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