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