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- /**
- * @author Alexander Gessler / http://www.greentoken.de/
- * https://github.com/acgessler
- *
- * Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
- * through assimp2json (https://github.com/acgessler/assimp2json).
- *
- * Supports any input format that assimp supports, including 3ds, obj, dae, blend,
- * fbx, x, ms3d, lwo (and many more).
- *
- * See webgl_loader_assimp2json example.
- */
- THREE.AssimpJSONLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- THREE.AssimpJSONLoader.prototype = {
- constructor: THREE.AssimpJSONLoader,
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
- var loader = new THREE.FileLoader( this.manager );
- loader.load( url, function ( text ) {
- var json = JSON.parse( text ), scene, metadata;
- // Check __metadata__ meta header if present
- // This header is used to disambiguate between
- // different JSON-based file formats.
- metadata = json.__metadata__;
- if ( typeof metadata !== 'undefined' ) {
- // Check if assimp2json at all
- if ( metadata.format !== 'assimp2json' ) {
- onError( 'Not an assimp2json scene' );
- return;
- }
- // Check major format version
- else if ( metadata.version < 100 && metadata.version >= 200 ) {
- onError( 'Unsupported assimp2json file format version' );
- return;
- }
- }
- scene = scope.parse( json );
- onLoad( scene );
- }, onProgress, onError );
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- },
- setTexturePath: function ( value ) {
- this.texturePath = value;
- },
- extractUrlBase: function ( url ) {
- // from three/src/loaders/Loader.js
- var parts = url.split( '/' );
- parts.pop();
- return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
- },
- parse: function ( json ) {
- var meshes = this.parseList ( json.meshes, this.parseMesh );
- var materials = this.parseList ( json.materials, this.parseMaterial );
- return this.parseObject( json, json.rootnode, meshes, materials );
- },
- parseList : function( json, handler ) {
- var meshes = new Array( json.length );
- for ( var i = 0; i < json.length; ++ i ) {
- meshes[ i ] = handler.call( this, json[ i ] );
- }
- return meshes;
- },
- parseMesh : function( json ) {
- var geometry = new THREE.BufferGeometry();
- var i, l, face;
- var indices = [];
- var vertices = json.vertices || [];
- var normals = json.normals || [];
- var uvs = json.texturecoords || [];
- var colors = json.colors || [];
- uvs = uvs[ 0 ] || []; // only support for a single set of uvs
- for ( i = 0, l = json.faces.length; i < l; i ++ ) {
- face = json.faces[ i ];
- indices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
- }
- geometry.setIndex( indices );
- geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
- if ( normals.length > 0 ) {
- geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
- }
- if ( uvs.length > 0 ) {
- geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
- }
- if ( colors.length > 0 ) {
- geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
- }
- geometry.computeBoundingSphere();
- return geometry;
- },
- parseMaterial : function( json ) {
- var mat = null;
- var scope = this;
- var i, prop, has_textures = [],
- init_props = {
- shading : THREE.SmoothShading
- };
- function toColor( value_arr ) {
- var col = new THREE.Color();
- col.setRGB( value_arr[ 0 ], value_arr[ 1 ], value_arr[ 2 ] );
- return col;
- }
- function defaultTexture() {
- var im = new Image();
- im.width = 1;
- im.height = 1;
- return new THREE.Texture( im );
- }
- for ( i in json.properties ) {
- prop = json.properties[ i ];
- if ( prop.key === '$tex.file' ) {
- // prop.semantic gives the type of the texture
- // 1: diffuse
- // 2: specular mao
- // 5: height map (bumps)
- // 6: normal map
- // more values (i.e. emissive, environment) are known by assimp and may be relevant
- if ( prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2 ) {
- ( function( semantic ) {
- var loader = new THREE.TextureLoader( scope.manager ),
- keyname;
- if ( semantic === 1 ) {
- keyname = 'map';
- } else if ( semantic === 5 ) {
- keyname = 'bumpMap';
- } else if ( semantic === 6 ) {
- keyname = 'normalMap';
- } else if ( semantic === 2 ) {
- keyname = 'specularMap';
- }
- has_textures.push( keyname );
- loader.setCrossOrigin( this.crossOrigin );
- var material_url = scope.texturePath + '/' + prop.value;
- material_url = material_url.replace( /\\/g, '/' );
- loader.load( material_url, function( tex ) {
- if ( tex ) {
- // TODO: read texture settings from assimp.
- // Wrapping is the default, though.
- tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
- mat[ keyname ] = tex;
- mat.needsUpdate = true;
- }
- } );
- } )( prop.semantic );
- }
- } else if ( prop.key === '?mat.name' ) {
- init_props.name = prop.value;
- } else if ( prop.key === '$clr.diffuse' ) {
- init_props.color = toColor( prop.value );
- } else if ( prop.key === '$clr.specular' ) {
- init_props.specular = toColor( prop.value );
- } else if ( prop.key === '$clr.emissive' ) {
- init_props.emissive = toColor( prop.value );
- } else if ( prop.key === '$mat.shadingm' ) {
- // aiShadingMode_Flat
- if ( prop.value === 1 ) {
- init_props.shading = THREE.FlatShading;
- }
- } else if ( prop.key === '$mat.shininess' ) {
- init_props.shininess = prop.value;
- }
- }
- // note: three.js does not like it when a texture is added after the geometry
- // has been rendered once, see http://stackoverflow.com/questions/16531759/.
- // for this reason we fill all slots upfront with default textures
- if ( has_textures.length ) {
- for ( i = has_textures.length - 1; i >= 0; -- i ) {
- init_props[ has_textures[ i ]] = defaultTexture();
- }
- }
- mat = new THREE.MeshPhongMaterial( init_props );
- return mat;
- },
- parseObject : function( json, node, meshes, materials ) {
- var obj = new THREE.Object3D(), i, idx;
- obj.name = node.name || "";
- obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
- obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
- for ( i = 0; node.meshes && i < node.meshes.length; ++ i ) {
- idx = node.meshes[ i ];
- obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
- }
- for ( i = 0; node.children && i < node.children.length; ++ i ) {
- obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) );
- }
- return obj;
- }
- };
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