AssimpJSONLoader.js 8.4 KB

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  1. /**
  2. * @author Alexander Gessler / http://www.greentoken.de/
  3. * https://github.com/acgessler
  4. *
  5. * Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
  6. * through assimp2json (https://github.com/acgessler/assimp2json).
  7. *
  8. * Supports any input format that assimp supports, including 3ds, obj, dae, blend,
  9. * fbx, x, ms3d, lwo (and many more).
  10. *
  11. * See webgl_loader_assimp2json example.
  12. */
  13. THREE.AssimpJSONLoader = function ( manager ) {
  14. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  15. };
  16. THREE.AssimpJSONLoader.prototype = {
  17. constructor: THREE.AssimpJSONLoader,
  18. load: function ( url, onLoad, onProgress, onError ) {
  19. var scope = this;
  20. this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
  21. var loader = new THREE.XHRLoader( this.manager );
  22. loader.setCrossOrigin( this.crossOrigin );
  23. loader.load( url, function ( text ) {
  24. var json = JSON.parse( text ), scene, metadata;
  25. // Check __metadata__ meta header if present
  26. // This header is used to disambiguate between
  27. // different JSON-based file formats.
  28. metadata = json.__metadata__;
  29. if ( typeof metadata !== 'undefined' )
  30. {
  31. // Check if assimp2json at all
  32. if ( metadata.format !== 'assimp2json' ) {
  33. onError('Not an assimp2json scene');
  34. return;
  35. }
  36. // Check major format version
  37. else if ( metadata.version < 100 && metadata.version >= 200 ) {
  38. onError('Unsupported assimp2json file format version');
  39. return;
  40. }
  41. }
  42. scene = scope.parse( json );
  43. onLoad( scene );
  44. }, onProgress, onError );
  45. },
  46. setCrossOrigin: function ( value ) {
  47. this.crossOrigin = value;
  48. },
  49. setTexturePath: function ( value ) {
  50. this.texturePath = value;
  51. },
  52. extractUrlBase: function ( url ) { // from three/src/loaders/Loader.js
  53. var parts = url.split( '/' );
  54. parts.pop();
  55. return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
  56. },
  57. parse: function ( json ) {
  58. var meshes = this.parseList ( json.meshes, this.parseMesh );
  59. var materials = this.parseList ( json.materials, this.parseMaterial );
  60. return this.parseObject( json, json.rootnode, meshes, materials );
  61. },
  62. parseList : function(json, handler) {
  63. var meshes = new Array(json.length);
  64. for (var i = 0; i < json.length; ++ i) {
  65. meshes[i] = handler.call(this, json[i]);
  66. }
  67. return meshes;
  68. },
  69. parseMesh : function(json) {
  70. var vertex, geometry, i, e, in_data, src;
  71. geometry = new THREE.Geometry();
  72. // read vertex positions
  73. for (in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
  74. geometry.vertices.push( new THREE.Vector3( in_data[ i ++ ], in_data[ i ++ ], in_data[ i ++ ] ) );
  75. }
  76. // read faces
  77. var cnt = 0;
  78. for (in_data = json.faces, i = 0, e = in_data.length; i < e; ++ i) {
  79. src = in_data[i];
  80. face = new THREE.Face3(src[0],src[1],src[2]);
  81. geometry.faces.push(face);
  82. }
  83. // read texture coordinates - three.js attaches them to its faces
  84. json.texturecoords = json.texturecoords || [];
  85. for (i = 0, e = json.texturecoords.length; i < e; ++ i) {
  86. function convertTextureCoords(in_uv, out_faces, out_vertex_uvs) {
  87. var i, e, face, a, b, c;
  88. for (i = 0, e = out_faces.length; i < e; ++ i) {
  89. face = out_faces[i];
  90. a = face.a * 2;
  91. b = face.b * 2;
  92. c = face.c * 2;
  93. out_vertex_uvs.push([
  94. new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
  95. new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
  96. new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
  97. ]);
  98. }
  99. }
  100. convertTextureCoords(json.texturecoords[i], geometry.faces, geometry.faceVertexUvs[i]);
  101. }
  102. // read normals - three.js also attaches them to its faces
  103. if (json.normals) {
  104. function convertNormals(in_nor, out_faces) {
  105. var i, e, face, a, b, c;
  106. for (i = 0, e = out_faces.length; i < e; ++ i) {
  107. face = out_faces[i];
  108. a = face.a * 3;
  109. b = face.b * 3;
  110. c = face.c * 3;
  111. face.vertexNormals = [
  112. new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
  113. new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
  114. new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
  115. ];
  116. }
  117. }
  118. convertNormals(json.normals, geometry.faces);
  119. }
  120. // read vertex colors - three.js also attaches them to its faces
  121. if (json.colors && json.colors[0]) {
  122. function convertColors(in_color, out_faces) {
  123. var i, e, face, a, b, c;
  124. function makeColor(start) {
  125. var col = new THREE.Color( );
  126. col.setRGB( arr[0], arr[1], arr[2] );
  127. // TODO: what about alpha?
  128. return col;
  129. }
  130. for (i = 0, e = out_faces.length; i < e; ++ i) {
  131. face = out_faces[i];
  132. a = face.a * 4;
  133. b = face.b * 4;
  134. c = face.c * 4;
  135. face.vertexColors = [
  136. makeColor( a ),
  137. makeColor( b ),
  138. makeColor( c )
  139. ];
  140. }
  141. }
  142. convertColors(json.colors[0], geometry.faces);
  143. }
  144. //geometry.computeFaceNormals();
  145. //geometry.computeVertexNormals();
  146. //geometry.computeTangents();
  147. geometry.computeBoundingSphere();
  148. // TODO: tangents
  149. return geometry;
  150. },
  151. parseMaterial : function(json) {
  152. var mat = null,
  153. scope = this, i, prop, has_textures = [],
  154. init_props = {
  155. shading : THREE.SmoothShading
  156. };
  157. function toColor(value_arr) {
  158. var col = new THREE.Color();
  159. col.setRGB(value_arr[0], value_arr[1], value_arr[2]);
  160. return col;
  161. }
  162. function defaultTexture() {
  163. var im = new Image();
  164. im.width = 1;
  165. im.height = 1;
  166. return new THREE.Texture(im);
  167. }
  168. for (var i in json.properties) {
  169. prop = json.properties[i];
  170. if (prop.key === '$tex.file') {
  171. // prop.semantic gives the type of the texture
  172. // 1: diffuse
  173. // 2: specular mao
  174. // 5: height map (bumps)
  175. // 6: normal map
  176. // more values (i.e. emissive, environment) are known by assimp and may be relevant
  177. if (prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) {
  178. (function(semantic) {
  179. var loader = new THREE.TextureLoader(scope.manager),
  180. keyname;
  181. if (semantic === 1) {
  182. keyname = 'map';
  183. }
  184. else if (semantic === 5) {
  185. keyname = 'bumpMap';
  186. }
  187. else if (semantic === 6) {
  188. keyname = 'normalMap';
  189. }
  190. else if (semantic === 2) {
  191. keyname = 'specularMap';
  192. }
  193. has_textures.push(keyname);
  194. loader.setCrossOrigin(this.crossOrigin);
  195. var material_url = scope.texturePath + '/' + prop.value;
  196. material_url = material_url.replace(/\\/g, '/');
  197. loader.load(material_url, function(tex) {
  198. if (tex) {
  199. // TODO: read texture settings from assimp.
  200. // Wrapping is the default, though.
  201. tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
  202. mat[keyname] = tex;
  203. mat.needsUpdate = true;
  204. }
  205. });
  206. })(prop.semantic);
  207. }
  208. }
  209. else if (prop.key === '?mat.name') {
  210. init_props.name = prop.value;
  211. }
  212. else if (prop.key === '$clr.diffuse') {
  213. init_props.color = toColor(prop.value);
  214. }
  215. else if (prop.key === '$clr.specular') {
  216. init_props.specular = toColor(prop.value);
  217. }
  218. else if (prop.key === '$clr.emissive') {
  219. init_props.emissive = toColor(prop.value);
  220. }
  221. else if (prop.key === '$mat.shadingm') {
  222. // aiShadingMode_Flat
  223. if (prop.value === 1) {
  224. init_props.shading = THREE.FlatShading;
  225. }
  226. }
  227. else if (prop.key === '$mat.shininess') {
  228. init_props.shininess = prop.value;
  229. }
  230. }
  231. // note: three.js does not like it when a texture is added after the geometry
  232. // has been rendered once, see http://stackoverflow.com/questions/16531759/.
  233. // for this reason we fill all slots upfront with default textures
  234. if (has_textures.length) {
  235. for (i = has_textures.length - 1; i >= 0; -- i) {
  236. init_props[has_textures[i]] = defaultTexture();
  237. }
  238. }
  239. mat = new THREE.MeshPhongMaterial( init_props );
  240. return mat;
  241. },
  242. parseObject : function(json, node, meshes, materials) {
  243. var obj = new THREE.Object3D()
  244. , i
  245. , idx
  246. ;
  247. obj.name = node.name || "";
  248. obj.matrix = new THREE.Matrix4().fromArray(node.transformation).transpose();
  249. obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
  250. for (i = 0; node.meshes && i < node.meshes.length; ++ i) {
  251. idx = node.meshes[i];
  252. obj.add(new THREE.Mesh( meshes[idx], materials[json.meshes[idx].materialindex] ));
  253. }
  254. for (i = 0; node.children && i < node.children.length; ++ i) {
  255. obj.add(this.parseObject(json, node.children[i], meshes, materials));
  256. }
  257. return obj;
  258. },
  259. };