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