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- /**
- * Loader for CTM encoded models generated by OpenCTM tools:
- * http://openctm.sourceforge.net/
- *
- * Uses js-openctm library by Juan Mellado
- * http://code.google.com/p/js-openctm/
- *
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.CTMLoader = function ( context, showStatus ) {
- this.context = context;
- THREE.Loader.call( this, showStatus );
- };
- THREE.CTMLoader.prototype = new THREE.Loader();
- THREE.CTMLoader.prototype.constructor = THREE.CTMLoader;
- // Load multiple CTM parts defined in JSON
- THREE.CTMLoader.prototype.loadParts = function( url, callback, useWorker, useBuffers, basePath ) {
- var scope = this;
- var xhr = new XMLHttpRequest();
- basePath = basePath ? basePath : this.extractUrlBase( url );
- xhr.onreadystatechange = function() {
- if ( xhr.readyState == 4 ) {
- if ( xhr.status == 200 || xhr.status == 0 ) {
- var jsonObject = JSON.parse( xhr.responseText );
- var materials = [], geometries = [], counter = 0;
- function callbackFinal( geometry ) {
- counter += 1;
- geometries.push( geometry );
- if ( counter === jsonObject.offsets.length ) {
- callback( geometries, materials );
- }
- }
- // init materials
- for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
- materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
- }
- // load joined CTM file
- var partUrl = basePath + jsonObject.data;
- scope.load( partUrl, callbackFinal, useWorker, useBuffers, jsonObject.offsets );
- }
- }
- }
- xhr.open( "GET", url, true );
- if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
- xhr.setRequestHeader( "Content-Type", "text/plain" );
- xhr.send( null );
- };
- // Load CTMLoader compressed models
- // - parameters
- // - url (required)
- // - callback (required)
- THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers, offsets ) {
- var scope = this;
- offsets = offsets !== undefined ? offsets : [ 0 ];
- var xhr = new XMLHttpRequest(),
- callbackProgress = null;
- var length = 0;
- xhr.onreadystatechange = function() {
- if ( xhr.readyState == 4 ) {
- if ( xhr.status == 200 || xhr.status == 0 ) {
- var binaryData = xhr.responseText;
- //var s = Date.now();
- if ( useWorker ) {
- var worker = new Worker( "js/ctm/CTMWorker.js" );
- worker.onmessage = function( event ) {
- var files = event.data;
- for ( var i = 0; i < files.length; i ++ ) {
- var ctmFile = files[ i ];
- if ( useBuffers ) {
- scope.createModelBuffers( ctmFile, callback );
- } else {
- scope.createModelClassic( ctmFile, callback );
- }
- }
- //var e = Date.now();
- //console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
- };
- worker.postMessage( { "data": binaryData, "offsets": offsets } );
- } else {
- for ( var i = 0; i < offsets.length; i ++ ) {
- var stream = new CTM.Stream( binaryData );
- stream.offset = offsets[ i ];
- var ctmFile = new CTM.File( stream );
- if ( useBuffers ) {
- scope.createModelBuffers( ctmFile, callback );
- } else {
- scope.createModelClassic( ctmFile, callback );
- }
- }
- //var e = Date.now();
- //console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
- }
- } else {
- console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
- }
- } else if ( xhr.readyState == 3 ) {
- if ( callbackProgress ) {
- if ( length == 0 ) {
- length = xhr.getResponseHeader( "Content-Length" );
- }
- callbackProgress( { total: length, loaded: xhr.responseText.length } );
- }
- } else if ( xhr.readyState == 2 ) {
- length = xhr.getResponseHeader( "Content-Length" );
- }
- }
- xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
- xhr.open( "GET", url, true );
- xhr.send( null );
- };
- THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
- var gl = this.context;
- var Model = function ( ) {
- var scope = this;
- var dynamic = false,
- computeNormals = true,
- normalizeNormals = true,
- reorderVertices = true;
- scope.materials = [];
- THREE.BufferGeometry.call( this );
- // init GL buffers
- var vertexIndexArray = file.body.indices,
- vertexPositionArray = file.body.vertices,
- vertexNormalArray = file.body.normals;
- var vertexUvArray, vertexColorArray;
- if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
- vertexUvArray = file.body.uvMaps[ 0 ].uv;
- }
- if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
- vertexColorArray = file.body.attrMaps[ 0 ].attr;
- }
- //console.log( "vertices", vertexPositionArray.length/3 );
- //console.log( "triangles", vertexIndexArray.length/3 );
- // compute face normals from scratch
- // (must be done before computing offsets)
- if ( vertexNormalArray === undefined && computeNormals ) {
- var nElements = vertexPositionArray.length;
- vertexNormalArray = new Float32Array( nElements );
- var vA, vB, vC, x, y, z,
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
- for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
- vA = vertexIndexArray[ i ];
- vB = vertexIndexArray[ i + 1 ];
- vC = vertexIndexArray[ i + 2 ];
- x = vertexPositionArray[ vA * 3 ];
- y = vertexPositionArray[ vA * 3 + 1 ];
- z = vertexPositionArray[ vA * 3 + 2 ];
- pA.set( x, y, z );
- x = vertexPositionArray[ vB * 3 ];
- y = vertexPositionArray[ vB * 3 + 1 ];
- z = vertexPositionArray[ vB * 3 + 2 ];
- pB.set( x, y, z );
- x = vertexPositionArray[ vC * 3 ];
- y = vertexPositionArray[ vC * 3 + 1 ];
- z = vertexPositionArray[ vC * 3 + 2 ];
- pC.set( x, y, z );
- cb.sub( pC, pB );
- ab.sub( pA, pB );
- cb.crossSelf( ab );
- vertexNormalArray[ vA * 3 ] += cb.x;
- vertexNormalArray[ vA * 3 + 1 ] += cb.y;
- vertexNormalArray[ vA * 3 + 2 ] += cb.z;
- vertexNormalArray[ vB * 3 ] += cb.x;
- vertexNormalArray[ vB * 3 + 1 ] += cb.y;
- vertexNormalArray[ vB * 3 + 2 ] += cb.z;
- vertexNormalArray[ vC * 3 ] += cb.x;
- vertexNormalArray[ vC * 3 + 1 ] += cb.y;
- vertexNormalArray[ vC * 3 + 2 ] += cb.z;
- }
- if ( normalizeNormals ) {
- for ( var i = 0; i < nElements; i += 3 ) {
- x = vertexNormalArray[ i ];
- y = vertexNormalArray[ i + 1 ];
- z = vertexNormalArray[ i + 2 ];
- var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
- vertexNormalArray[ i ] *= n;
- vertexNormalArray[ i + 1 ] *= n;
- vertexNormalArray[ i + 2 ] *= n;
- }
- }
- }
- // reorder vertices
- // (needed for buffer splitting, to keep together face vertices)
- if ( reorderVertices ) {
- var newFaces = new Uint32Array( vertexIndexArray.length ),
- newVertices = new Float32Array( vertexPositionArray.length );
- var newNormals, newUvs, newColors;
- if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
- if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
- if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
- var indexMap = {}, vertexCounter = 0;
- function handleVertex( v ) {
- if ( indexMap[ v ] === undefined ) {
- indexMap[ v ] = vertexCounter;
- var sx = v * 3,
- sy = v * 3 + 1,
- sz = v * 3 + 2,
- dx = vertexCounter * 3,
- dy = vertexCounter * 3 + 1,
- dz = vertexCounter * 3 + 2;
- newVertices[ dx ] = vertexPositionArray[ sx ];
- newVertices[ dy ] = vertexPositionArray[ sy ];
- newVertices[ dz ] = vertexPositionArray[ sz ];
- if ( vertexNormalArray ) {
- newNormals[ dx ] = vertexNormalArray[ sx ];
- newNormals[ dy ] = vertexNormalArray[ sy ];
- newNormals[ dz ] = vertexNormalArray[ sz ];
- }
- if ( vertexUvArray ) {
- newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
- newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
- }
- if ( vertexColorArray ) {
- newColors[ vertexCounter * 4 ] = vertexNormalArray[ v * 4 ];
- newColors[ vertexCounter * 4 + 1 ] = vertexNormalArray[ v * 4 + 1 ];
- newColors[ vertexCounter * 4 + 2 ] = vertexNormalArray[ v * 4 + 2 ];
- newColors[ vertexCounter * 4 + 3 ] = vertexNormalArray[ v * 4 + 3 ];
- }
- vertexCounter += 1;
- }
- }
- var a, b, c;
- for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
- a = vertexIndexArray[ i ];
- b = vertexIndexArray[ i + 1 ];
- c = vertexIndexArray[ i + 2 ];
- handleVertex( a );
- handleVertex( b );
- handleVertex( c );
- newFaces[ i ] = indexMap[ a ];
- newFaces[ i + 1 ] = indexMap[ b ];
- newFaces[ i + 2 ] = indexMap[ c ];
- }
- vertexIndexArray = newFaces;
- vertexPositionArray = newVertices;
- if ( vertexNormalArray ) vertexNormalArray = newNormals;
- if ( vertexUvArray ) vertexUvArray = newUvs;
- if ( vertexColorArray ) vertexColorArray = newColors;
- }
- // compute offsets
- scope.offsets = [];
- var indices = vertexIndexArray;
- var start = 0,
- min = vertexPositionArray.length,
- max = 0,
- minPrev = min;
- for ( var i = 0; i < indices.length; ) {
- for ( var j = 0; j < 3; ++ j ) {
- var idx = indices[ i ++ ];
- if ( idx < min ) min = idx;
- if ( idx > max ) max = idx;
- }
- if ( max - min > 65535 ) {
- i -= 3;
- for ( var k = start; k < i; ++ k ) {
- indices[ k ] -= minPrev;
- }
- scope.offsets.push( { start: start, count: i - start, index: minPrev } );
- start = i;
- min = vertexPositionArray.length;
- max = 0;
- }
- minPrev = min;
- }
- for ( var k = start; k < i; ++ k ) {
- indices[ k ] -= minPrev;
- }
- scope.offsets.push( { start: start, count: i - start, index: minPrev } );
- // indices
- scope.vertexIndexBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( vertexIndexArray ), gl.STATIC_DRAW );
- scope.vertexIndexBuffer.itemSize = 1;
- scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
- // vertices
- scope.vertexPositionBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
- scope.vertexPositionBuffer.itemSize = 3;
- scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
- // normals
- if ( vertexNormalArray !== undefined ) {
- scope.vertexNormalBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
- scope.vertexNormalBuffer.itemSize = 3;
- scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
- }
- // uvs
- if ( vertexUvArray !== undefined ) {
- // "fix" flipping
- for ( var i = 0; i < vertexUvArray.length; i += 2 ) {
- vertexUvArray[ i + 1 ] = 1 - vertexUvArray[ i + 1 ];
- }
- scope.vertexUvBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
- scope.vertexUvBuffer.itemSize = 2;
- scope.vertexUvBuffer.numItems = vertexUvArray.length;
- }
- // colors
- if ( vertexColorArray !== undefined ) {
- scope.vertexColorBuffer = gl.createBuffer();
- gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
- scope.vertexColorBuffer.itemSize = 4;
- scope.vertexColorBuffer.numItems = vertexColorArray.length;
- }
- // compute bounding sphere and bounding box
- // (must do it now as we don't keep typed arrays after setting GL buffers)
- scope.boundingBox = { min: new THREE.Vector3( Infinity, Infinity, Infinity ), max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) };
- var vertices = file.body.vertices,
- bb = scope.boundingBox,
- radius, maxRadius = 0,
- x, y, z;
- for ( var i = 0, il = vertices.length; i < il; i += 3 ) {
- x = vertices[ i ];
- y = vertices[ i + 1 ];
- z = vertices[ i + 2 ];
- // bounding sphere
- radius = Math.sqrt( x * x + y * y + z * z );
- if ( radius > maxRadius ) maxRadius = radius;
- // bounding box
- if ( x < bb.min.x ) {
- bb.min.x = x;
- } else if ( x > bb.max.x ) {
- bb.max.x = x;
- }
- if ( y < bb.min.y ) {
- bb.min.y = y;
- } else if ( y > bb.max.y ) {
- bb.max.y = y;
- }
- if ( z < bb.min.z ) {
- bb.min.z = z;
- } else if ( z > bb.max.z ) {
- bb.max.z = z;
- }
- }
- scope.boundingSphere = { radius: maxRadius };
- // keep references to typed arrays
- if ( dynamic ) {
- scope.vertexIndexArray = vertexIndexArray;
- scope.vertexPositionArray = vertexPositionArray;
- scope.vertexNormalArray = vertexNormalArray;
- scope.vertexUvArray = vertexUvArray;
- scope.vertexColorArray = vertexColorArray;
- }
- }
- Model.prototype = new THREE.BufferGeometry();
- Model.prototype.constructor = Model;
- callback( new Model() );
- };
- THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
- var Model = function ( ) {
- var scope = this;
- scope.materials = [];
- THREE.Geometry.call( this );
- var normals = [],
- uvs = [],
- colors = [];
- init_vertices( file.body.vertices );
- if ( file.body.normals !== undefined )
- init_normals( file.body.normals );
- if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
- init_uvs( file.body.uvMaps[ 0 ].uv );
- if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
- init_colors( file.body.attrMaps[ 0 ].attr );
- var hasNormals = normals.length > 0 ? true : false,
- hasUvs = uvs.length > 0 ? true : false,
- hasColors = colors.length > 0 ? true : false;
- init_faces( file.body.indices );
- this.computeCentroids();
- this.computeFaceNormals();
- //this.computeTangents();
- function init_vertices( buffer ) {
- var x, y, z, i, il = buffer.length;
- for( i = 0; i < il; i += 3 ) {
- x = buffer[ i ];
- y = buffer[ i + 1 ];
- z = buffer[ i + 2 ];
- vertex( scope, x, y, z );
- }
- };
- function init_normals( buffer ) {
- var x, y, z, i, il = buffer.length;
- for( i = 0; i < il; i += 3 ) {
- x = buffer[ i ];
- y = buffer[ i + 1 ];
- z = buffer[ i + 2 ];
- normals.push( x, y, z );
- }
- };
- function init_colors( buffer ) {
- var r, g, b, a, i, il = buffer.length;
- for( i = 0; i < il; i += 4 ) {
- r = buffer[ i ];
- g = buffer[ i + 1 ];
- b = buffer[ i + 2 ];
- a = buffer[ i + 3 ];
- var color = new THREE.Color();
- color.setRGB( r, g, b );
- colors.push( color );
- }
- };
- function init_uvs( buffer ) {
- var u, v, i, il = buffer.length;
- for( i = 0; i < il; i += 2 ) {
- u = buffer[ i ];
- v = buffer[ i + 1 ];
- uvs.push( u, 1 - v );
- }
- };
- function init_faces( buffer ) {
- var a, b, c,
- u1, v1, u2, v2, u3, v3,
- m, face,
- i, il = buffer.length;
- m = 0; // all faces defaulting to material 0
- for( i = 0; i < il; i += 3 ) {
- a = buffer[ i ];
- b = buffer[ i + 1 ];
- c = buffer[ i + 2 ];
- if ( hasNormals ){
- face = f3n( scope, normals, a, b, c, m, a, b, c );
- } else {
- face = f3( scope, a, b, c, m );
- }
- if ( hasColors ) {
- face.vertexColors[ 0 ] = colors[ a ];
- face.vertexColors[ 1 ] = colors[ b ];
- face.vertexColors[ 2 ] = colors[ c ];
- }
- if ( hasUvs ) {
- u1 = uvs[ a * 2 ];
- v1 = uvs[ a * 2 + 1 ];
- u2 = uvs[ b * 2 ];
- v2 = uvs[ b * 2 + 1 ];
- u3 = uvs[ c * 2 ];
- v3 = uvs[ c * 2 + 1 ];
- uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
- }
- }
- }
- };
- function vertex ( scope, x, y, z ) {
- scope.vertices.push( new THREE.Vector3( x, y, z ) );
- };
- function f3 ( scope, a, b, c, mi ) {
- var face = new THREE.Face3( a, b, c, null, null, mi );
- scope.faces.push( face );
- return face;
- };
- function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
- var nax = normals[ na * 3 ],
- nay = normals[ na * 3 + 1 ],
- naz = normals[ na * 3 + 2 ],
- nbx = normals[ nb * 3 ],
- nby = normals[ nb * 3 + 1 ],
- nbz = normals[ nb * 3 + 2 ],
- ncx = normals[ nc * 3 ],
- ncy = normals[ nc * 3 + 1 ],
- ncz = normals[ nc * 3 + 2 ];
- var na = new THREE.Vector3( nax, nay, naz ),
- nb = new THREE.Vector3( nbx, nby, nbz ),
- nc = new THREE.Vector3( ncx, ncy, ncz );
- var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
- scope.faces.push( face );
- return face;
- };
- function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
- var uv = [];
- uv.push( new THREE.UV( u1, v1 ) );
- uv.push( new THREE.UV( u2, v2 ) );
- uv.push( new THREE.UV( u3, v3 ) );
- where.push( uv );
- };
- Model.prototype = new THREE.Geometry();
- Model.prototype.constructor = Model;
- callback( new Model() );
- };
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