uvalue = dependencies.textures[ shaderParam.value ];
  916. } else {
  917. uvalue = null;
  918. }
  919. break;
  920. }
  921. materialParams.uniforms[ uniformId ] = {
  922. value: uvalue,
  923. semantic: usemantic,
  924. node: unode
  925. };
  926. } else {
  927. throw new Error( "Unknown shader uniform param type: " + ptype );
  928. }
  929. }
  930. var states = technique.states || {};
  931. var enables = states.enable || [];
  932. var functions = states.functions || {};
  933. var enableCullFace = false;
  934. var enableDepthTest = false;
  935. var enableBlend = false;
  936. for ( var i = 0, il = enables.length; i < il; i ++ ) {
  937. var enable = enables[ i ];
  938. switch ( STATES_ENABLES[ enable ] ) {
  939. case 'CULL_FACE':
  940. enableCullFace = true;
  941. break;
  942. case 'DEPTH_TEST':
  943. enableDepthTest = true;
  944. break;
  945. case 'BLEND':
  946. enableBlend = true;
  947. break;
  948. // TODO: implement
  949. case 'SCISSOR_TEST':
  950. case 'POLYGON_OFFSET_FILL':
  951. case 'SAMPLE_ALPHA_TO_COVERAGE':
  952. break;
  953. default:
  954. throw new Error( "Unknown technique.states.enable: " + enable );
  955. }
  956. }
  957. if ( enableCullFace ) {
  958. materialParams.side = functions.cullFace !== undefined ? WEBGL_SIDES[ functions.cullFace ] : FrontSide;
  959. } else {
  960. materialParams.side = DoubleSide;
  961. }
  962. materialParams.depthTest = enableDepthTest;
  963. materialParams.depthFunc = functions.depthFunc !== undefined ? WEBGL_DEPTH_FUNCS[ functions.depthFunc ] : LessDepth;
  964. materialParams.depthWrite = functions.depthMask !== undefined ? functions.depthMask[ 0 ] : true;
  965. materialParams.blending = enableBlend ? CustomBlending : NoBlending;
  966. materialParams.transparent = enableBlend;
  967. var blendEquationSeparate = functions.blendEquationSeparate;
  968. if ( blendEquationSeparate !== undefined ) {
  969. materialParams.blendEquation = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 0 ] ];
  970. materialParams.blendEquationAlpha = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 1 ] ];
  971. } else {
  972. materialParams.blendEquation = AddEquation;
  973. materialParams.blendEquationAlpha = AddEquation;
  974. }
  975. var blendFuncSeparate = functions.blendFuncSeparate;
  976. if ( blendFuncSeparate !== undefined ) {
  977. materialParams.blendSrc = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 0 ] ];
  978. materialParams.blendDst = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 1 ] ];
  979. materialParams.blendSrcAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 2 ] ];
  980. materialParams.blendDstAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 3 ] ];
  981. } else {
  982. materialParams.blendSrc = OneFactor;
  983. materialParams.blendDst = ZeroFactor;
  984. materialParams.blendSrcAlpha = OneFactor;
  985. materialParams.blendDstAlpha = ZeroFactor;
  986. }
  987. }
  988. }
  989. if ( Array.isArray( materialValues.diffuse ) ) {
  990. materialParams.color = new Color().fromArray( materialValues.diffuse );
  991. } else if ( typeof ( materialValues.diffuse ) === 'string' ) {
  992. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  993. }
  994. delete materialParams.diffuse;
  995. if ( typeof ( materialValues.reflective ) === 'string' ) {
  996. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  997. }
  998. if ( typeof ( materialValues.bump ) === 'string' ) {
  999. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  1000. }
  1001. if ( Array.isArray( materialValues.emission ) ) {
  1002. if ( materialType === MeshBasicMaterial ) {
  1003. materialParams.color = new Color().fromArray( materialValues.emission );
  1004. } else {
  1005. materialParams.emissive = new Color().fromArray( materialValues.emission );
  1006. }
  1007. } else if ( typeof ( materialValues.emission ) === 'string' ) {
  1008. if ( materialType === MeshBasicMaterial ) {
  1009. materialParams.map = dependencies.textures[ materialValues.emission ];
  1010. } else {
  1011. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  1012. }
  1013. }
  1014. if ( Array.isArray( materialValues.specular ) ) {
  1015. materialParams.specular = new Color().fromArray( materialValues.specular );
  1016. } else if ( typeof ( materialValues.specular ) === 'string' ) {
  1017. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  1018. }
  1019. if ( materialValues.shininess !== undefined ) {
  1020. materialParams.shininess = materialValues.shininess;
  1021. }
  1022. var _material = new materialType( materialParams );
  1023. if ( material.name !== undefined ) _material.name = material.name;
  1024. return _material;
  1025. } );
  1026. } );
  1027. };
  1028. GLTFParser.prototype.loadMeshes = function () {
  1029. var json = this.json;
  1030. return this._withDependencies( [
  1031. "accessors",
  1032. "materials"
  1033. ] ).then( function ( dependencies ) {
  1034. return _each( json.meshes, function ( mesh ) {
  1035. var group = new Group();
  1036. if ( mesh.name !== undefined ) group.name = mesh.name;
  1037. if ( mesh.extras ) group.userData = mesh.extras;
  1038. var primitives = mesh.primitives || [];
  1039. for ( var name in primitives ) {
  1040. var primitive = primitives[ name ];
  1041. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  1042. var geometry = new BufferGeometry();
  1043. var attributes = primitive.attributes;
  1044. for ( var attributeId in attributes ) {
  1045. var attributeEntry = attributes[ attributeId ];
  1046. if ( ! attributeEntry ) return;
  1047. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  1048. switch ( attributeId ) {
  1049. case 'POSITION':
  1050. geometry.setAttribute( 'position', bufferAttribute );
  1051. break;
  1052. case 'NORMAL':
  1053. geometry.setAttribute( 'normal', bufferAttribute );
  1054. break;
  1055. case 'TEXCOORD_0':
  1056. case 'TEXCOORD0':
  1057. case 'TEXCOORD':
  1058. geometry.setAttribute( 'uv', bufferAttribute );
  1059. break;
  1060. case 'TEXCOORD_1':
  1061. geometry.setAttribute( 'uv2', bufferAttribute );
  1062. break;
  1063. case 'COLOR_0':
  1064. case 'COLOR0':
  1065. case 'COLOR':
  1066. geometry.setAttribute( 'color', bufferAttribute );
  1067. break;
  1068. case 'WEIGHT':
  1069. geometry.setAttribute( 'skinWeight', bufferAttribute );
  1070. break;
  1071. case 'JOINT':
  1072. geometry.setAttribute( 'skinIndex', bufferAttribute );
  1073. break;
  1074. default:
  1075. if ( ! primitive.material ) break;
  1076. var material = json.materials[ primitive.material ];
  1077. if ( ! material.technique ) break;
  1078. var parameters = json.techniques[ material.technique ].parameters || {};
  1079. for ( var attributeName in parameters ) {
  1080. if ( parameters[ attributeName ][ 'semantic' ] === attributeId ) {
  1081. geometry.setAttribute( attributeName, bufferAttribute );
  1082. }
  1083. }
  1084. }
  1085. }
  1086. if ( primitive.indices ) {
  1087. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  1088. }
  1089. var material = dependencies.materials !== undefined ? dependencies.materials[ primitive.material ] : createDefaultMaterial();
  1090. var meshNode = new Mesh( geometry, material );
  1091. meshNode.castShadow = true;
  1092. meshNode.name = ( name === "0" ? group.name : group.name + name );
  1093. if ( primitive.extras ) meshNode.userData = primitive.extras;
  1094. group.add( meshNode );
  1095. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  1096. var geometry = new BufferGeometry();
  1097. var attributes = primitive.attributes;
  1098. for ( var attributeId in attributes ) {
  1099. var attributeEntry = attributes[ attributeId ];
  1100. if ( ! attributeEntry ) return;
  1101. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  1102. switch ( attributeId ) {
  1103. case 'POSITION':
  1104. geometry.setAttribute( 'position', bufferAttribute );
  1105. break;
  1106. case 'COLOR_0':
  1107. case 'COLOR0':
  1108. case 'COLOR':
  1109. geometry.setAttribute( 'color', bufferAttribute );
  1110. break;
  1111. }
  1112. }
  1113. var material = dependencies.materials[ primitive.material ];
  1114. var meshNode;
  1115. if ( primitive.indices ) {
  1116. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  1117. meshNode = new LineSegments( geometry, material );
  1118. } else {
  1119. meshNode = new Line( geometry, material );
  1120. }
  1121. meshNode.name = ( name === "0" ? group.name : group.name + name );
  1122. if ( primitive.extras ) meshNode.userData = primitive.extras;
  1123. group.add( meshNode );
  1124. } else {
  1125. console.warn( "Only triangular and line primitives are supported" );
  1126. }
  1127. }
  1128. return group;
  1129. } );
  1130. } );
  1131. };
  1132. GLTFParser.prototype.loadCameras = function () {
  1133. var json = this.json;
  1134. return _each( json.cameras, function ( camera ) {
  1135. if ( camera.type == "perspective" && camera.perspective ) {
  1136. var yfov = camera.perspective.yfov;
  1137. var aspectRatio = camera.perspective.aspectRatio !== undefined ? camera.perspective.aspectRatio : 1;
  1138. // According to COLLADA spec...
  1139. // aspectRatio = xfov / yfov
  1140. var xfov = yfov * aspectRatio;
  1141. var _camera = new PerspectiveCamera( _Math.radToDeg( xfov ), aspectRatio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  1142. if ( camera.name !== undefined ) _camera.name = camera.name;
  1143. if ( camera.extras ) _camera.userData = camera.extras;
  1144. return _camera;
  1145. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  1146. var _camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  1147. if ( camera.name !== undefined ) _camera.name = camera.name;
  1148. if ( camera.extras ) _camera.userData = camera.extras;
  1149. return _camera;
  1150. }
  1151. } );
  1152. };
  1153. GLTFParser.prototype.loadSkins = function () {
  1154. var json = this.json;
  1155. return this._withDependencies( [
  1156. "accessors"
  1157. ] ).then( function ( dependencies ) {
  1158. return _each( json.skins, function ( skin ) {
  1159. var bindShapeMatrix = new Matrix4();
  1160. if ( skin.bindShapeMatrix !== undefined ) bindShapeMatrix.fromArray( skin.bindShapeMatrix );
  1161. var _skin = {
  1162. bindShapeMatrix: bindShapeMatrix,
  1163. jointNames: skin.jointNames,
  1164. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  1165. };
  1166. return _skin;
  1167. } );
  1168. } );
  1169. };
  1170. GLTFParser.prototype.loadAnimations = function () {
  1171. var json = this.json;
  1172. return this._withDependencies( [
  1173. "accessors",
  1174. "nodes"
  1175. ] ).then( function ( dependencies ) {
  1176. return _each( json.animations, function ( animation, animationId ) {
  1177. var tracks = [];
  1178. for ( var channelId in animation.channels ) {
  1179. var channel = animation.channels[ channelId ];
  1180. var sampler = animation.samplers[ channel.sampler ];
  1181. if ( sampler ) {
  1182. var target = channel.target;
  1183. var name = target.id;
  1184. var input = animation.parameters !== undefined ? animation.parameters[ sampler.input ] : sampler.input;
  1185. var output = animation.parameters !== undefined ? animation.parameters[ sampler.output ] : sampler.output;
  1186. var inputAccessor = dependencies.accessors[ input ];
  1187. var outputAccessor = dependencies.accessors[ output ];
  1188. var node = dependencies.nodes[ name ];
  1189. if ( node ) {
  1190. node.updateMatrix();
  1191. node.matrixAutoUpdate = true;
  1192. var TypedKeyframeTrack = PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.rotation
  1193. ? QuaternionKeyframeTrack
  1194. : VectorKeyframeTrack;
  1195. var targetName = node.name ? node.name : node.uuid;
  1196. var interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;
  1197. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  1198. // buffers before creating a truncated copy to keep. Because buffers may
  1199. // be reused by other tracks, make copies here.
  1200. tracks.push( new TypedKeyframeTrack(
  1201. targetName + '.' + PATH_PROPERTIES[ target.path ],
  1202. AnimationUtils.arraySlice( inputAccessor.array, 0 ),
  1203. AnimationUtils.arraySlice( outputAccessor.array, 0 ),
  1204. interpolation
  1205. ) );
  1206. }
  1207. }
  1208. }
  1209. var name = animation.name !== undefined ? animation.name : "animation_" + animationId;
  1210. return new AnimationClip( name, undefined, tracks );
  1211. } );
  1212. } );
  1213. };
  1214. GLTFParser.prototype.loadNodes = function () {
  1215. var json = this.json;
  1216. var extensions = this.extensions;
  1217. var scope = this;
  1218. return _each( json.nodes, function ( node ) {
  1219. var matrix = new Matrix4();
  1220. var _node;
  1221. if ( node.jointName ) {
  1222. _node = new Bone();
  1223. _node.name = node.name !== undefined ? node.name : node.jointName;
  1224. _node.jointName = node.jointName;
  1225. } else {
  1226. _node = new Object3D();
  1227. if ( node.name !== undefined ) _node.name = node.name;
  1228. }
  1229. if ( node.extras ) _node.userData = node.extras;
  1230. if ( node.matrix !== undefined ) {
  1231. matrix.fromArray( node.matrix );
  1232. _node.applyMatrix( matrix );
  1233. } else {
  1234. if ( node.translation !== undefined ) {
  1235. _node.position.fromArray( node.translation );
  1236. }
  1237. if ( node.rotation !== undefined ) {
  1238. _node.quaternion.fromArray( node.rotation );
  1239. }
  1240. if ( node.scale !== undefined ) {
  1241. _node.scale.fromArray( node.scale );
  1242. }
  1243. }
  1244. return _node;
  1245. } ).then( function ( __nodes ) {
  1246. return scope._withDependencies( [
  1247. "meshes",
  1248. "skins",
  1249. "cameras"
  1250. ] ).then( function ( dependencies ) {
  1251. return _each( __nodes, function ( _node, nodeId ) {
  1252. var node = json.nodes[ nodeId ];
  1253. if ( node.meshes !== undefined ) {
  1254. for ( var meshId in node.meshes ) {
  1255. var mesh = node.meshes[ meshId ];
  1256. var group = dependencies.meshes[ mesh ];
  1257. if ( group === undefined ) {
  1258. console.warn( 'LegacyGLTFLoader: Couldn\'t find node "' + mesh + '".' );
  1259. continue;
  1260. }
  1261. for ( var childrenId in group.children ) {
  1262. var child = group.children[ childrenId ];
  1263. // clone Mesh to add to _node
  1264. var originalMaterial = child.material;
  1265. var originalGeometry = child.geometry;
  1266. var originalUserData = child.userData;
  1267. var originalName = child.name;
  1268. var material;
  1269. if ( originalMaterial.isDeferredShaderMaterial ) {
  1270. originalMaterial = material = originalMaterial.create();
  1271. } else {
  1272. material = originalMaterial;
  1273. }
  1274. switch ( child.type ) {
  1275. case 'LineSegments':
  1276. child = new LineSegments( originalGeometry, material );
  1277. break;
  1278. case 'LineLoop':
  1279. child = new LineLoop( originalGeometry, material );
  1280. break;
  1281. case 'Line':
  1282. child = new Line( originalGeometry, material );
  1283. break;
  1284. default:
  1285. child = new Mesh( originalGeometry, material );
  1286. }
  1287. child.castShadow = true;
  1288. child.userData = originalUserData;
  1289. child.name = originalName;
  1290. var skinEntry;
  1291. if ( node.skin ) {
  1292. skinEntry = dependencies.skins[ node.skin ];
  1293. }
  1294. // Replace Mesh with SkinnedMesh in library
  1295. if ( skinEntry ) {
  1296. var getJointNode = function ( jointId ) {
  1297. var keys = Object.keys( __nodes );
  1298. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  1299. var n = __nodes[ keys[ i ] ];
  1300. if ( n.jointName === jointId ) return n;
  1301. }
  1302. return null;
  1303. };
  1304. var geometry = originalGeometry;
  1305. var material = originalMaterial;
  1306. material.skinning = true;
  1307. child = new SkinnedMesh( geometry, material );
  1308. child.castShadow = true;
  1309. child.userData = originalUserData;
  1310. child.name = originalName;
  1311. var bones = [];
  1312. var boneInverses = [];
  1313. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  1314. var jointId = skinEntry.jointNames[ i ];
  1315. var jointNode = getJointNode( jointId );
  1316. if ( jointNode ) {
  1317. bones.push( jointNode );
  1318. var m = skinEntry.inverseBindMatrices.array;
  1319. var mat = new Matrix4().fromArray( m, i * 16 );
  1320. boneInverses.push( mat );
  1321. } else {
  1322. console.warn( "WARNING: joint: '" + jointId + "' could not be found" );
  1323. }
  1324. }
  1325. child.bind( new Skeleton( bones, boneInverses ), skinEntry.bindShapeMatrix );
  1326. var buildBoneGraph = function ( parentJson, parentObject, property ) {
  1327. var children = parentJson[ property ];
  1328. if ( children === undefined ) return;
  1329. for ( var i = 0, il = children.length; i < il; i ++ ) {
  1330. var nodeId = children[ i ];
  1331. var bone = __nodes[ nodeId ];
  1332. var boneJson = json.nodes[ nodeId ];
  1333. if ( bone !== undefined && bone.isBone === true && boneJson !== undefined ) {
  1334. parentObject.add( bone );
  1335. buildBoneGraph( boneJson, bone, 'children' );
  1336. }
  1337. }
  1338. };
  1339. buildBoneGraph( node, child, 'skeletons' );
  1340. }
  1341. _node.add( child );
  1342. }
  1343. }
  1344. }
  1345. if ( node.camera !== undefined ) {
  1346. var camera = dependencies.cameras[ node.camera ];
  1347. _node.add( camera );
  1348. }
  1349. if ( node.extensions
  1350. && node.extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ]
  1351. && node.extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ].light ) {
  1352. var extensionLights = extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ].lights;
  1353. var light = extensionLights[ node.extensions[ EXTENSIONS.KHR_MATERIALS_COMMON ].light ];
  1354. _node.add( light );
  1355. }
  1356. return _node;
  1357. } );
  1358. } );
  1359. } );
  1360. };
  1361. GLTFParser.prototype.loadScenes = function () {
  1362. var json = this.json;
  1363. // scene node hierachy builder
  1364. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1365. var _node = allNodes[ nodeId ];
  1366. parentObject.add( _node );
  1367. var node = json.nodes[ nodeId ];
  1368. if ( node.children ) {
  1369. var children = node.children;
  1370. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1371. var child = children[ i ];
  1372. buildNodeHierachy( child, _node, allNodes );
  1373. }
  1374. }
  1375. }
  1376. return this._withDependencies( [
  1377. "nodes"
  1378. ] ).then( function ( dependencies ) {
  1379. return _each( json.scenes, function ( scene ) {
  1380. var _scene = new Scene();
  1381. if ( scene.name !== undefined ) _scene.name = scene.name;
  1382. if ( scene.extras ) _scene.userData = scene.extras;
  1383. var nodes = scene.nodes || [];
  1384. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1385. var nodeId = nodes[ i ];
  1386. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1387. }
  1388. _scene.traverse( function ( child ) {
  1389. // Register raw material meshes with LegacyGLTFLoader.Shaders
  1390. if ( child.material && child.material.isRawShaderMaterial ) {
  1391. child.gltfShader = new GLTFShader( child, dependencies.nodes );
  1392. child.onBeforeRender = function ( renderer, scene, camera ) {
  1393. this.gltfShader.update( scene, camera );
  1394. };
  1395. }
  1396. } );
  1397. return _scene;
  1398. } );
  1399. } );
  1400. };
  1401. return LegacyGLTFLoader;
  1402. } )();
  1403. export { LegacyGLTFLoader };