AssimpJSONLoader.js 8.7 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. // Check if assimp2json at all
  31. if ( metadata.format !== 'assimp2json' ) {
  32. onError( 'Not an assimp2json scene' );
  33. return;
  34. }
  35. // Check major format version
  36. else if ( metadata.version < 100 && metadata.version >= 200 ) {
  37. onError( 'Unsupported assimp2json file format version' );
  38. return;
  39. }
  40. }
  41. scene = scope.parse( json );
  42. onLoad( scene );
  43. }, onProgress, onError );
  44. },
  45. setCrossOrigin: function ( value ) {
  46. this.crossOrigin = value;
  47. },
  48. setTexturePath: function ( value ) {
  49. this.texturePath = value;
  50. },
  51. extractUrlBase: function ( url ) {
  52. // 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. };