GLTFLoader.js 32 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 scope = this;
  74. this.boundUniforms = {};
  75. // bind each uniform to its source node
  76. var uniforms = targetNode.material.uniforms;
  77. for ( var uniformId in uniforms ) {
  78. var uniform = uniforms[ uniformId ];
  79. if ( uniform.semantic ) {
  80. var sourceNodeRef = uniform.node;
  81. var sourceNode = targetNode;
  82. if ( sourceNodeRef ) {
  83. sourceNode = allNodes[ sourceNodeRef ];
  84. }
  85. scope.boundUniforms[ uniformId ] = {
  86. semantic: uniform.semantic,
  87. sourceNode: sourceNode,
  88. targetNode: targetNode,
  89. uniform: uniform
  90. };
  91. }
  92. }
  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. // ransform 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. }
  131. break;
  132. default :
  133. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  134. break;
  135. }
  136. }
  137. };
  138. /* ANIMATION */
  139. GLTFLoader.Animations = {
  140. update: function () {
  141. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  142. }
  143. };
  144. function createAnimation( name, interps ) {
  145. var tracks = [];
  146. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  147. var interp = interps[ i ];
  148. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  149. // buffers before creating a truncated copy to keep. Because buffers may
  150. // be reused by other tracks, make copies here.
  151. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  152. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  153. interp.target.updateMatrix();
  154. interp.target.matrixAutoUpdate = true;
  155. tracks.push( new THREE.KeyframeTrack(
  156. interp.name,
  157. interp.times,
  158. interp.values,
  159. interp.type
  160. ) );
  161. }
  162. return new THREE.AnimationClip( name, undefined, tracks );
  163. }
  164. /*********************************/
  165. /********** INTERNALS ************/
  166. /*********************************/
  167. /* CONSTANTS */
  168. var WEBGL_CONSTANTS = {
  169. FLOAT: 5126,
  170. //FLOAT_MAT2: 35674,
  171. FLOAT_MAT3: 35675,
  172. FLOAT_MAT4: 35676,
  173. FLOAT_VEC2: 35664,
  174. FLOAT_VEC3: 35665,
  175. FLOAT_VEC4: 35666,
  176. LINEAR: 9729,
  177. REPEAT: 10497,
  178. SAMPLER_2D: 35678,
  179. TRIANGLES: 4,
  180. UNSIGNED_BYTE: 5121,
  181. UNSIGNED_SHORT: 5123,
  182. VERTEX_SHADER: 35633,
  183. FRAGMENT_SHADER: 35632
  184. };
  185. var WEBGL_TYPE = {
  186. 5126: Number,
  187. //35674: THREE.Matrix2,
  188. 35675: THREE.Matrix3,
  189. 35676: THREE.Matrix4,
  190. 35664: THREE.Vector2,
  191. 35665: THREE.Vector3,
  192. 35666: THREE.Vector4,
  193. 35678: THREE.Texture
  194. };
  195. var WEBGL_COMPONENT_TYPES = {
  196. 5120: Int8Array,
  197. 5121: Uint8Array,
  198. 5122: Int16Array,
  199. 5123: Uint16Array,
  200. 5125: Uint32Array,
  201. 5126: Float32Array
  202. };
  203. var WEBGL_FILTERS = {
  204. 9728: THREE.NearestFilter,
  205. 9729: THREE.LinearFilter,
  206. 9984: THREE.NearestMipMapNearestFilter,
  207. 9985: THREE.LinearMipMapNearestFilter,
  208. 9986: THREE.NearestMipMapLinearFilter,
  209. 9987: THREE.LinearMipMapLinearFilter
  210. };
  211. var WEBGL_WRAPPINGS = {
  212. 33071: THREE.ClampToEdgeWrapping,
  213. 33648: THREE.MirroredRepeatWrapping,
  214. 10497: THREE.RepeatWrapping
  215. };
  216. var WEBGL_TYPE_SIZES = {
  217. 'SCALAR': 1,
  218. 'VEC2': 2,
  219. 'VEC3': 3,
  220. 'VEC4': 4,
  221. 'MAT2': 4,
  222. 'MAT3': 9,
  223. 'MAT4': 16
  224. };
  225. var PATH_PROPERTIES = {
  226. scale: 'scale',
  227. translation: 'position',
  228. rotation: 'quaternion'
  229. };
  230. var INTERPOLATION = {
  231. LINEAR: THREE.InterpolateLinear
  232. };
  233. /* UTILITY FUNCTIONS */
  234. function _each( object, callback, thisObj ) {
  235. if ( !object ) {
  236. return Promise.resolve();
  237. }
  238. var results;
  239. var fns = [];
  240. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  241. results = [];
  242. var length = object.length;
  243. for ( var idx = 0; idx < length; idx ++ ) {
  244. var value = callback.call( thisObj || this, object[ idx ], idx );
  245. if ( value ) {
  246. fns.push( value );
  247. if ( value instanceof Promise ) {
  248. value.then( function( key, value ) {
  249. results[ idx ] = value;
  250. }.bind( this, key ));
  251. } else {
  252. results[ idx ] = value;
  253. }
  254. }
  255. }
  256. } else {
  257. results = {};
  258. for ( var key in object ) {
  259. if ( object.hasOwnProperty( key ) ) {
  260. var value = callback.call( thisObj || this, object[ key ], key );
  261. if ( value ) {
  262. fns.push( value );
  263. if ( value instanceof Promise ) {
  264. value.then( function( key, value ) {
  265. results[ key ] = value;
  266. }.bind( this, key ));
  267. } else {
  268. results[ key ] = value;
  269. }
  270. }
  271. }
  272. }
  273. }
  274. return Promise.all( fns ).then( function() {
  275. return results;
  276. });
  277. }
  278. function resolveURL( url, path ) {
  279. // Invalid URL
  280. if ( typeof url !== 'string' || url === '' )
  281. return '';
  282. // Absolute URL
  283. if ( /^https?:\/\//i.test( url ) ) {
  284. return url;
  285. }
  286. // Data URI
  287. if ( /^data:.*,.*$/i.test( url ) ) {
  288. return url;
  289. }
  290. // Relative URL
  291. return ( path || '' ) + url;
  292. }
  293. // Three.js seems too dependent on attribute names so globally
  294. // replace those in the shader code
  295. function replaceTHREEShaderAttributes( shaderText, technique ) {
  296. // Expected technique attributes
  297. var attributes = {};
  298. for ( var attributeId in technique.attributes ) {
  299. var pname = technique.attributes[ attributeId ];
  300. var param = technique.parameters[ pname ];
  301. var atype = param.type;
  302. var semantic = param.semantic;
  303. attributes[ attributeId ] = {
  304. type: atype,
  305. semantic: semantic
  306. };
  307. }
  308. // Figure out which attributes to change in technique
  309. var shaderParams = technique.parameters;
  310. var shaderAttributes = technique.attributes;
  311. var params = {};
  312. for ( var attributeId in attributes ) {
  313. var pname = shaderAttributes[ attributeId ];
  314. var shaderParam = shaderParams[ pname ];
  315. var semantic = shaderParam.semantic;
  316. if ( semantic ) {
  317. params[ attributeId ] = shaderParam;
  318. }
  319. }
  320. for ( var pname in params ) {
  321. var param = params[ pname ];
  322. var semantic = param.semantic;
  323. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  324. switch ( semantic ) {
  325. case "POSITION":
  326. shaderText = shaderText.replace( regEx, 'position' );
  327. break;
  328. case "NORMAL":
  329. shaderText = shaderText.replace( regEx, 'normal' );
  330. break;
  331. case 'TEXCOORD_0':
  332. case 'TEXCOORD0':
  333. case 'TEXCOORD':
  334. shaderText = shaderText.replace( regEx, 'uv' );
  335. break;
  336. case "WEIGHT":
  337. shaderText = shaderText.replace( regEx, 'skinWeight' );
  338. break;
  339. case "JOINT":
  340. shaderText = shaderText.replace( regEx, 'skinIndex' );
  341. break;
  342. }
  343. }
  344. return shaderText;
  345. }
  346. // Deferred constructor for RawShaderMaterial types
  347. function DeferredShaderMaterial( params ) {
  348. this.isDeferredShaderMaterial = true;
  349. this.params = params;
  350. }
  351. DeferredShaderMaterial.prototype.create = function () {
  352. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  353. for ( var uniformId in this.params.uniforms ) {
  354. var originalUniform = this.params.uniforms[ uniformId ];
  355. if ( originalUniform.value instanceof THREE.Texture ) {
  356. uniforms[ uniformId ].value = originalUniform.value;
  357. uniforms[ uniformId ].value.needsUpdate = true;
  358. }
  359. uniforms[ uniformId ].semantic = originalUniform.semantic;
  360. uniforms[ uniformId ].node = originalUniform.node;
  361. }
  362. this.params.uniforms = uniforms;
  363. return new THREE.RawShaderMaterial( this.params );
  364. };
  365. /* GLTF PARSER */
  366. function GLTFParser( json, options ) {
  367. this.json = json || {};
  368. this.options = options || {};
  369. // loader object cache
  370. this.cache = new GLTFRegistry();
  371. }
  372. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  373. var _dependencies = {};
  374. for ( var i = 0; i < dependencies.length; i ++ ) {
  375. var dependency = dependencies[ i ];
  376. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  377. var cached = this.cache.get( dependency );
  378. if ( cached !== undefined ) {
  379. _dependencies[ dependency ] = cached;
  380. } else if ( this[ fnName ] ) {
  381. var fn = this[ fnName ]();
  382. this.cache.add( dependency, fn );
  383. _dependencies[ dependency ] = fn;
  384. }
  385. }
  386. return _each( _dependencies, function ( dependency ) {
  387. return dependency;
  388. } );
  389. };
  390. GLTFParser.prototype.parse = function ( callback ) {
  391. // Clear the loader cache
  392. this.cache.removeAll();
  393. // Fire the callback on complete
  394. this._withDependencies( [
  395. "scenes",
  396. "cameras",
  397. "animations"
  398. ] ).then( function ( dependencies ) {
  399. var scene = dependencies.scenes[ this.json.scene ];
  400. var cameras = [];
  401. for ( var name in dependencies.cameras ) {
  402. var camera = dependencies.cameras[ name ];
  403. cameras.push( camera );
  404. }
  405. var animations = [];
  406. for ( var name in dependencies.animations ) {
  407. animations.push( dependencies.animations[ name ] );
  408. }
  409. callback( scene, cameras, animations );
  410. }.bind( this ) );
  411. };
  412. GLTFParser.prototype.loadShaders = function () {
  413. return _each( this.json.shaders, function ( shader ) {
  414. return new Promise( function ( resolve ) {
  415. var loader = new THREE.FileLoader();
  416. loader.responseType = 'text';
  417. loader.load( resolveURL( shader.uri, this.options.path ), function ( shaderText ) {
  418. resolve( shaderText );
  419. } );
  420. }.bind( this ) );
  421. }.bind( this ) );
  422. };
  423. GLTFParser.prototype.loadBuffers = function () {
  424. return _each( this.json.buffers, function ( buffer ) {
  425. if ( buffer.type === 'arraybuffer' ) {
  426. return new Promise( function ( resolve ) {
  427. var loader = new THREE.FileLoader();
  428. loader.responseType = 'arraybuffer';
  429. loader.load( resolveURL( buffer.uri, this.options.path ), function ( buffer ) {
  430. resolve( buffer );
  431. } );
  432. }.bind( this ) );
  433. }
  434. }.bind( this ) );
  435. };
  436. GLTFParser.prototype.loadBufferViews = function () {
  437. return this._withDependencies( [
  438. "buffers"
  439. ] ).then( function ( dependencies ) {
  440. return _each( this.json.bufferViews, function ( bufferView ) {
  441. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  442. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  443. } );
  444. }.bind( this ) );
  445. };
  446. GLTFParser.prototype.loadAccessors = function () {
  447. return this._withDependencies( [
  448. "bufferViews"
  449. ] ).then( function ( dependencies ) {
  450. return _each( this.json.accessors, function ( accessor ) {
  451. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  452. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  453. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  454. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  455. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  456. var itemBytes = elementBytes * itemSize;
  457. // The buffer is not interleaved if the stride is the item size in bytes.
  458. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  459. // Use the full buffer if it's interleaved.
  460. var array = new TypedArray( arraybuffer );
  461. // Integer parameters to IB/IBA are in array elements, not bytes.
  462. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  463. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  464. } else {
  465. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  466. return new THREE.BufferAttribute( array, itemSize );
  467. }
  468. } );
  469. }.bind( this ) );
  470. };
  471. GLTFParser.prototype.loadTextures = function () {
  472. return _each( this.json.textures, function ( texture ) {
  473. if ( texture.source ) {
  474. return new Promise( function ( resolve ) {
  475. var source = this.json.images[ texture.source ];
  476. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  477. if ( textureLoader === null ) {
  478. textureLoader = new THREE.TextureLoader();
  479. }
  480. textureLoader.crossOrigin = this.options.crossOrigin || false;
  481. textureLoader.load( resolveURL( source.uri, this.options.path ), function ( _texture ) {
  482. _texture.flipY = false;
  483. if ( texture.sampler ) {
  484. var sampler = this.json.samplers[ texture.sampler ];
  485. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  486. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  487. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  488. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  489. }
  490. resolve( _texture );
  491. }.bind( this ), undefined, function () {
  492. resolve();
  493. } );
  494. }.bind( this ) );
  495. }
  496. }.bind( this ) );
  497. };
  498. GLTFParser.prototype.loadMaterials = function () {
  499. return this._withDependencies( [
  500. "shaders",
  501. "textures"
  502. ] ).then( function ( dependencies ) {
  503. return _each( this.json.materials, function ( material ) {
  504. var materialType;
  505. var materialValues = {};
  506. var materialParams = {};
  507. var khr_material;
  508. if ( material.extensions && material.extensions.KHR_materials_common ) {
  509. khr_material = material.extensions.KHR_materials_common;
  510. } else if ( this.json.extensions && this.json.extensions.KHR_materials_common ) {
  511. khr_material = this.json.extensions.KHR_materials_common;
  512. }
  513. if ( khr_material ) {
  514. switch ( khr_material.technique ) {
  515. case 'BLINN' :
  516. case 'PHONG' :
  517. materialType = THREE.MeshPhongMaterial;
  518. break;
  519. case 'LAMBERT' :
  520. materialType = THREE.MeshLambertMaterial;
  521. break;
  522. case 'CONSTANT' :
  523. default :
  524. materialType = THREE.MeshBasicMaterial;
  525. break;
  526. }
  527. Object.assign( materialValues, khr_material.values );
  528. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  529. materialParams.side = THREE.DoubleSide;
  530. }
  531. if ( khr_material.transparent || materialValues.transparent ) {
  532. materialParams.transparent = true;
  533. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  534. }
  535. } else if ( material.technique === undefined ) {
  536. materialType = THREE.MeshPhongMaterial;
  537. Object.assign( materialValues, material.values );
  538. } else {
  539. materialType = DeferredShaderMaterial;
  540. var technique = this.json.techniques[ material.technique ];
  541. materialParams.uniforms = {};
  542. var program = this.json.programs[ technique.program ];
  543. if ( program ) {
  544. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  545. if ( ! materialParams.fragmentShader ) {
  546. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  547. materialType = THREE.MeshPhongMaterial;
  548. }
  549. var vertexShader = dependencies.shaders[ program.vertexShader ];
  550. if ( ! vertexShader ) {
  551. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  552. materialType = THREE.MeshPhongMaterial;
  553. }
  554. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  555. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  556. var uniforms = technique.uniforms;
  557. for ( var uniformId in uniforms ) {
  558. var pname = uniforms[ uniformId ];
  559. var shaderParam = technique.parameters[ pname ];
  560. var ptype = shaderParam.type;
  561. if ( WEBGL_TYPE[ ptype ] ) {
  562. var pcount = shaderParam.count;
  563. var value = material.values[ pname ];
  564. var uvalue = new WEBGL_TYPE[ ptype ]();
  565. var usemantic = shaderParam.semantic;
  566. var unode = shaderParam.node;
  567. switch ( ptype ) {
  568. case WEBGL_CONSTANTS.FLOAT:
  569. uvalue = shaderParam.value;
  570. if ( pname == "transparency" ) {
  571. materialParams.transparent = true;
  572. }
  573. if ( value !== undefined ) {
  574. uvalue = value;
  575. }
  576. break;
  577. case WEBGL_CONSTANTS.FLOAT_VEC2:
  578. case WEBGL_CONSTANTS.FLOAT_VEC3:
  579. case WEBGL_CONSTANTS.FLOAT_VEC4:
  580. case WEBGL_CONSTANTS.FLOAT_MAT3:
  581. if ( shaderParam && shaderParam.value ) {
  582. uvalue.fromArray( shaderParam.value );
  583. }
  584. if ( value ) {
  585. uvalue.fromArray( value );
  586. }
  587. break;
  588. case WEBGL_CONSTANTS.FLOAT_MAT2:
  589. // what to do?
  590. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  591. break;
  592. case WEBGL_CONSTANTS.FLOAT_MAT4:
  593. if ( pcount ) {
  594. uvalue = new Array( pcount );
  595. for ( var mi = 0; mi < pcount; mi ++ ) {
  596. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  597. }
  598. if ( shaderParam && shaderParam.value ) {
  599. var m4v = shaderParam.value;
  600. uvalue.fromArray( m4v );
  601. }
  602. if ( value ) {
  603. uvalue.fromArray( value );
  604. }
  605. } else {
  606. if ( shaderParam && shaderParam.value ) {
  607. var m4 = shaderParam.value;
  608. uvalue.fromArray( m4 );
  609. }
  610. if ( value ) {
  611. uvalue.fromArray( value );
  612. }
  613. }
  614. break;
  615. case WEBGL_CONSTANTS.SAMPLER_2D:
  616. uvalue = value ? dependencies.textures[ value ] : null;
  617. break;
  618. }
  619. materialParams.uniforms[ uniformId ] = {
  620. value: uvalue,
  621. semantic: usemantic,
  622. node: unode
  623. };
  624. } else {
  625. throw new Error( "Unknown shader uniform param type: " + ptype );
  626. }
  627. }
  628. }
  629. }
  630. if ( Array.isArray( materialValues.diffuse ) ) {
  631. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  632. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  633. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  634. }
  635. delete materialParams.diffuse;
  636. if ( typeof( materialValues.reflective ) === 'string' ) {
  637. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  638. }
  639. if ( typeof( materialValues.bump ) === 'string' ) {
  640. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  641. }
  642. if ( Array.isArray( materialValues.emission ) ) {
  643. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  644. }
  645. if ( Array.isArray( materialValues.specular ) ) {
  646. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  647. }
  648. if ( materialValues.shininess !== undefined ) {
  649. materialParams.shininess = materialValues.shininess;
  650. }
  651. var _material = new materialType( materialParams );
  652. _material.name = material.name;
  653. return _material;
  654. }.bind( this ) );
  655. }.bind( this ) );
  656. };
  657. GLTFParser.prototype.loadMeshes = function () {
  658. return this._withDependencies( [
  659. "accessors",
  660. "materials"
  661. ] ).then( function ( dependencies ) {
  662. return _each( this.json.meshes, function ( mesh ) {
  663. var group = new THREE.Object3D();
  664. group.name = mesh.name;
  665. var primitives = mesh.primitives;
  666. for ( var name in primitives ) {
  667. var primitive = primitives[ name ];
  668. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  669. var geometry = new THREE.BufferGeometry();
  670. var attributes = primitive.attributes;
  671. for ( var attributeId in attributes ) {
  672. var attributeEntry = attributes[ attributeId ];
  673. if ( ! attributeEntry ) return;
  674. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  675. switch ( attributeId ) {
  676. case 'POSITION':
  677. geometry.addAttribute( 'position', bufferAttribute );
  678. break;
  679. case 'NORMAL':
  680. geometry.addAttribute( 'normal', bufferAttribute );
  681. break;
  682. case 'TEXCOORD_0':
  683. case 'TEXCOORD0':
  684. case 'TEXCOORD':
  685. geometry.addAttribute( 'uv', bufferAttribute );
  686. break;
  687. case 'WEIGHT':
  688. geometry.addAttribute( 'skinWeight', bufferAttribute );
  689. break;
  690. case 'JOINT':
  691. geometry.addAttribute( 'skinIndex', bufferAttribute );
  692. break;
  693. }
  694. }
  695. if ( primitive.indices ) {
  696. var indexArray = dependencies.accessors[ primitive.indices ];
  697. geometry.setIndex( indexArray );
  698. var offset = {
  699. start: 0,
  700. index: 0,
  701. count: indexArray.count
  702. };
  703. geometry.groups.push( offset );
  704. geometry.computeBoundingSphere();
  705. }
  706. var material = dependencies.materials[ primitive.material ];
  707. var meshNode = new THREE.Mesh( geometry, material );
  708. meshNode.castShadow = true;
  709. group.add( meshNode );
  710. } else {
  711. console.warn( "Non-triangular primitives are not supported" );
  712. }
  713. }
  714. return group;
  715. } );
  716. }.bind( this ) );
  717. };
  718. GLTFParser.prototype.loadCameras = function () {
  719. return _each( this.json.cameras, function ( camera ) {
  720. if ( camera.type == "perspective" && camera.perspective ) {
  721. var yfov = camera.perspective.yfov;
  722. var xfov = camera.perspective.xfov;
  723. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  724. // According to COLLADA spec...
  725. // aspect_ratio = xfov / yfov
  726. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  727. // According to COLLADA spec...
  728. // aspect_ratio = xfov / yfov
  729. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  730. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  731. _camera.name = camera.name;
  732. return _camera;
  733. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  734. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  735. _camera.name = camera.name;
  736. return _camera;
  737. }
  738. }.bind( this ) );
  739. };
  740. GLTFParser.prototype.loadSkins = function () {
  741. var scope = this;
  742. return this._withDependencies( [
  743. "accessors"
  744. ] ).then( function ( dependencies ) {
  745. return _each( scope.json.skins, function ( skin ) {
  746. var _skin = {
  747. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  748. jointNames: skin.jointNames,
  749. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  750. };
  751. return _skin;
  752. } );
  753. } );
  754. };
  755. GLTFParser.prototype.loadAnimations = function () {
  756. var scope = this;
  757. return this._withDependencies( [
  758. "accessors",
  759. "nodes"
  760. ] ).then( function ( dependencies ) {
  761. return _each( scope.json.animations, function ( animation, animationId ) {
  762. var interps = [];
  763. for ( var channelId in animation.channels ) {
  764. var channel = animation.channels[ channelId ];
  765. var sampler = animation.samplers[ channel.sampler ];
  766. if ( sampler && animation.parameters ) {
  767. var target = channel.target;
  768. var name = target.id;
  769. var input = animation.parameters[ sampler.input ];
  770. var output = animation.parameters[ sampler.output ];
  771. var inputAccessor = dependencies.accessors[ input ];
  772. var outputAccessor = dependencies.accessors[ output ];
  773. var node = dependencies.nodes[ name ];
  774. if ( node ) {
  775. var interp = {
  776. times: inputAccessor.array,
  777. values: outputAccessor.array,
  778. target: node,
  779. type: INTERPOLATION[ sampler.interpolation ],
  780. name: node.name + '.' + PATH_PROPERTIES[ target.path ]
  781. };
  782. interps.push( interp );
  783. }
  784. }
  785. }
  786. return createAnimation( "animation_" + animationId, interps );
  787. } );
  788. } );
  789. };
  790. GLTFParser.prototype.loadNodes = function () {
  791. return _each( this.json.nodes, function ( node ) {
  792. var matrix = new THREE.Matrix4();
  793. var _node;
  794. if ( node.jointName ) {
  795. _node = new THREE.Bone();
  796. _node.jointName = node.jointName;
  797. } else {
  798. _node = new THREE.Object3D();
  799. }
  800. _node.name = node.name;
  801. _node.matrixAutoUpdate = false;
  802. if ( node.matrix !== undefined ) {
  803. matrix.fromArray( node.matrix );
  804. _node.applyMatrix( matrix );
  805. } else {
  806. if ( node.translation !== undefined ) {
  807. _node.position.fromArray( node.translation );
  808. }
  809. if ( node.rotation !== undefined ) {
  810. _node.quaternion.fromArray( node.rotation );
  811. }
  812. if ( node.scale !== undefined ) {
  813. _node.scale.fromArray( node.scale );
  814. }
  815. }
  816. return _node;
  817. }.bind( this ) ).then( function ( __nodes ) {
  818. return this._withDependencies( [
  819. "meshes",
  820. "skins",
  821. "cameras",
  822. "extensions"
  823. ] ).then( function ( dependencies ) {
  824. return _each( __nodes, function ( _node, nodeId ) {
  825. var node = this.json.nodes[ nodeId ];
  826. if ( node.meshes !== undefined ) {
  827. for ( var meshId in node.meshes ) {
  828. var mesh = node.meshes[ meshId ];
  829. var group = dependencies.meshes[ mesh ];
  830. for ( var childrenId in group.children ) {
  831. var child = group.children[ childrenId ];
  832. // clone Mesh to add to _node
  833. var originalMaterial = child.material;
  834. var originalGeometry = child.geometry;
  835. var material;
  836. if ( originalMaterial.isDeferredShaderMaterial ) {
  837. originalMaterial = material = originalMaterial.create();
  838. } else {
  839. material = originalMaterial;
  840. }
  841. child = new THREE.Mesh( originalGeometry, material );
  842. child.castShadow = true;
  843. var skinEntry;
  844. if ( node.skin ) {
  845. skinEntry = dependencies.skins[ node.skin ];
  846. }
  847. // Replace Mesh with SkinnedMesh in library
  848. if ( skinEntry ) {
  849. var geometry = originalGeometry;
  850. var material = originalMaterial;
  851. material.skinning = true;
  852. child = new THREE.SkinnedMesh( geometry, material, false );
  853. child.castShadow = true;
  854. var bones = [];
  855. var boneInverses = [];
  856. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  857. var jointId = skinEntry.jointNames[ i ];
  858. var jointNode = __nodes[ jointId ];
  859. if ( jointNode ) {
  860. jointNode.skin = child;
  861. bones.push( jointNode );
  862. var m = skinEntry.inverseBindMatrices.array;
  863. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  864. boneInverses.push( mat );
  865. } else {
  866. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  867. }
  868. }
  869. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  870. }
  871. _node.add( child );
  872. }
  873. }
  874. }
  875. if ( node.camera !== undefined ) {
  876. var camera = dependencies.cameras[ node.camera ];
  877. _node.add( camera );
  878. }
  879. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  880. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  881. _node.add( light );
  882. }
  883. return _node;
  884. }.bind( this ) );
  885. }.bind( this ) );
  886. }.bind( this ) );
  887. };
  888. GLTFParser.prototype.loadExtensions = function () {
  889. return _each( this.json.extensions, function ( extension, extensionId ) {
  890. switch ( extensionId ) {
  891. case "KHR_materials_common":
  892. var extensionNode = {
  893. lights: {}
  894. };
  895. var lights = extension.lights;
  896. for ( var lightId in lights ) {
  897. var light = lights[ lightId ];
  898. var lightNode;
  899. var lightParams = light[ light.type ];
  900. var color = new THREE.Color().fromArray( lightParams.color );
  901. switch ( light.type ) {
  902. case "directional":
  903. lightNode = new THREE.DirectionalLight( color );
  904. lightNode.position.set( 0, 0, 1 );
  905. break;
  906. case "point":
  907. lightNode = new THREE.PointLight( color );
  908. break;
  909. case "spot ":
  910. lightNode = new THREE.SpotLight( color );
  911. lightNode.position.set( 0, 0, 1 );
  912. break;
  913. case "ambient":
  914. lightNode = new THREE.AmbientLight( color );
  915. break;
  916. }
  917. if ( lightNode ) {
  918. extensionNode.lights[ lightId ] = lightNode;
  919. }
  920. }
  921. return extensionNode;
  922. break;
  923. }
  924. } );
  925. };
  926. GLTFParser.prototype.loadScenes = function () {
  927. var scope = this;
  928. // scene node hierachy builder
  929. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  930. var _node = allNodes[ nodeId ];
  931. parentObject.add( _node );
  932. var node = scope.json.nodes[ nodeId ];
  933. if ( node.children ) {
  934. var children = node.children;
  935. for ( var i = 0, l = children.length; i < l; i ++ ) {
  936. var child = children[ i ];
  937. buildNodeHierachy( child, _node, allNodes );
  938. }
  939. }
  940. }
  941. return this._withDependencies( [
  942. "nodes"
  943. ] ).then( function ( dependencies ) {
  944. return _each( scope.json.scenes, function ( scene ) {
  945. var _scene = new THREE.Scene();
  946. _scene.name = scene.name;
  947. var nodes = scene.nodes;
  948. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  949. var nodeId = nodes[ i ];
  950. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  951. }
  952. _scene.traverse( function ( child ) {
  953. // Register raw material meshes with GLTFLoader.Shaders
  954. if ( child.material && child.material.isRawShaderMaterial ) {
  955. var xshader = new GLTFShader( child, dependencies.nodes );
  956. GLTFLoader.Shaders.add( child.uuid, xshader );
  957. }
  958. } );
  959. return _scene;
  960. } );
  961. } );
  962. };
  963. return GLTFLoader;
  964. } )();