CTMLoader.js 17 KB

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  1. /**
  2. * Loader for CTM encoded models generated by OpenCTM tools:
  3. * http://openctm.sourceforge.net/
  4. *
  5. * Uses js-openctm library by Juan Mellado
  6. * http://code.google.com/p/js-openctm/
  7. *
  8. * @author alteredq / http://alteredqualia.com/
  9. */
  10. THREE.CTMLoader = function ( context, showStatus ) {
  11. this.context = context;
  12. THREE.Loader.call( this, showStatus );
  13. };
  14. THREE.CTMLoader.prototype = new THREE.Loader();
  15. THREE.CTMLoader.prototype.constructor = THREE.CTMLoader;
  16. // Load multiple CTM parts defined in JSON
  17. THREE.CTMLoader.prototype.loadParts = function( url, callback, useWorker, useBuffers, basePath ) {
  18. var scope = this;
  19. var xhr = new XMLHttpRequest();
  20. basePath = basePath ? basePath : this.extractUrlBase( url );
  21. xhr.onreadystatechange = function() {
  22. if ( xhr.readyState == 4 ) {
  23. if ( xhr.status == 200 || xhr.status == 0 ) {
  24. var jsonObject = JSON.parse( xhr.responseText );
  25. var materials = [], geometries = [], counter = 0;
  26. function callbackFinal( geometry ) {
  27. counter += 1;
  28. geometries.push( geometry );
  29. if ( counter === jsonObject.offsets.length ) {
  30. callback( geometries, materials );
  31. }
  32. }
  33. // init materials
  34. for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
  35. materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
  36. }
  37. // load joined CTM file
  38. var partUrl = basePath + jsonObject.data;
  39. scope.load( partUrl, callbackFinal, useWorker, useBuffers, jsonObject.offsets );
  40. }
  41. }
  42. }
  43. xhr.open( "GET", url, true );
  44. if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  45. xhr.setRequestHeader( "Content-Type", "text/plain" );
  46. xhr.send( null );
  47. };
  48. // Load CTMLoader compressed models
  49. // - parameters
  50. // - url (required)
  51. // - callback (required)
  52. THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers, offsets ) {
  53. var scope = this;
  54. offsets = offsets !== undefined ? offsets : [ 0 ];
  55. var xhr = new XMLHttpRequest(),
  56. callbackProgress = null;
  57. var length = 0;
  58. xhr.onreadystatechange = function() {
  59. if ( xhr.readyState == 4 ) {
  60. if ( xhr.status == 200 || xhr.status == 0 ) {
  61. var binaryData = xhr.responseText;
  62. //var s = Date.now();
  63. if ( useWorker ) {
  64. var worker = new Worker( "js/ctm/CTMWorker.js" );
  65. worker.onmessage = function( event ) {
  66. var files = event.data;
  67. for ( var i = 0; i < files.length; i ++ ) {
  68. var ctmFile = files[ i ];
  69. if ( useBuffers ) {
  70. scope.createModelBuffers( ctmFile, callback );
  71. } else {
  72. scope.createModelClassic( ctmFile, callback );
  73. }
  74. }
  75. //var e = Date.now();
  76. //console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
  77. };
  78. worker.postMessage( { "data": binaryData, "offsets": offsets } );
  79. } else {
  80. for ( var i = 0; i < offsets.length; i ++ ) {
  81. var stream = new CTM.Stream( binaryData );
  82. stream.offset = offsets[ i ];
  83. var ctmFile = new CTM.File( stream );
  84. if ( useBuffers ) {
  85. scope.createModelBuffers( ctmFile, callback );
  86. } else {
  87. scope.createModelClassic( ctmFile, callback );
  88. }
  89. }
  90. //var e = Date.now();
  91. //console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
  92. }
  93. } else {
  94. console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
  95. }
  96. } else if ( xhr.readyState == 3 ) {
  97. if ( callbackProgress ) {
  98. if ( length == 0 ) {
  99. length = xhr.getResponseHeader( "Content-Length" );
  100. }
  101. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  102. }
  103. } else if ( xhr.readyState == 2 ) {
  104. length = xhr.getResponseHeader( "Content-Length" );
  105. }
  106. }
  107. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  108. xhr.open( "GET", url, true );
  109. xhr.send( null );
  110. };
  111. THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
  112. var gl = this.context;
  113. var Model = function ( ) {
  114. var scope = this;
  115. var dynamic = false,
  116. computeNormals = true,
  117. normalizeNormals = true,
  118. reorderVertices = true;
  119. scope.materials = [];
  120. THREE.BufferGeometry.call( this );
  121. // init GL buffers
  122. var vertexIndexArray = file.body.indices,
  123. vertexPositionArray = file.body.vertices,
  124. vertexNormalArray = file.body.normals;
  125. var vertexUvArray, vertexColorArray;
  126. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
  127. vertexUvArray = file.body.uvMaps[ 0 ].uv;
  128. }
  129. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
  130. vertexColorArray = file.body.attrMaps[ 0 ].attr;
  131. }
  132. //console.log( "vertices", vertexPositionArray.length/3 );
  133. //console.log( "triangles", vertexIndexArray.length/3 );
  134. // compute face normals from scratch
  135. // (must be done before computing offsets)
  136. if ( vertexNormalArray === undefined && computeNormals ) {
  137. var nElements = vertexPositionArray.length;
  138. vertexNormalArray = new Float32Array( nElements );
  139. var vA, vB, vC, x, y, z,
  140. pA = new THREE.Vector3(),
  141. pB = new THREE.Vector3(),
  142. pC = new THREE.Vector3(),
  143. cb = new THREE.Vector3(),
  144. ab = new THREE.Vector3();
  145. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  146. vA = vertexIndexArray[ i ];
  147. vB = vertexIndexArray[ i + 1 ];
  148. vC = vertexIndexArray[ i + 2 ];
  149. x = vertexPositionArray[ vA * 3 ];
  150. y = vertexPositionArray[ vA * 3 + 1 ];
  151. z = vertexPositionArray[ vA * 3 + 2 ];
  152. pA.set( x, y, z );
  153. x = vertexPositionArray[ vB * 3 ];
  154. y = vertexPositionArray[ vB * 3 + 1 ];
  155. z = vertexPositionArray[ vB * 3 + 2 ];
  156. pB.set( x, y, z );
  157. x = vertexPositionArray[ vC * 3 ];
  158. y = vertexPositionArray[ vC * 3 + 1 ];
  159. z = vertexPositionArray[ vC * 3 + 2 ];
  160. pC.set( x, y, z );
  161. cb.sub( pC, pB );
  162. ab.sub( pA, pB );
  163. cb.crossSelf( ab );
  164. vertexNormalArray[ vA * 3 ] += cb.x;
  165. vertexNormalArray[ vA * 3 + 1 ] += cb.y;
  166. vertexNormalArray[ vA * 3 + 2 ] += cb.z;
  167. vertexNormalArray[ vB * 3 ] += cb.x;
  168. vertexNormalArray[ vB * 3 + 1 ] += cb.y;
  169. vertexNormalArray[ vB * 3 + 2 ] += cb.z;
  170. vertexNormalArray[ vC * 3 ] += cb.x;
  171. vertexNormalArray[ vC * 3 + 1 ] += cb.y;
  172. vertexNormalArray[ vC * 3 + 2 ] += cb.z;
  173. }
  174. if ( normalizeNormals ) {
  175. for ( var i = 0; i < nElements; i += 3 ) {
  176. x = vertexNormalArray[ i ];
  177. y = vertexNormalArray[ i + 1 ];
  178. z = vertexNormalArray[ i + 2 ];
  179. var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  180. vertexNormalArray[ i ] *= n;
  181. vertexNormalArray[ i + 1 ] *= n;
  182. vertexNormalArray[ i + 2 ] *= n;
  183. }
  184. }
  185. }
  186. // reorder vertices
  187. // (needed for buffer splitting, to keep together face vertices)
  188. if ( reorderVertices ) {
  189. var newFaces = new Uint32Array( vertexIndexArray.length ),
  190. newVertices = new Float32Array( vertexPositionArray.length );
  191. var newNormals, newUvs, newColors;
  192. if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
  193. if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
  194. if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
  195. var indexMap = {}, vertexCounter = 0;
  196. function handleVertex( v ) {
  197. if ( indexMap[ v ] === undefined ) {
  198. indexMap[ v ] = vertexCounter;
  199. var sx = v * 3,
  200. sy = v * 3 + 1,
  201. sz = v * 3 + 2,
  202. dx = vertexCounter * 3,
  203. dy = vertexCounter * 3 + 1,
  204. dz = vertexCounter * 3 + 2;
  205. newVertices[ dx ] = vertexPositionArray[ sx ];
  206. newVertices[ dy ] = vertexPositionArray[ sy ];
  207. newVertices[ dz ] = vertexPositionArray[ sz ];
  208. if ( vertexNormalArray ) {
  209. newNormals[ dx ] = vertexNormalArray[ sx ];
  210. newNormals[ dy ] = vertexNormalArray[ sy ];
  211. newNormals[ dz ] = vertexNormalArray[ sz ];
  212. }
  213. if ( vertexUvArray ) {
  214. newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
  215. newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
  216. }
  217. if ( vertexColorArray ) {
  218. newColors[ vertexCounter * 4 ] = vertexNormalArray[ v * 4 ];
  219. newColors[ vertexCounter * 4 + 1 ] = vertexNormalArray[ v * 4 + 1 ];
  220. newColors[ vertexCounter * 4 + 2 ] = vertexNormalArray[ v * 4 + 2 ];
  221. newColors[ vertexCounter * 4 + 3 ] = vertexNormalArray[ v * 4 + 3 ];
  222. }
  223. vertexCounter += 1;
  224. }
  225. }
  226. var a, b, c;
  227. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  228. a = vertexIndexArray[ i ];
  229. b = vertexIndexArray[ i + 1 ];
  230. c = vertexIndexArray[ i + 2 ];
  231. handleVertex( a );
  232. handleVertex( b );
  233. handleVertex( c );
  234. newFaces[ i ] = indexMap[ a ];
  235. newFaces[ i + 1 ] = indexMap[ b ];
  236. newFaces[ i + 2 ] = indexMap[ c ];
  237. }
  238. vertexIndexArray = newFaces;
  239. vertexPositionArray = newVertices;
  240. if ( vertexNormalArray ) vertexNormalArray = newNormals;
  241. if ( vertexUvArray ) vertexUvArray = newUvs;
  242. if ( vertexColorArray ) vertexColorArray = newColors;
  243. }
  244. // compute offsets
  245. scope.offsets = [];
  246. var indices = vertexIndexArray;
  247. var start = 0,
  248. min = vertexPositionArray.length,
  249. max = 0,
  250. minPrev = min;
  251. for ( var i = 0; i < indices.length; ) {
  252. for ( var j = 0; j < 3; ++ j ) {
  253. var idx = indices[ i ++ ];
  254. if ( idx < min ) min = idx;
  255. if ( idx > max ) max = idx;
  256. }
  257. if ( max - min > 65535 ) {
  258. i -= 3;
  259. for ( var k = start; k < i; ++ k ) {
  260. indices[ k ] -= minPrev;
  261. }
  262. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  263. start = i;
  264. min = vertexPositionArray.length;
  265. max = 0;
  266. }
  267. minPrev = min;
  268. }
  269. for ( var k = start; k < i; ++ k ) {
  270. indices[ k ] -= minPrev;
  271. }
  272. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  273. // indices
  274. scope.vertexIndexBuffer = gl.createBuffer();
  275. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
  276. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( vertexIndexArray ), gl.STATIC_DRAW );
  277. scope.vertexIndexBuffer.itemSize = 1;
  278. scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
  279. // vertices
  280. scope.vertexPositionBuffer = gl.createBuffer();
  281. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
  282. gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
  283. scope.vertexPositionBuffer.itemSize = 3;
  284. scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
  285. // normals
  286. if ( vertexNormalArray !== undefined ) {
  287. scope.vertexNormalBuffer = gl.createBuffer();
  288. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
  289. gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
  290. scope.vertexNormalBuffer.itemSize = 3;
  291. scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
  292. }
  293. // uvs
  294. if ( vertexUvArray !== undefined ) {
  295. // "fix" flipping
  296. for ( var i = 0; i < vertexUvArray.length; i += 2 ) {
  297. vertexUvArray[ i + 1 ] = 1 - vertexUvArray[ i + 1 ];
  298. }
  299. scope.vertexUvBuffer = gl.createBuffer();
  300. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
  301. gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
  302. scope.vertexUvBuffer.itemSize = 2;
  303. scope.vertexUvBuffer.numItems = vertexUvArray.length;
  304. }
  305. // colors
  306. if ( vertexColorArray !== undefined ) {
  307. scope.vertexColorBuffer = gl.createBuffer();
  308. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
  309. gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
  310. scope.vertexColorBuffer.itemSize = 4;
  311. scope.vertexColorBuffer.numItems = vertexColorArray.length;
  312. }
  313. // compute bounding sphere and bounding box
  314. // (must do it now as we don't keep typed arrays after setting GL buffers)
  315. scope.boundingBox = { min: new THREE.Vector3( Infinity, Infinity, Infinity ), max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) };
  316. var vertices = file.body.vertices,
  317. bb = scope.boundingBox,
  318. radius, maxRadius = 0,
  319. x, y, z;
  320. for ( var i = 0, il = vertices.length; i < il; i += 3 ) {
  321. x = vertices[ i ];
  322. y = vertices[ i + 1 ];
  323. z = vertices[ i + 2 ];
  324. // bounding sphere
  325. radius = Math.sqrt( x * x + y * y + z * z );
  326. if ( radius > maxRadius ) maxRadius = radius;
  327. // bounding box
  328. if ( x < bb.min.x ) {
  329. bb.min.x = x;
  330. } else if ( x > bb.max.x ) {
  331. bb.max.x = x;
  332. }
  333. if ( y < bb.min.y ) {
  334. bb.min.y = y;
  335. } else if ( y > bb.max.y ) {
  336. bb.max.y = y;
  337. }
  338. if ( z < bb.min.z ) {
  339. bb.min.z = z;
  340. } else if ( z > bb.max.z ) {
  341. bb.max.z = z;
  342. }
  343. }
  344. scope.boundingSphere = { radius: maxRadius };
  345. // keep references to typed arrays
  346. if ( dynamic ) {
  347. scope.vertexIndexArray = vertexIndexArray;
  348. scope.vertexPositionArray = vertexPositionArray;
  349. scope.vertexNormalArray = vertexNormalArray;
  350. scope.vertexUvArray = vertexUvArray;
  351. scope.vertexColorArray = vertexColorArray;
  352. }
  353. }
  354. Model.prototype = new THREE.BufferGeometry();
  355. Model.prototype.constructor = Model;
  356. callback( new Model() );
  357. };
  358. THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
  359. var Model = function ( ) {
  360. var scope = this;
  361. scope.materials = [];
  362. THREE.Geometry.call( this );
  363. var normals = [],
  364. uvs = [],
  365. colors = [];
  366. init_vertices( file.body.vertices );
  367. if ( file.body.normals !== undefined )
  368. init_normals( file.body.normals );
  369. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
  370. init_uvs( file.body.uvMaps[ 0 ].uv );
  371. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
  372. init_colors( file.body.attrMaps[ 0 ].attr );
  373. var hasNormals = normals.length > 0 ? true : false,
  374. hasUvs = uvs.length > 0 ? true : false,
  375. hasColors = colors.length > 0 ? true : false;
  376. init_faces( file.body.indices );
  377. this.computeCentroids();
  378. this.computeFaceNormals();
  379. //this.computeTangents();
  380. function init_vertices( buffer ) {
  381. var x, y, z, i, il = buffer.length;
  382. for( i = 0; i < il; i += 3 ) {
  383. x = buffer[ i ];
  384. y = buffer[ i + 1 ];
  385. z = buffer[ i + 2 ];
  386. vertex( scope, x, y, z );
  387. }
  388. };
  389. function init_normals( buffer ) {
  390. var x, y, z, i, il = buffer.length;
  391. for( i = 0; i < il; i += 3 ) {
  392. x = buffer[ i ];
  393. y = buffer[ i + 1 ];
  394. z = buffer[ i + 2 ];
  395. normals.push( x, y, z );
  396. }
  397. };
  398. function init_colors( buffer ) {
  399. var r, g, b, a, i, il = buffer.length;
  400. for( i = 0; i < il; i += 4 ) {
  401. r = buffer[ i ];
  402. g = buffer[ i + 1 ];
  403. b = buffer[ i + 2 ];
  404. a = buffer[ i + 3 ];
  405. var color = new THREE.Color();
  406. color.setRGB( r, g, b );
  407. colors.push( color );
  408. }
  409. };
  410. function init_uvs( buffer ) {
  411. var u, v, i, il = buffer.length;
  412. for( i = 0; i < il; i += 2 ) {
  413. u = buffer[ i ];
  414. v = buffer[ i + 1 ];
  415. uvs.push( u, 1 - v );
  416. }
  417. };
  418. function init_faces( buffer ) {
  419. var a, b, c,
  420. u1, v1, u2, v2, u3, v3,
  421. m, face,
  422. i, il = buffer.length;
  423. m = 0; // all faces defaulting to material 0
  424. for( i = 0; i < il; i += 3 ) {
  425. a = buffer[ i ];
  426. b = buffer[ i + 1 ];
  427. c = buffer[ i + 2 ];
  428. if ( hasNormals ){
  429. face = f3n( scope, normals, a, b, c, m, a, b, c );
  430. } else {
  431. face = f3( scope, a, b, c, m );
  432. }
  433. if ( hasColors ) {
  434. face.vertexColors[ 0 ] = colors[ a ];
  435. face.vertexColors[ 1 ] = colors[ b ];
  436. face.vertexColors[ 2 ] = colors[ c ];
  437. }
  438. if ( hasUvs ) {
  439. u1 = uvs[ a * 2 ];
  440. v1 = uvs[ a * 2 + 1 ];
  441. u2 = uvs[ b * 2 ];
  442. v2 = uvs[ b * 2 + 1 ];
  443. u3 = uvs[ c * 2 ];
  444. v3 = uvs[ c * 2 + 1 ];
  445. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  446. }
  447. }
  448. }
  449. };
  450. function vertex ( scope, x, y, z ) {
  451. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  452. };
  453. function f3 ( scope, a, b, c, mi ) {
  454. var face = new THREE.Face3( a, b, c, null, null, mi );
  455. scope.faces.push( face );
  456. return face;
  457. };
  458. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  459. var nax = normals[ na * 3 ],
  460. nay = normals[ na * 3 + 1 ],
  461. naz = normals[ na * 3 + 2 ],
  462. nbx = normals[ nb * 3 ],
  463. nby = normals[ nb * 3 + 1 ],
  464. nbz = normals[ nb * 3 + 2 ],
  465. ncx = normals[ nc * 3 ],
  466. ncy = normals[ nc * 3 + 1 ],
  467. ncz = normals[ nc * 3 + 2 ];
  468. var na = new THREE.Vector3( nax, nay, naz ),
  469. nb = new THREE.Vector3( nbx, nby, nbz ),
  470. nc = new THREE.Vector3( ncx, ncy, ncz );
  471. var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
  472. scope.faces.push( face );
  473. return face;
  474. };
  475. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  476. var uv = [];
  477. uv.push( new THREE.UV( u1, v1 ) );
  478. uv.push( new THREE.UV( u2, v2 ) );
  479. uv.push( new THREE.UV( u3, v3 ) );
  480. where.push( uv );
  481. };
  482. Model.prototype = new THREE.Geometry();
  483. Model.prototype.constructor = Model;
  484. callback( new Model() );
  485. };