CTMLoader.js 14 KB

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  1. /**
  2. * Loader for CTM encoded models generated by OpenCTM tools:
  3. * http://openctm.sourceforge.net/
  4. *
  5. * Uses js-openctm library by Juan Mellado
  6. * http://code.google.com/p/js-openctm/
  7. *
  8. * @author alteredq / http://alteredqualia.com/
  9. */
  10. THREE.CTMLoader = function ( context, showStatus ) {
  11. this.context = context;
  12. THREE.Loader.call( this, showStatus );
  13. };
  14. THREE.CTMLoader.prototype = Object.create( THREE.Loader.prototype );
  15. // Load multiple CTM parts defined in JSON
  16. THREE.CTMLoader.prototype.loadParts = function( url, callback, useWorker, useBuffers, basePath ) {
  17. var scope = this;
  18. var xhr = new XMLHttpRequest();
  19. basePath = basePath ? basePath : this.extractUrlBase( url );
  20. xhr.onreadystatechange = function() {
  21. if ( xhr.readyState === 4 ) {
  22. if ( xhr.status === 200 || xhr.status === 0 ) {
  23. var jsonObject = JSON.parse( xhr.responseText );
  24. var materials = [], geometries = [], counter = 0;
  25. function callbackFinal( geometry ) {
  26. counter += 1;
  27. geometries.push( geometry );
  28. if ( counter === jsonObject.offsets.length ) {
  29. callback( geometries, materials );
  30. }
  31. }
  32. // init materials
  33. for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
  34. materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
  35. }
  36. // load joined CTM file
  37. var partUrl = basePath + jsonObject.data;
  38. scope.load( partUrl, callbackFinal, useWorker, useBuffers, jsonObject.offsets );
  39. }
  40. }
  41. }
  42. xhr.open( "GET", url, true );
  43. if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  44. xhr.setRequestHeader( "Content-Type", "text/plain" );
  45. xhr.send( null );
  46. };
  47. // Load CTMLoader compressed models
  48. // - parameters
  49. // - url (required)
  50. // - callback (required)
  51. THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers, offsets ) {
  52. var scope = this;
  53. offsets = offsets !== undefined ? offsets : [ 0 ];
  54. var xhr = new XMLHttpRequest(),
  55. callbackProgress = null;
  56. var length = 0;
  57. xhr.onreadystatechange = function() {
  58. if ( xhr.readyState === 4 ) {
  59. if ( xhr.status === 200 || xhr.status === 0 ) {
  60. var binaryData = xhr.responseText;
  61. //var s = Date.now();
  62. if ( useWorker ) {
  63. var worker = new Worker( "js/loaders/ctm/CTMWorker.js" );
  64. worker.onmessage = function( event ) {
  65. var files = event.data;
  66. for ( var i = 0; i < files.length; i ++ ) {
  67. var ctmFile = files[ i ];
  68. if ( useBuffers ) {
  69. scope.createModelBuffers( ctmFile, callback );
  70. } else {
  71. scope.createModelClassic( ctmFile, callback );
  72. }
  73. }
  74. //var e = Date.now();
  75. //console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
  76. };
  77. worker.postMessage( { "data": binaryData, "offsets": offsets } );
  78. } else {
  79. for ( var i = 0; i < offsets.length; i ++ ) {
  80. var stream = new CTM.Stream( binaryData );
  81. stream.offset = offsets[ i ];
  82. var ctmFile = new CTM.File( stream );
  83. if ( useBuffers ) {
  84. scope.createModelBuffers( ctmFile, callback );
  85. } else {
  86. scope.createModelClassic( ctmFile, callback );
  87. }
  88. }
  89. //var e = Date.now();
  90. //console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
  91. }
  92. } else {
  93. console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
  94. }
  95. } else if ( xhr.readyState === 3 ) {
  96. if ( callbackProgress ) {
  97. if ( length === 0 ) {
  98. length = xhr.getResponseHeader( "Content-Length" );
  99. }
  100. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  101. }
  102. } else if ( xhr.readyState === 2 ) {
  103. length = xhr.getResponseHeader( "Content-Length" );
  104. }
  105. }
  106. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  107. xhr.open( "GET", url, true );
  108. xhr.send( null );
  109. };
  110. THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
  111. var gl = this.context;
  112. var Model = function ( ) {
  113. var scope = this;
  114. var keepArrays = true,
  115. reorderVertices = true;
  116. scope.materials = [];
  117. THREE.BufferGeometry.call( this );
  118. // init GL buffers
  119. var vertexIndexArray = file.body.indices,
  120. vertexPositionArray = file.body.vertices,
  121. vertexNormalArray = file.body.normals;
  122. var vertexUvArray, vertexColorArray;
  123. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
  124. vertexUvArray = file.body.uvMaps[ 0 ].uv;
  125. }
  126. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
  127. vertexColorArray = file.body.attrMaps[ 0 ].attr;
  128. }
  129. // reorder vertices
  130. // (needed for buffer splitting, to keep together face vertices)
  131. if ( reorderVertices ) {
  132. var newFaces = new Uint32Array( vertexIndexArray.length ),
  133. newVertices = new Float32Array( vertexPositionArray.length );
  134. var newNormals, newUvs, newColors;
  135. if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
  136. if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
  137. if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
  138. var indexMap = {}, vertexCounter = 0;
  139. function handleVertex( v ) {
  140. if ( indexMap[ v ] === undefined ) {
  141. indexMap[ v ] = vertexCounter;
  142. var sx = v * 3,
  143. sy = v * 3 + 1,
  144. sz = v * 3 + 2,
  145. dx = vertexCounter * 3,
  146. dy = vertexCounter * 3 + 1,
  147. dz = vertexCounter * 3 + 2;
  148. newVertices[ dx ] = vertexPositionArray[ sx ];
  149. newVertices[ dy ] = vertexPositionArray[ sy ];
  150. newVertices[ dz ] = vertexPositionArray[ sz ];
  151. if ( vertexNormalArray ) {
  152. newNormals[ dx ] = vertexNormalArray[ sx ];
  153. newNormals[ dy ] = vertexNormalArray[ sy ];
  154. newNormals[ dz ] = vertexNormalArray[ sz ];
  155. }
  156. if ( vertexUvArray ) {
  157. newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
  158. newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
  159. }
  160. if ( vertexColorArray ) {
  161. newColors[ vertexCounter * 4 ] = vertexColorArray[ v * 4 ];
  162. newColors[ vertexCounter * 4 + 1 ] = vertexColorArray[ v * 4 + 1 ];
  163. newColors[ vertexCounter * 4 + 2 ] = vertexColorArray[ v * 4 + 2 ];
  164. newColors[ vertexCounter * 4 + 3 ] = vertexColorArray[ v * 4 + 3 ];
  165. }
  166. vertexCounter += 1;
  167. }
  168. }
  169. var a, b, c;
  170. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  171. a = vertexIndexArray[ i ];
  172. b = vertexIndexArray[ i + 1 ];
  173. c = vertexIndexArray[ i + 2 ];
  174. handleVertex( a );
  175. handleVertex( b );
  176. handleVertex( c );
  177. newFaces[ i ] = indexMap[ a ];
  178. newFaces[ i + 1 ] = indexMap[ b ];
  179. newFaces[ i + 2 ] = indexMap[ c ];
  180. }
  181. vertexIndexArray = newFaces;
  182. vertexPositionArray = newVertices;
  183. if ( vertexNormalArray ) vertexNormalArray = newNormals;
  184. if ( vertexUvArray ) vertexUvArray = newUvs;
  185. if ( vertexColorArray ) vertexColorArray = newColors;
  186. }
  187. // compute offsets
  188. scope.offsets = [];
  189. var indices = vertexIndexArray;
  190. var start = 0,
  191. min = vertexPositionArray.length,
  192. max = 0,
  193. minPrev = min;
  194. for ( var i = 0; i < indices.length; ) {
  195. for ( var j = 0; j < 3; ++ j ) {
  196. var idx = indices[ i ++ ];
  197. if ( idx < min ) min = idx;
  198. if ( idx > max ) max = idx;
  199. }
  200. if ( max - min > 65535 ) {
  201. i -= 3;
  202. for ( var k = start; k < i; ++ k ) {
  203. indices[ k ] -= minPrev;
  204. }
  205. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  206. start = i;
  207. min = vertexPositionArray.length;
  208. max = 0;
  209. }
  210. minPrev = min;
  211. }
  212. for ( var k = start; k < i; ++ k ) {
  213. indices[ k ] -= minPrev;
  214. }
  215. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  216. // indices
  217. var vertexIndexArray16 = new Uint16Array( vertexIndexArray );
  218. scope.vertexIndexBuffer = gl.createBuffer();
  219. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
  220. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, vertexIndexArray16, gl.STATIC_DRAW );
  221. scope.vertexIndexBuffer.itemSize = 1;
  222. scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
  223. // vertices
  224. scope.vertexPositionBuffer = gl.createBuffer();
  225. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
  226. gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
  227. scope.vertexPositionBuffer.itemSize = 3;
  228. scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
  229. // normals
  230. if ( vertexNormalArray !== undefined ) {
  231. scope.vertexNormalBuffer = gl.createBuffer();
  232. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
  233. gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
  234. scope.vertexNormalBuffer.itemSize = 3;
  235. scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
  236. }
  237. // uvs
  238. if ( vertexUvArray !== undefined ) {
  239. scope.vertexUvBuffer = gl.createBuffer();
  240. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
  241. gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
  242. scope.vertexUvBuffer.itemSize = 2;
  243. scope.vertexUvBuffer.numItems = vertexUvArray.length;
  244. }
  245. // colors
  246. if ( vertexColorArray !== undefined ) {
  247. scope.vertexColorBuffer = gl.createBuffer();
  248. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
  249. gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
  250. scope.vertexColorBuffer.itemSize = 4;
  251. scope.vertexColorBuffer.numItems = vertexColorArray.length;
  252. }
  253. // keep references to typed arrays
  254. if ( keepArrays ) {
  255. scope.vertexIndexArray = vertexIndexArray16;
  256. scope.vertexPositionArray = vertexPositionArray;
  257. scope.vertexNormalArray = vertexNormalArray;
  258. scope.vertexUvArray = vertexUvArray;
  259. scope.vertexColorArray = vertexColorArray;
  260. }
  261. }
  262. Model.prototype = Object.create( THREE.BufferGeometry.prototype );
  263. var geometry = new Model();
  264. // compute vertex normals if not present in the CTM model
  265. if ( geometry.vertexNormalArray === undefined ) {
  266. geometry.computeVertexNormals();
  267. geometry.vertexNormalBuffer = gl.createBuffer();
  268. gl.bindBuffer( gl.ARRAY_BUFFER, geometry.vertexNormalBuffer );
  269. gl.bufferData( gl.ARRAY_BUFFER, geometry.vertexNormalArray, gl.STATIC_DRAW );
  270. geometry.vertexNormalBuffer.itemSize = 3;
  271. geometry.vertexNormalBuffer.numItems = geometry.vertexNormalArray.length;
  272. }
  273. callback( geometry );
  274. };
  275. THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
  276. var Model = function ( ) {
  277. var scope = this;
  278. scope.materials = [];
  279. THREE.Geometry.call( this );
  280. var normals = [],
  281. uvs = [],
  282. colors = [];
  283. init_vertices( file.body.vertices );
  284. if ( file.body.normals !== undefined )
  285. init_normals( file.body.normals );
  286. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
  287. init_uvs( file.body.uvMaps[ 0 ].uv );
  288. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
  289. init_colors( file.body.attrMaps[ 0 ].attr );
  290. var hasNormals = normals.length > 0 ? true : false,
  291. hasUvs = uvs.length > 0 ? true : false,
  292. hasColors = colors.length > 0 ? true : false;
  293. init_faces( file.body.indices );
  294. this.computeCentroids();
  295. this.computeFaceNormals();
  296. //this.computeTangents();
  297. function init_vertices( buffer ) {
  298. var x, y, z, i, il = buffer.length;
  299. for( i = 0; i < il; i += 3 ) {
  300. x = buffer[ i ];
  301. y = buffer[ i + 1 ];
  302. z = buffer[ i + 2 ];
  303. vertex( scope, x, y, z );
  304. }
  305. };
  306. function init_normals( buffer ) {
  307. var x, y, z, i, il = buffer.length;
  308. for( i = 0; i < il; i += 3 ) {
  309. x = buffer[ i ];
  310. y = buffer[ i + 1 ];
  311. z = buffer[ i + 2 ];
  312. normals.push( x, y, z );
  313. }
  314. };
  315. function init_colors( buffer ) {
  316. var r, g, b, a, i, il = buffer.length;
  317. for( i = 0; i < il; i += 4 ) {
  318. r = buffer[ i ];
  319. g = buffer[ i + 1 ];
  320. b = buffer[ i + 2 ];
  321. a = buffer[ i + 3 ];
  322. var color = new THREE.Color();
  323. color.setRGB( r, g, b );
  324. colors.push( color );
  325. }
  326. };
  327. function init_uvs( buffer ) {
  328. var u, v, i, il = buffer.length;
  329. for( i = 0; i < il; i += 2 ) {
  330. u = buffer[ i ];
  331. v = buffer[ i + 1 ];
  332. uvs.push( u, v );
  333. }
  334. };
  335. function init_faces( buffer ) {
  336. var a, b, c,
  337. u1, v1, u2, v2, u3, v3,
  338. m, face,
  339. i, il = buffer.length;
  340. m = 0; // all faces defaulting to material 0
  341. for( i = 0; i < il; i += 3 ) {
  342. a = buffer[ i ];
  343. b = buffer[ i + 1 ];
  344. c = buffer[ i + 2 ];
  345. if ( hasNormals ){
  346. face = f3n( scope, normals, a, b, c, m, a, b, c );
  347. } else {
  348. face = f3( scope, a, b, c, m );
  349. }
  350. if ( hasColors ) {
  351. face.vertexColors[ 0 ] = colors[ a ];
  352. face.vertexColors[ 1 ] = colors[ b ];
  353. face.vertexColors[ 2 ] = colors[ c ];
  354. }
  355. if ( hasUvs ) {
  356. u1 = uvs[ a * 2 ];
  357. v1 = uvs[ a * 2 + 1 ];
  358. u2 = uvs[ b * 2 ];
  359. v2 = uvs[ b * 2 + 1 ];
  360. u3 = uvs[ c * 2 ];
  361. v3 = uvs[ c * 2 + 1 ];
  362. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  363. }
  364. }
  365. }
  366. };
  367. function vertex ( scope, x, y, z ) {
  368. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  369. };
  370. function f3 ( scope, a, b, c, mi ) {
  371. var face = new THREE.Face3( a, b, c, null, null, mi );
  372. scope.faces.push( face );
  373. return face;
  374. };
  375. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  376. var nax = normals[ na * 3 ],
  377. nay = normals[ na * 3 + 1 ],
  378. naz = normals[ na * 3 + 2 ],
  379. nbx = normals[ nb * 3 ],
  380. nby = normals[ nb * 3 + 1 ],
  381. nbz = normals[ nb * 3 + 2 ],
  382. ncx = normals[ nc * 3 ],
  383. ncy = normals[ nc * 3 + 1 ],
  384. ncz = normals[ nc * 3 + 2 ];
  385. var na = new THREE.Vector3( nax, nay, naz ),
  386. nb = new THREE.Vector3( nbx, nby, nbz ),
  387. nc = new THREE.Vector3( ncx, ncy, ncz );
  388. var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
  389. scope.faces.push( face );
  390. return face;
  391. };
  392. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  393. var uv = [];
  394. uv.push( new THREE.UV( u1, v1 ) );
  395. uv.push( new THREE.UV( u2, v2 ) );
  396. uv.push( new THREE.UV( u3, v3 ) );
  397. where.push( uv );
  398. };
  399. Model.prototype = Object.create( THREE.Geometry.prototype );
  400. callback( new Model() );
  401. };