GLTFLoader.js 40 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. * @author Takahiro / https://github.com/takahirox
  6. */
  7. THREE.GLTFLoader = ( function () {
  8. function GLTFLoader( manager ) {
  9. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  10. }
  11. GLTFLoader.prototype = {
  12. constructor: GLTFLoader,
  13. load: function ( url, onLoad, onProgress, onError ) {
  14. var scope = this;
  15. var path = this.path && ( typeof this.path === "string" ) ? this.path : THREE.Loader.prototype.extractUrlBase( url );
  16. var loader = new THREE.FileLoader( scope.manager );
  17. loader.load( url, function ( text ) {
  18. scope.parse( JSON.parse( text ), onLoad, path );
  19. }, onProgress, onError );
  20. },
  21. setCrossOrigin: function ( value ) {
  22. this.crossOrigin = value;
  23. },
  24. setPath: function ( value ) {
  25. this.path = value;
  26. },
  27. parse: function ( json, callback, path ) {
  28. console.time( 'GLTFLoader' );
  29. var parser = new GLTFParser( json, {
  30. path: path || this.path,
  31. crossOrigin: this.crossOrigin
  32. } );
  33. parser.parse( function ( scene, scenes, cameras, animations ) {
  34. console.timeEnd( 'GLTFLoader' );
  35. var glTF = {
  36. "scene": scene,
  37. "scenes": scenes,
  38. "cameras": cameras,
  39. "animations": animations
  40. };
  41. callback( glTF );
  42. } );
  43. }
  44. };
  45. /* GLTFREGISTRY */
  46. function GLTFRegistry() {
  47. var objects = {};
  48. return {
  49. get: function ( key ) {
  50. return objects[ key ];
  51. },
  52. add: function ( key, object ) {
  53. objects[ key ] = object;
  54. },
  55. remove: function ( key ) {
  56. delete objects[ key ];
  57. },
  58. removeAll: function () {
  59. objects = {};
  60. },
  61. update: function ( scene, camera ) {
  62. for ( var name in objects ) {
  63. var object = objects[ name ];
  64. if ( object.update ) {
  65. object.update( scene, camera );
  66. }
  67. }
  68. }
  69. };
  70. }
  71. /* GLTFSHADERS */
  72. GLTFLoader.Shaders = new GLTFRegistry();
  73. /* GLTFSHADER */
  74. function GLTFShader( targetNode, allNodes ) {
  75. var boundUniforms = {};
  76. // bind each uniform to its source node
  77. var uniforms = targetNode.material.uniforms;
  78. for ( var uniformId in uniforms ) {
  79. var uniform = uniforms[ uniformId ];
  80. if ( uniform.semantic ) {
  81. var sourceNodeRef = uniform.node;
  82. var sourceNode = targetNode;
  83. if ( sourceNodeRef ) {
  84. sourceNode = allNodes[ sourceNodeRef ];
  85. }
  86. boundUniforms[ uniformId ] = {
  87. semantic: uniform.semantic,
  88. sourceNode: sourceNode,
  89. targetNode: targetNode,
  90. uniform: uniform
  91. };
  92. }
  93. }
  94. this.boundUniforms = boundUniforms;
  95. this._m4 = new THREE.Matrix4();
  96. }
  97. // Update - update all the uniform values
  98. GLTFShader.prototype.update = function ( scene, camera ) {
  99. // update scene graph
  100. scene.updateMatrixWorld();
  101. // update camera matrices and frustum
  102. camera.updateMatrixWorld();
  103. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  104. var boundUniforms = this.boundUniforms;
  105. for ( var name in boundUniforms ) {
  106. var boundUniform = boundUniforms[ name ];
  107. switch ( boundUniform.semantic ) {
  108. case "MODELVIEW":
  109. var m4 = boundUniform.uniform.value;
  110. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  111. break;
  112. case "MODELVIEWINVERSETRANSPOSE":
  113. var m3 = boundUniform.uniform.value;
  114. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  115. m3.getNormalMatrix( this._m4 );
  116. break;
  117. case "PROJECTION":
  118. var m4 = boundUniform.uniform.value;
  119. m4.copy( camera.projectionMatrix );
  120. break;
  121. case "JOINTMATRIX":
  122. var m4v = boundUniform.uniform.value;
  123. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  124. // So it goes like this:
  125. // SkinnedMesh world matrix is already baked into MODELVIEW;
  126. // transform joints to local space,
  127. // then transform using joint's inverse
  128. m4v[ mi ]
  129. .getInverse( boundUniform.sourceNode.matrixWorld )
  130. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  131. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
  132. .multiply( boundUniform.targetNode.bindMatrix );
  133. }
  134. break;
  135. default :
  136. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  137. break;
  138. }
  139. }
  140. };
  141. /* ANIMATION */
  142. GLTFLoader.Animations = {
  143. update: function () {
  144. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  145. }
  146. };
  147. /*********************************/
  148. /********** INTERNALS ************/
  149. /*********************************/
  150. /* CONSTANTS */
  151. var WEBGL_CONSTANTS = {
  152. FLOAT: 5126,
  153. //FLOAT_MAT2: 35674,
  154. FLOAT_MAT3: 35675,
  155. FLOAT_MAT4: 35676,
  156. FLOAT_VEC2: 35664,
  157. FLOAT_VEC3: 35665,
  158. FLOAT_VEC4: 35666,
  159. LINEAR: 9729,
  160. REPEAT: 10497,
  161. SAMPLER_2D: 35678,
  162. TRIANGLES: 4,
  163. LINES: 1,
  164. UNSIGNED_BYTE: 5121,
  165. UNSIGNED_SHORT: 5123,
  166. VERTEX_SHADER: 35633,
  167. FRAGMENT_SHADER: 35632
  168. };
  169. var WEBGL_TYPE = {
  170. 5126: Number,
  171. //35674: THREE.Matrix2,
  172. 35675: THREE.Matrix3,
  173. 35676: THREE.Matrix4,
  174. 35664: THREE.Vector2,
  175. 35665: THREE.Vector3,
  176. 35666: THREE.Vector4,
  177. 35678: THREE.Texture
  178. };
  179. var WEBGL_COMPONENT_TYPES = {
  180. 5120: Int8Array,
  181. 5121: Uint8Array,
  182. 5122: Int16Array,
  183. 5123: Uint16Array,
  184. 5125: Uint32Array,
  185. 5126: Float32Array
  186. };
  187. var WEBGL_FILTERS = {
  188. 9728: THREE.NearestFilter,
  189. 9729: THREE.LinearFilter,
  190. 9984: THREE.NearestMipMapNearestFilter,
  191. 9985: THREE.LinearMipMapNearestFilter,
  192. 9986: THREE.NearestMipMapLinearFilter,
  193. 9987: THREE.LinearMipMapLinearFilter
  194. };
  195. var WEBGL_WRAPPINGS = {
  196. 33071: THREE.ClampToEdgeWrapping,
  197. 33648: THREE.MirroredRepeatWrapping,
  198. 10497: THREE.RepeatWrapping
  199. };
  200. var WEBGL_SIDES = {
  201. 1028: THREE.BackSide, // Culling front
  202. 1029: THREE.FrontSide // Culling back
  203. //1032: THREE.NoSide // Culling front and back, what to do?
  204. };
  205. var WEBGL_DEPTH_FUNCS = {
  206. 512: THREE.NeverDepth,
  207. 513: THREE.LessDepth,
  208. 514: THREE.EqualDepth,
  209. 515: THREE.LessEqualDepth,
  210. 516: THREE.GreaterEqualDepth,
  211. 517: THREE.NotEqualDepth,
  212. 518: THREE.GreaterEqualDepth,
  213. 519: THREE.AlwaysDepth
  214. };
  215. var WEBGL_BLEND_EQUATIONS = {
  216. 32774: THREE.AddEquation,
  217. 32778: THREE.SubtractEquation,
  218. 32779: THREE.ReverseSubtractEquation
  219. };
  220. var WEBGL_BLEND_FUNCS = {
  221. 0: THREE.ZeroFactor,
  222. 1: THREE.OneFactor,
  223. 768: THREE.SrcColorFactor,
  224. 769: THREE.OneMinusSrcColorFactor,
  225. 770: THREE.SrcAlphaFactor,
  226. 771: THREE.OneMinusSrcAlphaFactor,
  227. 772: THREE.DstAlphaFactor,
  228. 773: THREE.OneMinusDstAlphaFactor,
  229. 774: THREE.DstColorFactor,
  230. 775: THREE.OneMinusDstColorFactor,
  231. 776: THREE.SrcAlphaSaturateFactor
  232. // The followings are not supported by Three.js yet
  233. //32769: CONSTANT_COLOR,
  234. //32770: ONE_MINUS_CONSTANT_COLOR,
  235. //32771: CONSTANT_ALPHA,
  236. //32772: ONE_MINUS_CONSTANT_COLOR
  237. };
  238. var WEBGL_TYPE_SIZES = {
  239. 'SCALAR': 1,
  240. 'VEC2': 2,
  241. 'VEC3': 3,
  242. 'VEC4': 4,
  243. 'MAT2': 4,
  244. 'MAT3': 9,
  245. 'MAT4': 16
  246. };
  247. var PATH_PROPERTIES = {
  248. scale: 'scale',
  249. translation: 'position',
  250. rotation: 'quaternion'
  251. };
  252. var INTERPOLATION = {
  253. LINEAR: THREE.InterpolateLinear,
  254. STEP: THREE.InterpolateDiscrete
  255. };
  256. var STATES_ENABLES = {
  257. 2884: 'CULL_FACE',
  258. 2929: 'DEPTH_TEST',
  259. 3042: 'BLEND',
  260. 3089: 'SCISSOR_TEST',
  261. 32823: 'POLYGON_OFFSET_FILL',
  262. 32926: 'SAMPLE_ALPHA_TO_COVERAGE'
  263. };
  264. /* UTILITY FUNCTIONS */
  265. function _each( object, callback, thisObj ) {
  266. if ( !object ) {
  267. return Promise.resolve();
  268. }
  269. var results;
  270. var fns = [];
  271. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  272. results = [];
  273. var length = object.length;
  274. for ( var idx = 0; idx < length; idx ++ ) {
  275. var value = callback.call( thisObj || this, object[ idx ], idx );
  276. if ( value ) {
  277. fns.push( value );
  278. if ( value instanceof Promise ) {
  279. value.then( function( key, value ) {
  280. results[ idx ] = value;
  281. }.bind( this, key ));
  282. } else {
  283. results[ idx ] = value;
  284. }
  285. }
  286. }
  287. } else {
  288. results = {};
  289. for ( var key in object ) {
  290. if ( object.hasOwnProperty( key ) ) {
  291. var value = callback.call( thisObj || this, object[ key ], key );
  292. if ( value ) {
  293. fns.push( value );
  294. if ( value instanceof Promise ) {
  295. value.then( function( key, value ) {
  296. results[ key ] = value;
  297. }.bind( this, key ));
  298. } else {
  299. results[ key ] = value;
  300. }
  301. }
  302. }
  303. }
  304. }
  305. return Promise.all( fns ).then( function() {
  306. return results;
  307. });
  308. }
  309. function resolveURL( url, path ) {
  310. // Invalid URL
  311. if ( typeof url !== 'string' || url === '' )
  312. return '';
  313. // Absolute URL
  314. if ( /^https?:\/\//i.test( url ) ) {
  315. return url;
  316. }
  317. // Data URI
  318. if ( /^data:.*,.*$/i.test( url ) ) {
  319. return url;
  320. }
  321. // Relative URL
  322. return ( path || '' ) + url;
  323. }
  324. // Three.js seems too dependent on attribute names so globally
  325. // replace those in the shader code
  326. function replaceTHREEShaderAttributes( shaderText, technique ) {
  327. // Expected technique attributes
  328. var attributes = {};
  329. for ( var attributeId in technique.attributes ) {
  330. var pname = technique.attributes[ attributeId ];
  331. var param = technique.parameters[ pname ];
  332. var atype = param.type;
  333. var semantic = param.semantic;
  334. attributes[ attributeId ] = {
  335. type: atype,
  336. semantic: semantic
  337. };
  338. }
  339. // Figure out which attributes to change in technique
  340. var shaderParams = technique.parameters;
  341. var shaderAttributes = technique.attributes;
  342. var params = {};
  343. for ( var attributeId in attributes ) {
  344. var pname = shaderAttributes[ attributeId ];
  345. var shaderParam = shaderParams[ pname ];
  346. var semantic = shaderParam.semantic;
  347. if ( semantic ) {
  348. params[ attributeId ] = shaderParam;
  349. }
  350. }
  351. for ( var pname in params ) {
  352. var param = params[ pname ];
  353. var semantic = param.semantic;
  354. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  355. switch ( semantic ) {
  356. case "POSITION":
  357. shaderText = shaderText.replace( regEx, 'position' );
  358. break;
  359. case "NORMAL":
  360. shaderText = shaderText.replace( regEx, 'normal' );
  361. break;
  362. case 'TEXCOORD_0':
  363. case 'TEXCOORD0':
  364. case 'TEXCOORD':
  365. shaderText = shaderText.replace( regEx, 'uv' );
  366. break;
  367. case "WEIGHT":
  368. shaderText = shaderText.replace( regEx, 'skinWeight' );
  369. break;
  370. case "JOINT":
  371. shaderText = shaderText.replace( regEx, 'skinIndex' );
  372. break;
  373. }
  374. }
  375. return shaderText;
  376. }
  377. function createDefaultMaterial() {
  378. return new THREE.MeshPhongMaterial( {
  379. color: 0x00000,
  380. emissive: 0x888888,
  381. specular: 0x000000,
  382. shininess: 0,
  383. transparent: false,
  384. depthTest: true,
  385. side: THREE.FrontSide
  386. } );
  387. };
  388. // Deferred constructor for RawShaderMaterial types
  389. function DeferredShaderMaterial( params ) {
  390. this.isDeferredShaderMaterial = true;
  391. this.params = params;
  392. }
  393. DeferredShaderMaterial.prototype.create = function () {
  394. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  395. for ( var uniformId in this.params.uniforms ) {
  396. var originalUniform = this.params.uniforms[ uniformId ];
  397. if ( originalUniform.value instanceof THREE.Texture ) {
  398. uniforms[ uniformId ].value = originalUniform.value;
  399. uniforms[ uniformId ].value.needsUpdate = true;
  400. }
  401. uniforms[ uniformId ].semantic = originalUniform.semantic;
  402. uniforms[ uniformId ].node = originalUniform.node;
  403. }
  404. this.params.uniforms = uniforms;
  405. return new THREE.RawShaderMaterial( this.params );
  406. };
  407. /* GLTF PARSER */
  408. function GLTFParser( json, options ) {
  409. this.json = json || {};
  410. this.options = options || {};
  411. // loader object cache
  412. this.cache = new GLTFRegistry();
  413. }
  414. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  415. var _dependencies = {};
  416. for ( var i = 0; i < dependencies.length; i ++ ) {
  417. var dependency = dependencies[ i ];
  418. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  419. var cached = this.cache.get( dependency );
  420. if ( cached !== undefined ) {
  421. _dependencies[ dependency ] = cached;
  422. } else if ( this[ fnName ] ) {
  423. var fn = this[ fnName ]();
  424. this.cache.add( dependency, fn );
  425. _dependencies[ dependency ] = fn;
  426. }
  427. }
  428. return _each( _dependencies, function ( dependency ) {
  429. return dependency;
  430. } );
  431. };
  432. GLTFParser.prototype.parse = function ( callback ) {
  433. var json = this.json;
  434. // Clear the loader cache
  435. this.cache.removeAll();
  436. // Fire the callback on complete
  437. this._withDependencies( [
  438. "scenes",
  439. "cameras",
  440. "animations"
  441. ] ).then( function ( dependencies ) {
  442. var scene = dependencies.scenes[ json.scene ];
  443. var scenes = [];
  444. for ( var name in dependencies.scenes ) {
  445. scenes.push( dependencies.scenes[ name ] );
  446. }
  447. var cameras = [];
  448. for ( var name in dependencies.cameras ) {
  449. var camera = dependencies.cameras[ name ];
  450. cameras.push( camera );
  451. }
  452. var animations = [];
  453. for ( var name in dependencies.animations ) {
  454. animations.push( dependencies.animations[ name ] );
  455. }
  456. callback( scene, scenes, cameras, animations );
  457. } );
  458. };
  459. GLTFParser.prototype.loadShaders = function () {
  460. var json = this.json;
  461. var options = this.options;
  462. return _each( json.shaders, function ( shader ) {
  463. return new Promise( function ( resolve ) {
  464. var loader = new THREE.FileLoader();
  465. loader.setResponseType( 'text' );
  466. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  467. resolve( shaderText );
  468. } );
  469. } );
  470. } );
  471. };
  472. GLTFParser.prototype.loadBuffers = function () {
  473. var json = this.json;
  474. var options = this.options;
  475. return _each( json.buffers, function ( buffer ) {
  476. if ( buffer.type === 'arraybuffer' || buffer.type === undefined ) {
  477. return new Promise( function ( resolve ) {
  478. var loader = new THREE.FileLoader();
  479. loader.setResponseType( 'arraybuffer' );
  480. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  481. resolve( buffer );
  482. } );
  483. } );
  484. } else {
  485. console.warn( 'THREE.GLTFLoader: ' + buffer.type + ' buffer type is not supported' );
  486. }
  487. } );
  488. };
  489. GLTFParser.prototype.loadBufferViews = function () {
  490. var json = this.json;
  491. return this._withDependencies( [
  492. "buffers"
  493. ] ).then( function ( dependencies ) {
  494. return _each( json.bufferViews, function ( bufferView ) {
  495. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  496. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  497. } );
  498. } );
  499. };
  500. GLTFParser.prototype.loadAccessors = function () {
  501. var json = this.json;
  502. return this._withDependencies( [
  503. "bufferViews"
  504. ] ).then( function ( dependencies ) {
  505. return _each( json.accessors, function ( accessor ) {
  506. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  507. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  508. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  509. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  510. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  511. var itemBytes = elementBytes * itemSize;
  512. // The buffer is not interleaved if the stride is the item size in bytes.
  513. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  514. // Use the full buffer if it's interleaved.
  515. var array = new TypedArray( arraybuffer );
  516. // Integer parameters to IB/IBA are in array elements, not bytes.
  517. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  518. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  519. } else {
  520. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  521. return new THREE.BufferAttribute( array, itemSize );
  522. }
  523. } );
  524. } );
  525. };
  526. GLTFParser.prototype.loadTextures = function () {
  527. var json = this.json;
  528. var options = this.options;
  529. return _each( json.textures, function ( texture ) {
  530. if ( texture.source ) {
  531. return new Promise( function ( resolve ) {
  532. var source = json.images[ texture.source ];
  533. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  534. if ( textureLoader === null ) {
  535. textureLoader = new THREE.TextureLoader();
  536. }
  537. textureLoader.setCrossOrigin( options.crossOrigin );
  538. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  539. _texture.flipY = false;
  540. if ( texture.sampler ) {
  541. var sampler = json.samplers[ texture.sampler ];
  542. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  543. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  544. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  545. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  546. }
  547. resolve( _texture );
  548. }, undefined, function () {
  549. resolve();
  550. } );
  551. } );
  552. }
  553. } );
  554. };
  555. GLTFParser.prototype.loadMaterials = function () {
  556. var json = this.json;
  557. return this._withDependencies( [
  558. "shaders",
  559. "textures"
  560. ] ).then( function ( dependencies ) {
  561. return _each( json.materials, function ( material ) {
  562. var materialType;
  563. var materialValues = {};
  564. var materialParams = {};
  565. var khr_material;
  566. if ( material.extensions && material.extensions.KHR_materials_common ) {
  567. khr_material = material.extensions.KHR_materials_common;
  568. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  569. khr_material = json.extensions.KHR_materials_common;
  570. }
  571. if ( khr_material ) {
  572. switch ( khr_material.technique ) {
  573. case 'BLINN' :
  574. case 'PHONG' :
  575. materialType = THREE.MeshPhongMaterial;
  576. break;
  577. case 'LAMBERT' :
  578. materialType = THREE.MeshLambertMaterial;
  579. break;
  580. case 'CONSTANT' :
  581. default :
  582. materialType = THREE.MeshBasicMaterial;
  583. break;
  584. }
  585. Object.assign( materialValues, khr_material.values );
  586. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  587. materialParams.side = THREE.DoubleSide;
  588. }
  589. if ( khr_material.transparent || materialValues.transparent ) {
  590. materialParams.transparent = true;
  591. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  592. }
  593. } else if ( material.technique === undefined ) {
  594. materialType = THREE.MeshPhongMaterial;
  595. Object.assign( materialValues, material.values );
  596. } else {
  597. materialType = DeferredShaderMaterial;
  598. var technique = json.techniques[ material.technique ];
  599. materialParams.uniforms = {};
  600. var program = json.programs[ technique.program ];
  601. if ( program ) {
  602. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  603. if ( ! materialParams.fragmentShader ) {
  604. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  605. materialType = THREE.MeshPhongMaterial;
  606. }
  607. var vertexShader = dependencies.shaders[ program.vertexShader ];
  608. if ( ! vertexShader ) {
  609. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  610. materialType = THREE.MeshPhongMaterial;
  611. }
  612. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  613. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  614. var uniforms = technique.uniforms;
  615. for ( var uniformId in uniforms ) {
  616. var pname = uniforms[ uniformId ];
  617. var shaderParam = technique.parameters[ pname ];
  618. var ptype = shaderParam.type;
  619. if ( WEBGL_TYPE[ ptype ] ) {
  620. var pcount = shaderParam.count;
  621. var value;
  622. if ( material.values !== undefined ) value = material.values[ pname ];
  623. var uvalue = new WEBGL_TYPE[ ptype ]();
  624. var usemantic = shaderParam.semantic;
  625. var unode = shaderParam.node;
  626. switch ( ptype ) {
  627. case WEBGL_CONSTANTS.FLOAT:
  628. uvalue = shaderParam.value;
  629. if ( pname == "transparency" ) {
  630. materialParams.transparent = true;
  631. }
  632. if ( value !== undefined ) {
  633. uvalue = value;
  634. }
  635. break;
  636. case WEBGL_CONSTANTS.FLOAT_VEC2:
  637. case WEBGL_CONSTANTS.FLOAT_VEC3:
  638. case WEBGL_CONSTANTS.FLOAT_VEC4:
  639. case WEBGL_CONSTANTS.FLOAT_MAT3:
  640. if ( shaderParam && shaderParam.value ) {
  641. uvalue.fromArray( shaderParam.value );
  642. }
  643. if ( value ) {
  644. uvalue.fromArray( value );
  645. }
  646. break;
  647. case WEBGL_CONSTANTS.FLOAT_MAT2:
  648. // what to do?
  649. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  650. break;
  651. case WEBGL_CONSTANTS.FLOAT_MAT4:
  652. if ( pcount ) {
  653. uvalue = new Array( pcount );
  654. for ( var mi = 0; mi < pcount; mi ++ ) {
  655. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  656. }
  657. if ( shaderParam && shaderParam.value ) {
  658. var m4v = shaderParam.value;
  659. uvalue.fromArray( m4v );
  660. }
  661. if ( value ) {
  662. uvalue.fromArray( value );
  663. }
  664. } else {
  665. if ( shaderParam && shaderParam.value ) {
  666. var m4 = shaderParam.value;
  667. uvalue.fromArray( m4 );
  668. }
  669. if ( value ) {
  670. uvalue.fromArray( value );
  671. }
  672. }
  673. break;
  674. case WEBGL_CONSTANTS.SAMPLER_2D:
  675. if ( value !== undefined ) {
  676. uvalue = dependencies.textures[ value ];
  677. } else if ( shaderParam.value !== undefined ) {
  678. uvalue = dependencies.textures[ shaderParam.value ];
  679. } else {
  680. uvalue = null;
  681. }
  682. break;
  683. }
  684. materialParams.uniforms[ uniformId ] = {
  685. value: uvalue,
  686. semantic: usemantic,
  687. node: unode
  688. };
  689. } else {
  690. throw new Error( "Unknown shader uniform param type: " + ptype );
  691. }
  692. }
  693. var states = technique.states || {};
  694. var enables = states.enable || [];
  695. var functions = states.functions || {};
  696. var enableCullFace = false;
  697. var enableDepthTest = false;
  698. var enableBlend = false;
  699. for ( var i = 0, il = enables.length; i < il; i ++ ) {
  700. var enable = enables[ i ];
  701. switch( STATES_ENABLES[ enable ] ) {
  702. case 'CULL_FACE':
  703. enableCullFace = true;
  704. break;
  705. case 'DEPTH_TEST':
  706. enableDepthTest = true;
  707. break;
  708. case 'BLEND':
  709. enableBlend = true;
  710. break;
  711. // TODO: implement
  712. case 'SCISSOR_TEST':
  713. case 'POLYGON_OFFSET_FILL':
  714. case 'SAMPLE_ALPHA_TO_COVERAGE':
  715. break;
  716. default:
  717. throw new Error( "Unknown technique.states.enable: " + enable );
  718. }
  719. }
  720. if ( enableCullFace ) {
  721. materialParams.side = functions.cullFace !== undefined ? WEBGL_SIDES[ functions.cullFace ] : THREE.FrontSide;
  722. } else {
  723. materialParams.side = THREE.DoubleSide;
  724. }
  725. materialParams.depthTest = enableDepthTest;
  726. materialParams.depthFunc = functions.depthFunc !== undefined ? WEBGL_DEPTH_FUNCS[ functions.depthFunc ] : THREE.LessDepth;
  727. materialParams.depthWrite = functions.depthMask !== undefined ? functions.depthMask[ 0 ] : true;
  728. materialParams.blending = enableBlend ? THREE.CustomBlending : THREE.NoBlending;
  729. materialParams.transparent = enableBlend;
  730. var blendEquationSeparate = functions.blendEquationSeparate;
  731. if ( blendEquationSeparate !== undefined ) {
  732. materialParams.blendEquation = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 0 ] ];
  733. materialParams.blendEquationAlpha = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 1 ] ];
  734. } else {
  735. materialParams.blendEquation = THREE.AddEquation;
  736. materialParams.blendEquationAlpha = THREE.AddEquation;
  737. }
  738. var blendFuncSeparate = functions.blendFuncSeparate;
  739. if ( blendFuncSeparate !== undefined ) {
  740. materialParams.blendSrc = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 0 ] ];
  741. materialParams.blendDst = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 1 ] ];
  742. materialParams.blendSrcAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 2 ] ];
  743. materialParams.blendDstAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 3 ] ];
  744. } else {
  745. materialParams.blendSrc = THREE.OneFactor;
  746. materialParams.blendDst = THREE.ZeroFactor;
  747. materialParams.blendSrcAlpha = THREE.OneFactor;
  748. materialParams.blendDstAlpha = THREE.ZeroFactor;
  749. }
  750. }
  751. }
  752. if ( Array.isArray( materialValues.diffuse ) ) {
  753. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  754. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  755. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  756. }
  757. delete materialParams.diffuse;
  758. if ( typeof( materialValues.reflective ) === 'string' ) {
  759. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  760. }
  761. if ( typeof( materialValues.bump ) === 'string' ) {
  762. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  763. }
  764. if ( Array.isArray( materialValues.emission ) ) {
  765. if ( materialType === THREE.MeshBasicMaterial ) {
  766. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  767. } else {
  768. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  769. }
  770. } else if ( typeof( materialValues.emission ) === 'string' ) {
  771. if ( materialType === THREE.MeshBasicMaterial ) {
  772. materialParams.map = dependencies.textures[ materialValues.emission ];
  773. } else {
  774. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  775. }
  776. }
  777. if ( Array.isArray( materialValues.specular ) ) {
  778. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  779. } else if ( typeof( materialValues.specular ) === 'string' ) {
  780. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  781. }
  782. if ( materialValues.shininess !== undefined ) {
  783. materialParams.shininess = materialValues.shininess;
  784. }
  785. var _material = new materialType( materialParams );
  786. if ( material.name !== undefined ) _material.name = material.name;
  787. return _material;
  788. } );
  789. } );
  790. };
  791. GLTFParser.prototype.loadMeshes = function () {
  792. var json = this.json;
  793. return this._withDependencies( [
  794. "accessors",
  795. "materials"
  796. ] ).then( function ( dependencies ) {
  797. return _each( json.meshes, function ( mesh ) {
  798. var group = new THREE.Object3D();
  799. if ( mesh.name !== undefined ) group.name = mesh.name;
  800. if ( mesh.extras ) group.userData = mesh.extras;
  801. var primitives = mesh.primitives;
  802. for ( var name in primitives ) {
  803. var primitive = primitives[ name ];
  804. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  805. var geometry = new THREE.BufferGeometry();
  806. var attributes = primitive.attributes;
  807. for ( var attributeId in attributes ) {
  808. var attributeEntry = attributes[ attributeId ];
  809. if ( ! attributeEntry ) return;
  810. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  811. switch ( attributeId ) {
  812. case 'POSITION':
  813. geometry.addAttribute( 'position', bufferAttribute );
  814. break;
  815. case 'NORMAL':
  816. geometry.addAttribute( 'normal', bufferAttribute );
  817. break;
  818. case 'TEXCOORD_0':
  819. case 'TEXCOORD0':
  820. case 'TEXCOORD':
  821. geometry.addAttribute( 'uv', bufferAttribute );
  822. break;
  823. case 'WEIGHT':
  824. geometry.addAttribute( 'skinWeight', bufferAttribute );
  825. break;
  826. case 'JOINT':
  827. geometry.addAttribute( 'skinIndex', bufferAttribute );
  828. break;
  829. }
  830. }
  831. if ( primitive.indices ) {
  832. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  833. }
  834. var material = dependencies.materials !== undefined ? dependencies.materials[ primitive.material ] : createDefaultMaterial();
  835. var meshNode = new THREE.Mesh( geometry, material );
  836. meshNode.castShadow = true;
  837. if ( primitive.extras ) meshNode.userData = primitive.extras;
  838. group.add( meshNode );
  839. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  840. var geometry = new THREE.BufferGeometry();
  841. var attributes = primitive.attributes;
  842. _each( attributes, function ( attributeEntry, attributeId ) {
  843. if ( ! attributeEntry ) return;
  844. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  845. switch ( attributeId ) {
  846. case 'POSITION':
  847. geometry.addAttribute( 'position', bufferAttribute );
  848. break;
  849. case 'COLOR':
  850. geometry.addAttribute( 'color', bufferAttribute );
  851. break;
  852. }
  853. } );
  854. var material = dependencies.materials[ primitive.material ];
  855. var meshNode;
  856. if ( primitive.indices ) {
  857. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  858. meshNode = new THREE.LineSegments( geometry, material );
  859. } else {
  860. meshNode = new THREE.Line( geometry, material );
  861. }
  862. if ( primitive.extras ) meshNode.userData = primitive.extras;
  863. group.add( meshNode );
  864. } else {
  865. console.warn( "Only triangular and line primitives are supported" );
  866. }
  867. }
  868. return group;
  869. } );
  870. } );
  871. };
  872. GLTFParser.prototype.loadCameras = function () {
  873. var json = this.json;
  874. return _each( json.cameras, function ( camera ) {
  875. if ( camera.type == "perspective" && camera.perspective ) {
  876. var yfov = camera.perspective.yfov;
  877. var xfov = camera.perspective.xfov;
  878. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  879. // According to COLLADA spec...
  880. // aspect_ratio = xfov / yfov
  881. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  882. // According to COLLADA spec...
  883. // aspect_ratio = xfov / yfov
  884. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  885. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  886. if ( camera.name !== undefined ) _camera.name = camera.name;
  887. if ( camera.extras ) _camera.userData = camera.extras;
  888. return _camera;
  889. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  890. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  891. if ( camera.name !== undefined ) _camera.name = camera.name;
  892. if ( camera.extras ) _camera.userData = camera.extras;
  893. return _camera;
  894. }
  895. } );
  896. };
  897. GLTFParser.prototype.loadSkins = function () {
  898. var json = this.json;
  899. return this._withDependencies( [
  900. "accessors"
  901. ] ).then( function ( dependencies ) {
  902. return _each( json.skins, function ( skin ) {
  903. var _skin = {
  904. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  905. jointNames: skin.jointNames,
  906. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  907. };
  908. return _skin;
  909. } );
  910. } );
  911. };
  912. GLTFParser.prototype.loadAnimations = function () {
  913. var json = this.json;
  914. return this._withDependencies( [
  915. "accessors",
  916. "nodes"
  917. ] ).then( function ( dependencies ) {
  918. return _each( json.animations, function ( animation, animationId ) {
  919. var tracks = [];
  920. for ( var channelId in animation.channels ) {
  921. var channel = animation.channels[ channelId ];
  922. var sampler = animation.samplers[ channel.sampler ];
  923. if ( sampler ) {
  924. var target = channel.target;
  925. var name = target.id;
  926. var input = animation.parameters !== undefined ? animation.parameters[ sampler.input ] : sampler.input;
  927. var output = animation.parameters !== undefined ? animation.parameters[ sampler.output ] : sampler.output;
  928. var inputAccessor = dependencies.accessors[ input ];
  929. var outputAccessor = dependencies.accessors[ output ];
  930. var node = dependencies.nodes[ name ];
  931. if ( node ) {
  932. node.updateMatrix();
  933. node.matrixAutoUpdate = true;
  934. var TypedKeyframeTrack = PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.rotation
  935. ? THREE.QuaternionKeyframeTrack
  936. : THREE.VectorKeyframeTrack;
  937. var targetName = node.name ? node.name : node.uuid;
  938. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  939. // buffers before creating a truncated copy to keep. Because buffers may
  940. // be reused by other tracks, make copies here.
  941. tracks.push( new TypedKeyframeTrack(
  942. targetName + '.' + PATH_PROPERTIES[ target.path ],
  943. THREE.AnimationUtils.arraySlice( inputAccessor.array, 0 ),
  944. THREE.AnimationUtils.arraySlice( outputAccessor.array, 0 ),
  945. INTERPOLATION[ sampler.interpolation ]
  946. ) );
  947. }
  948. }
  949. }
  950. return new THREE.AnimationClip( "animation_" + animationId, undefined, tracks );
  951. } );
  952. } );
  953. };
  954. GLTFParser.prototype.loadNodes = function () {
  955. var json = this.json;
  956. var scope = this;
  957. return _each( json.nodes, function ( node ) {
  958. var matrix = new THREE.Matrix4();
  959. var _node;
  960. if ( node.jointName ) {
  961. _node = new THREE.Bone();
  962. _node.name = node.name !== undefined ? node.name : node.jointName;
  963. _node.jointName = node.jointName;
  964. } else {
  965. _node = new THREE.Object3D();
  966. if ( node.name !== undefined ) _node.name = node.name;
  967. }
  968. if ( node.extras ) _node.userData = node.extras;
  969. if ( node.matrix !== undefined ) {
  970. matrix.fromArray( node.matrix );
  971. _node.applyMatrix( matrix );
  972. } else {
  973. if ( node.translation !== undefined ) {
  974. _node.position.fromArray( node.translation );
  975. }
  976. if ( node.rotation !== undefined ) {
  977. _node.quaternion.fromArray( node.rotation );
  978. }
  979. if ( node.scale !== undefined ) {
  980. _node.scale.fromArray( node.scale );
  981. }
  982. }
  983. return _node;
  984. } ).then( function ( __nodes ) {
  985. return scope._withDependencies( [
  986. "meshes",
  987. "skins",
  988. "cameras",
  989. "extensions"
  990. ] ).then( function ( dependencies ) {
  991. return _each( __nodes, function ( _node, nodeId ) {
  992. var node = json.nodes[ nodeId ];
  993. if ( node.meshes !== undefined ) {
  994. for ( var meshId in node.meshes ) {
  995. var mesh = node.meshes[ meshId ];
  996. var group = dependencies.meshes[ mesh ];
  997. if ( group === undefined ) {
  998. console.warn( 'GLTFLoader: Couldn\'t find node "' + mesh + '".' );
  999. continue;
  1000. }
  1001. for ( var childrenId in group.children ) {
  1002. var child = group.children[ childrenId ];
  1003. // clone Mesh to add to _node
  1004. var originalMaterial = child.material;
  1005. var originalGeometry = child.geometry;
  1006. var originalUserData = child.userData;
  1007. var material;
  1008. if ( originalMaterial.isDeferredShaderMaterial ) {
  1009. originalMaterial = material = originalMaterial.create();
  1010. } else {
  1011. material = originalMaterial;
  1012. }
  1013. switch ( child.type ) {
  1014. case 'LineSegments':
  1015. child = new THREE.LineSegments( originalGeometry, material );
  1016. break;
  1017. case 'Line':
  1018. child = new THREE.Line( originalGeometry, material );
  1019. break;
  1020. default:
  1021. child = new THREE.Mesh( originalGeometry, material );
  1022. }
  1023. child.castShadow = true;
  1024. child.userData = originalUserData;
  1025. var skinEntry;
  1026. if ( node.skin ) {
  1027. skinEntry = dependencies.skins[ node.skin ];
  1028. }
  1029. // Replace Mesh with SkinnedMesh in library
  1030. if ( skinEntry ) {
  1031. var getJointNode = function ( jointId ) {
  1032. var keys = Object.keys( __nodes );
  1033. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  1034. var n = __nodes[ keys[ i ] ];
  1035. if ( n.jointName === jointId ) return n;
  1036. }
  1037. return null;
  1038. }
  1039. var geometry = originalGeometry;
  1040. var material = originalMaterial;
  1041. material.skinning = true;
  1042. child = new THREE.SkinnedMesh( geometry, material, false );
  1043. child.castShadow = true;
  1044. child.userData = originalUserData;
  1045. var bones = [];
  1046. var boneInverses = [];
  1047. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  1048. var jointId = skinEntry.jointNames[ i ];
  1049. var jointNode = getJointNode( jointId );
  1050. if ( jointNode ) {
  1051. bones.push( jointNode );
  1052. var m = skinEntry.inverseBindMatrices.array;
  1053. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  1054. boneInverses.push( mat );
  1055. } else {
  1056. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  1057. }
  1058. }
  1059. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  1060. var buildBoneGraph = function ( parentJson, parentObject, property ) {
  1061. var children = parentJson[ property ];
  1062. if ( children === undefined ) return;
  1063. for ( var i = 0, il = children.length; i < il; i ++ ) {
  1064. var nodeId = children[ i ];
  1065. var bone = __nodes[ nodeId ];
  1066. var boneJson = json.nodes[ nodeId ];
  1067. if ( bone !== undefined && bone.isBone === true && boneJson !== undefined ) {
  1068. parentObject.add( bone );
  1069. buildBoneGraph( boneJson, bone, 'children' );
  1070. }
  1071. }
  1072. }
  1073. buildBoneGraph( node, child, 'skeletons' );
  1074. }
  1075. _node.add( child );
  1076. }
  1077. }
  1078. }
  1079. if ( node.camera !== undefined ) {
  1080. var camera = dependencies.cameras[ node.camera ];
  1081. _node.add( camera );
  1082. }
  1083. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  1084. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  1085. _node.add( light );
  1086. }
  1087. return _node;
  1088. } );
  1089. } );
  1090. } );
  1091. };
  1092. GLTFParser.prototype.loadExtensions = function () {
  1093. var json = this.json;
  1094. return _each( json.extensions, function ( extension, extensionId ) {
  1095. switch ( extensionId ) {
  1096. case "KHR_materials_common":
  1097. var extensionNode = {
  1098. lights: {}
  1099. };
  1100. var lights = extension.lights;
  1101. for ( var lightId in lights ) {
  1102. var light = lights[ lightId ];
  1103. var lightNode;
  1104. var lightParams = light[ light.type ];
  1105. var color = new THREE.Color().fromArray( lightParams.color );
  1106. switch ( light.type ) {
  1107. case "directional":
  1108. lightNode = new THREE.DirectionalLight( color );
  1109. lightNode.position.set( 0, 0, 1 );
  1110. break;
  1111. case "point":
  1112. lightNode = new THREE.PointLight( color );
  1113. break;
  1114. case "spot":
  1115. lightNode = new THREE.SpotLight( color );
  1116. lightNode.position.set( 0, 0, 1 );
  1117. break;
  1118. case "ambient":
  1119. lightNode = new THREE.AmbientLight( color );
  1120. break;
  1121. }
  1122. if ( lightNode ) {
  1123. extensionNode.lights[ lightId ] = lightNode;
  1124. }
  1125. }
  1126. return extensionNode;
  1127. break;
  1128. }
  1129. } );
  1130. };
  1131. GLTFParser.prototype.loadScenes = function () {
  1132. var json = this.json;
  1133. // scene node hierachy builder
  1134. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1135. var _node = allNodes[ nodeId ];
  1136. parentObject.add( _node );
  1137. var node = json.nodes[ nodeId ];
  1138. if ( node.children ) {
  1139. var children = node.children;
  1140. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1141. var child = children[ i ];
  1142. buildNodeHierachy( child, _node, allNodes );
  1143. }
  1144. }
  1145. }
  1146. return this._withDependencies( [
  1147. "nodes"
  1148. ] ).then( function ( dependencies ) {
  1149. return _each( json.scenes, function ( scene ) {
  1150. var _scene = new THREE.Scene();
  1151. if ( scene.name !== undefined ) _scene.name = scene.name;
  1152. if ( scene.extras ) _scene.userData = scene.extras;
  1153. var nodes = scene.nodes;
  1154. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1155. var nodeId = nodes[ i ];
  1156. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1157. }
  1158. _scene.traverse( function ( child ) {
  1159. // Register raw material meshes with GLTFLoader.Shaders
  1160. if ( child.material && child.material.isRawShaderMaterial ) {
  1161. var xshader = new GLTFShader( child, dependencies.nodes );
  1162. GLTFLoader.Shaders.add( child.uuid, xshader );
  1163. }
  1164. } );
  1165. return _scene;
  1166. } );
  1167. } );
  1168. };
  1169. return GLTFLoader;
  1170. } )();