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