GLTFLoader.js 35 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. */
  6. THREE.GLTFLoader = ( function () {
  7. function GLTFLoader( manager ) {
  8. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  9. }
  10. GLTFLoader.prototype = {
  11. constructor: GLTFLoader,
  12. load: function ( url, onLoad, onProgress, onError ) {
  13. var scope = this;
  14. var path = this.path && ( typeof this.path === "string" ) ? this.path : THREE.Loader.prototype.extractUrlBase( url );
  15. var loader = new THREE.FileLoader( scope.manager );
  16. loader.load( url, function ( text ) {
  17. scope.parse( JSON.parse( text ), onLoad, path );
  18. }, onProgress, onError );
  19. },
  20. setCrossOrigin: function ( value ) {
  21. this.crossOrigin = value;
  22. },
  23. setPath: function ( value ) {
  24. this.path = value;
  25. },
  26. parse: function ( json, callback, path ) {
  27. console.time( 'GLTFLoader' );
  28. var parser = new GLTFParser( json, {
  29. path: path || this.path,
  30. crossOrigin: this.crossOrigin
  31. } );
  32. parser.parse( function ( scene, scenes, cameras, animations ) {
  33. console.timeEnd( 'GLTFLoader' );
  34. var glTF = {
  35. "scene": scene,
  36. "scenes": scenes,
  37. "cameras": cameras,
  38. "animations": animations
  39. };
  40. callback( glTF );
  41. } );
  42. }
  43. };
  44. /* GLTFREGISTRY */
  45. function GLTFRegistry() {
  46. var objects = {};
  47. return {
  48. get: function ( key ) {
  49. return objects[ key ];
  50. },
  51. add: function ( key, object ) {
  52. objects[ key ] = object;
  53. },
  54. remove: function ( key ) {
  55. delete objects[ key ];
  56. },
  57. removeAll: function () {
  58. objects = {};
  59. },
  60. update: function ( scene, camera ) {
  61. for ( var name in objects ) {
  62. var object = objects[ name ];
  63. if ( object.update ) {
  64. object.update( scene, camera );
  65. }
  66. }
  67. }
  68. };
  69. }
  70. /* GLTFSHADERS */
  71. GLTFLoader.Shaders = new GLTFRegistry();
  72. /* GLTFSHADER */
  73. function GLTFShader( targetNode, allNodes ) {
  74. var boundUniforms = {};
  75. // bind each uniform to its source node
  76. var uniforms = targetNode.material.uniforms;
  77. for ( var uniformId in uniforms ) {
  78. var uniform = uniforms[ uniformId ];
  79. if ( uniform.semantic ) {
  80. var sourceNodeRef = uniform.node;
  81. var sourceNode = targetNode;
  82. if ( sourceNodeRef ) {
  83. sourceNode = allNodes[ sourceNodeRef ];
  84. }
  85. boundUniforms[ uniformId ] = {
  86. semantic: uniform.semantic,
  87. sourceNode: sourceNode,
  88. targetNode: targetNode,
  89. uniform: uniform
  90. };
  91. }
  92. }
  93. this.boundUniforms = boundUniforms;
  94. this._m4 = new THREE.Matrix4();
  95. }
  96. // Update - update all the uniform values
  97. GLTFShader.prototype.update = function ( scene, camera ) {
  98. // update scene graph
  99. scene.updateMatrixWorld();
  100. // update camera matrices and frustum
  101. camera.updateMatrixWorld();
  102. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  103. var boundUniforms = this.boundUniforms;
  104. for ( var name in boundUniforms ) {
  105. var boundUniform = boundUniforms[ name ];
  106. switch ( boundUniform.semantic ) {
  107. case "MODELVIEW":
  108. var m4 = boundUniform.uniform.value;
  109. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  110. break;
  111. case "MODELVIEWINVERSETRANSPOSE":
  112. var m3 = boundUniform.uniform.value;
  113. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  114. m3.getNormalMatrix( this._m4 );
  115. break;
  116. case "PROJECTION":
  117. var m4 = boundUniform.uniform.value;
  118. m4.copy( camera.projectionMatrix );
  119. break;
  120. case "JOINTMATRIX":
  121. var m4v = boundUniform.uniform.value;
  122. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  123. // So it goes like this:
  124. // SkinnedMesh world matrix is already baked into MODELVIEW;
  125. // transform joints to local space,
  126. // then transform using joint's inverse
  127. m4v[ mi ]
  128. .getInverse( boundUniform.sourceNode.matrixWorld )
  129. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  130. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
  131. .multiply( boundUniform.targetNode.bindMatrix );
  132. }
  133. break;
  134. default :
  135. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  136. break;
  137. }
  138. }
  139. };
  140. /* ANIMATION */
  141. GLTFLoader.Animations = {
  142. update: function () {
  143. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  144. }
  145. };
  146. function createAnimation( name, interps ) {
  147. var tracks = [];
  148. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  149. var interp = interps[ i ];
  150. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  151. // buffers before creating a truncated copy to keep. Because buffers may
  152. // be reused by other tracks, make copies here.
  153. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  154. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  155. interp.target.updateMatrix();
  156. interp.target.matrixAutoUpdate = true;
  157. tracks.push( new THREE.KeyframeTrack(
  158. interp.name,
  159. interp.times,
  160. interp.values,
  161. interp.type
  162. ) );
  163. }
  164. return new THREE.AnimationClip( name, undefined, tracks );
  165. }
  166. /*********************************/
  167. /********** INTERNALS ************/
  168. /*********************************/
  169. /* CONSTANTS */
  170. var WEBGL_CONSTANTS = {
  171. FLOAT: 5126,
  172. //FLOAT_MAT2: 35674,
  173. FLOAT_MAT3: 35675,
  174. FLOAT_MAT4: 35676,
  175. FLOAT_VEC2: 35664,
  176. FLOAT_VEC3: 35665,
  177. FLOAT_VEC4: 35666,
  178. LINEAR: 9729,
  179. REPEAT: 10497,
  180. SAMPLER_2D: 35678,
  181. TRIANGLES: 4,
  182. LINES: 1,
  183. UNSIGNED_BYTE: 5121,
  184. UNSIGNED_SHORT: 5123,
  185. VERTEX_SHADER: 35633,
  186. FRAGMENT_SHADER: 35632
  187. };
  188. var WEBGL_TYPE = {
  189. 5126: Number,
  190. //35674: THREE.Matrix2,
  191. 35675: THREE.Matrix3,
  192. 35676: THREE.Matrix4,
  193. 35664: THREE.Vector2,
  194. 35665: THREE.Vector3,
  195. 35666: THREE.Vector4,
  196. 35678: THREE.Texture
  197. };
  198. var WEBGL_COMPONENT_TYPES = {
  199. 5120: Int8Array,
  200. 5121: Uint8Array,
  201. 5122: Int16Array,
  202. 5123: Uint16Array,
  203. 5125: Uint32Array,
  204. 5126: Float32Array
  205. };
  206. var WEBGL_FILTERS = {
  207. 9728: THREE.NearestFilter,
  208. 9729: THREE.LinearFilter,
  209. 9984: THREE.NearestMipMapNearestFilter,
  210. 9985: THREE.LinearMipMapNearestFilter,
  211. 9986: THREE.NearestMipMapLinearFilter,
  212. 9987: THREE.LinearMipMapLinearFilter
  213. };
  214. var WEBGL_WRAPPINGS = {
  215. 33071: THREE.ClampToEdgeWrapping,
  216. 33648: THREE.MirroredRepeatWrapping,
  217. 10497: THREE.RepeatWrapping
  218. };
  219. var WEBGL_TYPE_SIZES = {
  220. 'SCALAR': 1,
  221. 'VEC2': 2,
  222. 'VEC3': 3,
  223. 'VEC4': 4,
  224. 'MAT2': 4,
  225. 'MAT3': 9,
  226. 'MAT4': 16
  227. };
  228. var PATH_PROPERTIES = {
  229. scale: 'scale',
  230. translation: 'position',
  231. rotation: 'quaternion'
  232. };
  233. var INTERPOLATION = {
  234. LINEAR: THREE.InterpolateLinear,
  235. STEP: THREE.InterpolateDiscrete
  236. };
  237. /* UTILITY FUNCTIONS */
  238. function _each( object, callback, thisObj ) {
  239. if ( !object ) {
  240. return Promise.resolve();
  241. }
  242. var results;
  243. var fns = [];
  244. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  245. results = [];
  246. var length = object.length;
  247. for ( var idx = 0; idx < length; idx ++ ) {
  248. var value = callback.call( thisObj || this, object[ idx ], idx );
  249. if ( value ) {
  250. fns.push( value );
  251. if ( value instanceof Promise ) {
  252. value.then( function( key, value ) {
  253. results[ idx ] = value;
  254. }.bind( this, key ));
  255. } else {
  256. results[ idx ] = value;
  257. }
  258. }
  259. }
  260. } else {
  261. results = {};
  262. for ( var key in object ) {
  263. if ( object.hasOwnProperty( key ) ) {
  264. var value = callback.call( thisObj || this, object[ key ], key );
  265. if ( value ) {
  266. fns.push( value );
  267. if ( value instanceof Promise ) {
  268. value.then( function( key, value ) {
  269. results[ key ] = value;
  270. }.bind( this, key ));
  271. } else {
  272. results[ key ] = value;
  273. }
  274. }
  275. }
  276. }
  277. }
  278. return Promise.all( fns ).then( function() {
  279. return results;
  280. });
  281. }
  282. function resolveURL( url, path ) {
  283. // Invalid URL
  284. if ( typeof url !== 'string' || url === '' )
  285. return '';
  286. // Absolute URL
  287. if ( /^https?:\/\//i.test( url ) ) {
  288. return url;
  289. }
  290. // Data URI
  291. if ( /^data:.*,.*$/i.test( url ) ) {
  292. return url;
  293. }
  294. // Relative URL
  295. return ( path || '' ) + url;
  296. }
  297. // Three.js seems too dependent on attribute names so globally
  298. // replace those in the shader code
  299. function replaceTHREEShaderAttributes( shaderText, technique ) {
  300. // Expected technique attributes
  301. var attributes = {};
  302. for ( var attributeId in technique.attributes ) {
  303. var pname = technique.attributes[ attributeId ];
  304. var param = technique.parameters[ pname ];
  305. var atype = param.type;
  306. var semantic = param.semantic;
  307. attributes[ attributeId ] = {
  308. type: atype,
  309. semantic: semantic
  310. };
  311. }
  312. // Figure out which attributes to change in technique
  313. var shaderParams = technique.parameters;
  314. var shaderAttributes = technique.attributes;
  315. var params = {};
  316. for ( var attributeId in attributes ) {
  317. var pname = shaderAttributes[ attributeId ];
  318. var shaderParam = shaderParams[ pname ];
  319. var semantic = shaderParam.semantic;
  320. if ( semantic ) {
  321. params[ attributeId ] = shaderParam;
  322. }
  323. }
  324. for ( var pname in params ) {
  325. var param = params[ pname ];
  326. var semantic = param.semantic;
  327. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  328. switch ( semantic ) {
  329. case "POSITION":
  330. shaderText = shaderText.replace( regEx, 'position' );
  331. break;
  332. case "NORMAL":
  333. shaderText = shaderText.replace( regEx, 'normal' );
  334. break;
  335. case 'TEXCOORD_0':
  336. case 'TEXCOORD0':
  337. case 'TEXCOORD':
  338. shaderText = shaderText.replace( regEx, 'uv' );
  339. break;
  340. case "WEIGHT":
  341. shaderText = shaderText.replace( regEx, 'skinWeight' );
  342. break;
  343. case "JOINT":
  344. shaderText = shaderText.replace( regEx, 'skinIndex' );
  345. break;
  346. }
  347. }
  348. return shaderText;
  349. }
  350. // Deferred constructor for RawShaderMaterial types
  351. function DeferredShaderMaterial( params ) {
  352. this.isDeferredShaderMaterial = true;
  353. this.params = params;
  354. }
  355. DeferredShaderMaterial.prototype.create = function () {
  356. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  357. for ( var uniformId in this.params.uniforms ) {
  358. var originalUniform = this.params.uniforms[ uniformId ];
  359. if ( originalUniform.value instanceof THREE.Texture ) {
  360. uniforms[ uniformId ].value = originalUniform.value;
  361. uniforms[ uniformId ].value.needsUpdate = true;
  362. }
  363. uniforms[ uniformId ].semantic = originalUniform.semantic;
  364. uniforms[ uniformId ].node = originalUniform.node;
  365. }
  366. this.params.uniforms = uniforms;
  367. return new THREE.RawShaderMaterial( this.params );
  368. };
  369. /* GLTF PARSER */
  370. function GLTFParser( json, options ) {
  371. this.json = json || {};
  372. this.options = options || {};
  373. // loader object cache
  374. this.cache = new GLTFRegistry();
  375. }
  376. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  377. var _dependencies = {};
  378. for ( var i = 0; i < dependencies.length; i ++ ) {
  379. var dependency = dependencies[ i ];
  380. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  381. var cached = this.cache.get( dependency );
  382. if ( cached !== undefined ) {
  383. _dependencies[ dependency ] = cached;
  384. } else if ( this[ fnName ] ) {
  385. var fn = this[ fnName ]();
  386. this.cache.add( dependency, fn );
  387. _dependencies[ dependency ] = fn;
  388. }
  389. }
  390. return _each( _dependencies, function ( dependency ) {
  391. return dependency;
  392. } );
  393. };
  394. GLTFParser.prototype.parse = function ( callback ) {
  395. var json = this.json;
  396. // Clear the loader cache
  397. this.cache.removeAll();
  398. // Fire the callback on complete
  399. this._withDependencies( [
  400. "scenes",
  401. "cameras",
  402. "animations"
  403. ] ).then( function ( dependencies ) {
  404. var scene = dependencies.scenes[ json.scene ];
  405. var scenes = [];
  406. for ( var name in dependencies.scenes ) {
  407. scenes.push( dependencies.scenes[ name ] );
  408. }
  409. var cameras = [];
  410. for ( var name in dependencies.cameras ) {
  411. var camera = dependencies.cameras[ name ];
  412. cameras.push( camera );
  413. }
  414. var animations = [];
  415. for ( var name in dependencies.animations ) {
  416. animations.push( dependencies.animations[ name ] );
  417. }
  418. callback( scene, scenes, cameras, animations );
  419. } );
  420. };
  421. GLTFParser.prototype.loadShaders = function () {
  422. var json = this.json;
  423. var options = this.options;
  424. return _each( json.shaders, function ( shader ) {
  425. return new Promise( function ( resolve ) {
  426. var loader = new THREE.FileLoader();
  427. loader.responseType = 'text';
  428. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  429. resolve( shaderText );
  430. } );
  431. } );
  432. } );
  433. };
  434. GLTFParser.prototype.loadBuffers = function () {
  435. var json = this.json;
  436. var options = this.options;
  437. return _each( json.buffers, function ( buffer ) {
  438. if ( buffer.type === 'arraybuffer' ) {
  439. return new Promise( function ( resolve ) {
  440. var loader = new THREE.FileLoader();
  441. loader.responseType = 'arraybuffer';
  442. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  443. resolve( buffer );
  444. } );
  445. } );
  446. }
  447. } );
  448. };
  449. GLTFParser.prototype.loadBufferViews = function () {
  450. var json = this.json;
  451. return this._withDependencies( [
  452. "buffers"
  453. ] ).then( function ( dependencies ) {
  454. return _each( json.bufferViews, function ( bufferView ) {
  455. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  456. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  457. } );
  458. } );
  459. };
  460. GLTFParser.prototype.loadAccessors = function () {
  461. var json = this.json;
  462. return this._withDependencies( [
  463. "bufferViews"
  464. ] ).then( function ( dependencies ) {
  465. return _each( json.accessors, function ( accessor ) {
  466. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  467. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  468. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  469. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  470. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  471. var itemBytes = elementBytes * itemSize;
  472. // The buffer is not interleaved if the stride is the item size in bytes.
  473. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  474. // Use the full buffer if it's interleaved.
  475. var array = new TypedArray( arraybuffer );
  476. // Integer parameters to IB/IBA are in array elements, not bytes.
  477. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  478. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  479. } else {
  480. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  481. return new THREE.BufferAttribute( array, itemSize );
  482. }
  483. } );
  484. } );
  485. };
  486. GLTFParser.prototype.loadTextures = function () {
  487. var json = this.json;
  488. var options = this.options;
  489. return _each( json.textures, function ( texture ) {
  490. if ( texture.source ) {
  491. return new Promise( function ( resolve ) {
  492. var source = json.images[ texture.source ];
  493. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  494. if ( textureLoader === null ) {
  495. textureLoader = new THREE.TextureLoader();
  496. }
  497. textureLoader.setCrossOrigin( options.crossOrigin );
  498. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  499. _texture.flipY = false;
  500. if ( texture.sampler ) {
  501. var sampler = json.samplers[ texture.sampler ];
  502. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  503. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  504. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  505. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  506. }
  507. resolve( _texture );
  508. }, undefined, function () {
  509. resolve();
  510. } );
  511. } );
  512. }
  513. } );
  514. };
  515. GLTFParser.prototype.loadMaterials = function () {
  516. var json = this.json;
  517. return this._withDependencies( [
  518. "shaders",
  519. "textures"
  520. ] ).then( function ( dependencies ) {
  521. return _each( json.materials, function ( material ) {
  522. var materialType;
  523. var materialValues = {};
  524. var materialParams = {};
  525. var khr_material;
  526. if ( material.extensions && material.extensions.KHR_materials_common ) {
  527. khr_material = material.extensions.KHR_materials_common;
  528. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  529. khr_material = json.extensions.KHR_materials_common;
  530. }
  531. if ( khr_material ) {
  532. switch ( khr_material.technique ) {
  533. case 'BLINN' :
  534. case 'PHONG' :
  535. materialType = THREE.MeshPhongMaterial;
  536. break;
  537. case 'LAMBERT' :
  538. materialType = THREE.MeshLambertMaterial;
  539. break;
  540. case 'CONSTANT' :
  541. default :
  542. materialType = THREE.MeshBasicMaterial;
  543. break;
  544. }
  545. Object.assign( materialValues, khr_material.values );
  546. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  547. materialParams.side = THREE.DoubleSide;
  548. }
  549. if ( khr_material.transparent || materialValues.transparent ) {
  550. materialParams.transparent = true;
  551. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  552. }
  553. } else if ( material.technique === undefined ) {
  554. materialType = THREE.MeshPhongMaterial;
  555. Object.assign( materialValues, material.values );
  556. } else {
  557. materialType = DeferredShaderMaterial;
  558. var technique = json.techniques[ material.technique ];
  559. materialParams.uniforms = {};
  560. var program = json.programs[ technique.program ];
  561. if ( program ) {
  562. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  563. if ( ! materialParams.fragmentShader ) {
  564. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  565. materialType = THREE.MeshPhongMaterial;
  566. }
  567. var vertexShader = dependencies.shaders[ program.vertexShader ];
  568. if ( ! vertexShader ) {
  569. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  570. materialType = THREE.MeshPhongMaterial;
  571. }
  572. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  573. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  574. var uniforms = technique.uniforms;
  575. for ( var uniformId in uniforms ) {
  576. var pname = uniforms[ uniformId ];
  577. var shaderParam = technique.parameters[ pname ];
  578. var ptype = shaderParam.type;
  579. if ( WEBGL_TYPE[ ptype ] ) {
  580. var pcount = shaderParam.count;
  581. var value = material.values[ pname ];
  582. var uvalue = new WEBGL_TYPE[ ptype ]();
  583. var usemantic = shaderParam.semantic;
  584. var unode = shaderParam.node;
  585. switch ( ptype ) {
  586. case WEBGL_CONSTANTS.FLOAT:
  587. uvalue = shaderParam.value;
  588. if ( pname == "transparency" ) {
  589. materialParams.transparent = true;
  590. }
  591. if ( value !== undefined ) {
  592. uvalue = value;
  593. }
  594. break;
  595. case WEBGL_CONSTANTS.FLOAT_VEC2:
  596. case WEBGL_CONSTANTS.FLOAT_VEC3:
  597. case WEBGL_CONSTANTS.FLOAT_VEC4:
  598. case WEBGL_CONSTANTS.FLOAT_MAT3:
  599. if ( shaderParam && shaderParam.value ) {
  600. uvalue.fromArray( shaderParam.value );
  601. }
  602. if ( value ) {
  603. uvalue.fromArray( value );
  604. }
  605. break;
  606. case WEBGL_CONSTANTS.FLOAT_MAT2:
  607. // what to do?
  608. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  609. break;
  610. case WEBGL_CONSTANTS.FLOAT_MAT4:
  611. if ( pcount ) {
  612. uvalue = new Array( pcount );
  613. for ( var mi = 0; mi < pcount; mi ++ ) {
  614. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  615. }
  616. if ( shaderParam && shaderParam.value ) {
  617. var m4v = shaderParam.value;
  618. uvalue.fromArray( m4v );
  619. }
  620. if ( value ) {
  621. uvalue.fromArray( value );
  622. }
  623. } else {
  624. if ( shaderParam && shaderParam.value ) {
  625. var m4 = shaderParam.value;
  626. uvalue.fromArray( m4 );
  627. }
  628. if ( value ) {
  629. uvalue.fromArray( value );
  630. }
  631. }
  632. break;
  633. case WEBGL_CONSTANTS.SAMPLER_2D:
  634. uvalue = value ? dependencies.textures[ value ] : null;
  635. break;
  636. }
  637. materialParams.uniforms[ uniformId ] = {
  638. value: uvalue,
  639. semantic: usemantic,
  640. node: unode
  641. };
  642. } else {
  643. throw new Error( "Unknown shader uniform param type: " + ptype );
  644. }
  645. }
  646. }
  647. }
  648. if ( Array.isArray( materialValues.diffuse ) ) {
  649. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  650. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  651. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  652. }
  653. delete materialParams.diffuse;
  654. if ( typeof( materialValues.reflective ) === 'string' ) {
  655. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  656. }
  657. if ( typeof( materialValues.bump ) === 'string' ) {
  658. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  659. }
  660. if ( Array.isArray( materialValues.emission ) ) {
  661. if ( materialType === THREE.MeshBasicMaterial ) {
  662. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  663. } else {
  664. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  665. }
  666. } else if ( typeof( materialValues.emission ) === 'string' ) {
  667. if ( materialType === THREE.MeshBasicMaterial ) {
  668. materialParams.map = dependencies.textures[ materialValues.emission ];
  669. } else {
  670. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  671. }
  672. }
  673. if ( Array.isArray( materialValues.specular ) ) {
  674. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  675. } else if ( typeof( materialValues.specular ) === 'string' ) {
  676. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  677. }
  678. if ( materialValues.shininess !== undefined ) {
  679. materialParams.shininess = materialValues.shininess;
  680. }
  681. var _material = new materialType( materialParams );
  682. _material.name = material.name;
  683. return _material;
  684. } );
  685. } );
  686. };
  687. GLTFParser.prototype.loadMeshes = function () {
  688. var json = this.json;
  689. return this._withDependencies( [
  690. "accessors",
  691. "materials"
  692. ] ).then( function ( dependencies ) {
  693. return _each( json.meshes, function ( mesh ) {
  694. var group = new THREE.Object3D();
  695. group.name = mesh.name;
  696. if ( mesh.extras ) group.userData = mesh.extras;
  697. var primitives = mesh.primitives;
  698. for ( var name in primitives ) {
  699. var primitive = primitives[ name ];
  700. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  701. var geometry = new THREE.BufferGeometry();
  702. var attributes = primitive.attributes;
  703. for ( var attributeId in attributes ) {
  704. var attributeEntry = attributes[ attributeId ];
  705. if ( ! attributeEntry ) return;
  706. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  707. switch ( attributeId ) {
  708. case 'POSITION':
  709. geometry.addAttribute( 'position', bufferAttribute );
  710. break;
  711. case 'NORMAL':
  712. geometry.addAttribute( 'normal', bufferAttribute );
  713. break;
  714. case 'TEXCOORD_0':
  715. case 'TEXCOORD0':
  716. case 'TEXCOORD':
  717. geometry.addAttribute( 'uv', bufferAttribute );
  718. break;
  719. case 'WEIGHT':
  720. geometry.addAttribute( 'skinWeight', bufferAttribute );
  721. break;
  722. case 'JOINT':
  723. geometry.addAttribute( 'skinIndex', bufferAttribute );
  724. break;
  725. }
  726. }
  727. if ( primitive.indices ) {
  728. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  729. }
  730. var material = dependencies.materials[ primitive.material ];
  731. var meshNode = new THREE.Mesh( geometry, material );
  732. meshNode.castShadow = true;
  733. if ( primitive.extras ) meshNode.userData = primitive.extras;
  734. group.add( meshNode );
  735. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  736. var geometry = new THREE.BufferGeometry();
  737. var attributes = primitive.attributes;
  738. _each( attributes, function ( attributeEntry, attributeId ) {
  739. if ( ! attributeEntry ) return;
  740. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  741. switch ( attributeId ) {
  742. case 'POSITION':
  743. geometry.addAttribute( 'position', bufferAttribute );
  744. break;
  745. case 'COLOR':
  746. geometry.addAttribute( 'color', bufferAttribute );
  747. break;
  748. }
  749. } );
  750. var material = dependencies.materials[ primitive.material ];
  751. var meshNode;
  752. if ( primitive.indices ) {
  753. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  754. meshNode = new THREE.LineSegments( geometry, material );
  755. } else {
  756. meshNode = new THREE.Line( geometry, material );
  757. }
  758. if ( primitive.extras ) meshNode.userData = primitive.extras;
  759. group.add( meshNode );
  760. } else {
  761. console.warn( "Only triangular and line primitives are supported" );
  762. }
  763. }
  764. return group;
  765. } );
  766. } );
  767. };
  768. GLTFParser.prototype.loadCameras = function () {
  769. var json = this.json;
  770. return _each( json.cameras, function ( camera ) {
  771. if ( camera.type == "perspective" && camera.perspective ) {
  772. var yfov = camera.perspective.yfov;
  773. var xfov = camera.perspective.xfov;
  774. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  775. // According to COLLADA spec...
  776. // aspect_ratio = xfov / yfov
  777. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  778. // According to COLLADA spec...
  779. // aspect_ratio = xfov / yfov
  780. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  781. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  782. _camera.name = camera.name;
  783. if ( camera.extras ) _camera.userData = camera.extras;
  784. return _camera;
  785. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  786. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  787. _camera.name = camera.name;
  788. if ( camera.extras ) _camera.userData = camera.extras;
  789. return _camera;
  790. }
  791. } );
  792. };
  793. GLTFParser.prototype.loadSkins = function () {
  794. var json = this.json;
  795. return this._withDependencies( [
  796. "accessors"
  797. ] ).then( function ( dependencies ) {
  798. return _each( json.skins, function ( skin ) {
  799. var _skin = {
  800. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  801. jointNames: skin.jointNames,
  802. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  803. };
  804. return _skin;
  805. } );
  806. } );
  807. };
  808. GLTFParser.prototype.loadAnimations = function () {
  809. var json = this.json;
  810. return this._withDependencies( [
  811. "accessors",
  812. "nodes"
  813. ] ).then( function ( dependencies ) {
  814. return _each( json.animations, function ( animation, animationId ) {
  815. var interps = [];
  816. for ( var channelId in animation.channels ) {
  817. var channel = animation.channels[ channelId ];
  818. var sampler = animation.samplers[ channel.sampler ];
  819. if ( sampler && animation.parameters ) {
  820. var target = channel.target;
  821. var name = target.id;
  822. var input = animation.parameters[ sampler.input ];
  823. var output = animation.parameters[ sampler.output ];
  824. var inputAccessor = dependencies.accessors[ input ];
  825. var outputAccessor = dependencies.accessors[ output ];
  826. var node = dependencies.nodes[ name ];
  827. if ( node ) {
  828. var interp = {
  829. times: inputAccessor.array,
  830. values: outputAccessor.array,
  831. target: node,
  832. type: INTERPOLATION[ sampler.interpolation ],
  833. name: node.name + '.' + PATH_PROPERTIES[ target.path ]
  834. };
  835. interps.push( interp );
  836. }
  837. }
  838. }
  839. return createAnimation( "animation_" + animationId, interps );
  840. } );
  841. } );
  842. };
  843. GLTFParser.prototype.loadNodes = function () {
  844. var json = this.json;
  845. var scope = this;
  846. return _each( json.nodes, function ( node ) {
  847. var matrix = new THREE.Matrix4();
  848. var _node;
  849. if ( node.jointName ) {
  850. _node = new THREE.Bone();
  851. _node.jointName = node.jointName;
  852. } else {
  853. _node = new THREE.Object3D();
  854. }
  855. _node.name = node.name;
  856. if ( node.extras ) _node.userData = node.extras;
  857. _node.matrixAutoUpdate = false;
  858. if ( node.matrix !== undefined ) {
  859. matrix.fromArray( node.matrix );
  860. _node.applyMatrix( matrix );
  861. } else {
  862. if ( node.translation !== undefined ) {
  863. _node.position.fromArray( node.translation );
  864. }
  865. if ( node.rotation !== undefined ) {
  866. _node.quaternion.fromArray( node.rotation );
  867. }
  868. if ( node.scale !== undefined ) {
  869. _node.scale.fromArray( node.scale );
  870. }
  871. }
  872. return _node;
  873. } ).then( function ( __nodes ) {
  874. return scope._withDependencies( [
  875. "meshes",
  876. "skins",
  877. "cameras",
  878. "extensions"
  879. ] ).then( function ( dependencies ) {
  880. return _each( __nodes, function ( _node, nodeId ) {
  881. var node = json.nodes[ nodeId ];
  882. if ( node.meshes !== undefined ) {
  883. for ( var meshId in node.meshes ) {
  884. var mesh = node.meshes[ meshId ];
  885. var group = dependencies.meshes[ mesh ];
  886. if ( group === undefined ) {
  887. console.warn( 'GLTFLoader: Couldn\'t find node "' + mesh + '".' );
  888. continue;
  889. }
  890. for ( var childrenId in group.children ) {
  891. var child = group.children[ childrenId ];
  892. // clone Mesh to add to _node
  893. var originalMaterial = child.material;
  894. var originalGeometry = child.geometry;
  895. var originalUserData = child.userData;
  896. var material;
  897. if ( originalMaterial.isDeferredShaderMaterial ) {
  898. originalMaterial = material = originalMaterial.create();
  899. } else {
  900. material = originalMaterial;
  901. }
  902. switch ( child.type ) {
  903. case 'LineSegments':
  904. child = new THREE.LineSegments( originalGeometry, material );
  905. break;
  906. case 'Line':
  907. child = new THREE.Line( originalGeometry, material );
  908. break;
  909. default:
  910. child = new THREE.Mesh( originalGeometry, material );
  911. }
  912. child.castShadow = true;
  913. child.userData = originalUserData;
  914. var skinEntry;
  915. if ( node.skin ) {
  916. skinEntry = dependencies.skins[ node.skin ];
  917. }
  918. // Replace Mesh with SkinnedMesh in library
  919. if ( skinEntry ) {
  920. var geometry = originalGeometry;
  921. var material = originalMaterial;
  922. material.skinning = true;
  923. child = new THREE.SkinnedMesh( geometry, material, false );
  924. child.castShadow = true;
  925. child.userData = originalUserData;
  926. var bones = [];
  927. var boneInverses = [];
  928. var keys = Object.keys( __nodes );
  929. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  930. var jointId = skinEntry.jointNames[ i ];
  931. var jointNode;
  932. for ( var j = 0, jl = keys.length; j < jl; j ++ ) {
  933. var n = __nodes[ keys[ j ] ];
  934. if ( n.jointName === jointId ) {
  935. jointNode = n;
  936. break;
  937. }
  938. }
  939. if ( jointNode ) {
  940. jointNode.skin = child;
  941. bones.push( jointNode );
  942. var m = skinEntry.inverseBindMatrices.array;
  943. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  944. boneInverses.push( mat );
  945. } else {
  946. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  947. }
  948. }
  949. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  950. }
  951. _node.add( child );
  952. }
  953. }
  954. }
  955. if ( node.camera !== undefined ) {
  956. var camera = dependencies.cameras[ node.camera ];
  957. _node.add( camera );
  958. }
  959. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  960. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  961. _node.add( light );
  962. }
  963. return _node;
  964. } );
  965. } );
  966. } );
  967. };
  968. GLTFParser.prototype.loadExtensions = function () {
  969. var json = this.json;
  970. return _each( json.extensions, function ( extension, extensionId ) {
  971. switch ( extensionId ) {
  972. case "KHR_materials_common":
  973. var extensionNode = {
  974. lights: {}
  975. };
  976. var lights = extension.lights;
  977. for ( var lightId in lights ) {
  978. var light = lights[ lightId ];
  979. var lightNode;
  980. var lightParams = light[ light.type ];
  981. var color = new THREE.Color().fromArray( lightParams.color );
  982. switch ( light.type ) {
  983. case "directional":
  984. lightNode = new THREE.DirectionalLight( color );
  985. lightNode.position.set( 0, 0, 1 );
  986. break;
  987. case "point":
  988. lightNode = new THREE.PointLight( color );
  989. break;
  990. case "spot ":
  991. lightNode = new THREE.SpotLight( color );
  992. lightNode.position.set( 0, 0, 1 );
  993. break;
  994. case "ambient":
  995. lightNode = new THREE.AmbientLight( color );
  996. break;
  997. }
  998. if ( lightNode ) {
  999. extensionNode.lights[ lightId ] = lightNode;
  1000. }
  1001. }
  1002. return extensionNode;
  1003. break;
  1004. }
  1005. } );
  1006. };
  1007. GLTFParser.prototype.loadScenes = function () {
  1008. var json = this.json;
  1009. // scene node hierachy builder
  1010. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1011. var _node = allNodes[ nodeId ];
  1012. parentObject.add( _node );
  1013. var node = json.nodes[ nodeId ];
  1014. if ( node.children ) {
  1015. var children = node.children;
  1016. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1017. var child = children[ i ];
  1018. buildNodeHierachy( child, _node, allNodes );
  1019. }
  1020. }
  1021. }
  1022. return this._withDependencies( [
  1023. "nodes"
  1024. ] ).then( function ( dependencies ) {
  1025. return _each( json.scenes, function ( scene ) {
  1026. var _scene = new THREE.Scene();
  1027. _scene.name = scene.name;
  1028. if ( scene.extras ) _scene.userData = scene.extras;
  1029. var nodes = scene.nodes;
  1030. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1031. var nodeId = nodes[ i ];
  1032. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1033. }
  1034. _scene.traverse( function ( child ) {
  1035. // Register raw material meshes with GLTFLoader.Shaders
  1036. if ( child.material && child.material.isRawShaderMaterial ) {
  1037. var xshader = new GLTFShader( child, dependencies.nodes );
  1038. GLTFLoader.Shaders.add( child.uuid, xshader );
  1039. }
  1040. } );
  1041. return _scene;
  1042. } );
  1043. } );
  1044. };
  1045. return GLTFLoader;
  1046. } )();