GLTFLoader.js 32 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, cameras, clips ) {
  33. console.timeEnd( 'GLTFLoader' );
  34. var glTF = {
  35. "scene": scene,
  36. "cameras": cameras,
  37. "clips": clips
  38. };
  39. callback( glTF );
  40. } );
  41. }
  42. };
  43. /* GLTFREGISTRY */
  44. function GLTFRegistry() {
  45. var objects = {};
  46. return {
  47. get: function ( key ) {
  48. return objects[ key ];
  49. },
  50. add: function ( key, object ) {
  51. objects[ key ] = object;
  52. },
  53. remove: function ( key ) {
  54. delete objects[ key ];
  55. },
  56. removeAll: function () {
  57. objects = {};
  58. },
  59. update: function ( scene, camera ) {
  60. for ( var name in objects ) {
  61. var object = objects[ name ];
  62. if ( object.update ) {
  63. object.update( scene, camera );
  64. }
  65. }
  66. }
  67. };
  68. }
  69. /* GLTFSHADERS */
  70. GLTFLoader.Shaders = new GLTFRegistry();
  71. /* GLTFSHADER */
  72. function GLTFShader( targetNode, allNodes ) {
  73. var scope = this;
  74. this.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. scope.boundUniforms[ uniformId ] = {
  86. semantic: uniform.semantic,
  87. sourceNode: sourceNode,
  88. targetNode: targetNode,
  89. uniform: uniform
  90. };
  91. }
  92. }
  93. this._m4 = new THREE.Matrix4();
  94. }
  95. // Update - update all the uniform values
  96. GLTFShader.prototype.update = function ( scene, camera ) {
  97. // update scene graph
  98. scene.updateMatrixWorld();
  99. // update camera matrices and frustum
  100. camera.updateMatrixWorld();
  101. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  102. var boundUniforms = this.boundUniforms;
  103. for ( var name in boundUniforms ) {
  104. var boundUniform = boundUniforms[ name ];
  105. switch ( boundUniform.semantic ) {
  106. case "MODELVIEW":
  107. var m4 = boundUniform.uniform.value;
  108. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  109. break;
  110. case "MODELVIEWINVERSETRANSPOSE":
  111. var m3 = boundUniform.uniform.value;
  112. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  113. m3.getNormalMatrix( this._m4 );
  114. break;
  115. case "PROJECTION":
  116. var m4 = boundUniform.uniform.value;
  117. m4.copy( camera.projectionMatrix );
  118. break;
  119. case "JOINTMATRIX":
  120. var m4v = boundUniform.uniform.value;
  121. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  122. // So it goes like this:
  123. // SkinnedMesh world matrix is already baked into MODELVIEW;
  124. // ransform joints to local space,
  125. // then transform using joint's inverse
  126. m4v[ mi ]
  127. .getInverse( boundUniform.sourceNode.matrixWorld )
  128. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  129. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] );
  130. }
  131. break;
  132. default :
  133. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  134. break;
  135. }
  136. }
  137. };
  138. /* ANIMATION */
  139. function createClip( name, interps ) {
  140. var tracks = [];
  141. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  142. var interp = interps[ i ];
  143. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  144. // buffers before creating a truncated copy to keep. Because buffers may
  145. // be reused by other tracks, make copies here.
  146. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  147. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  148. interp.target.updateMatrix();
  149. interp.target.matrixAutoUpdate = true;
  150. tracks.push( new THREE.KeyframeTrack(
  151. interp.name,
  152. interp.times,
  153. interp.values,
  154. interp.type
  155. ) );
  156. }
  157. return new THREE.AnimationClip( name, undefined, tracks );
  158. }
  159. /*********************************/
  160. /********** INTERNALS ************/
  161. /*********************************/
  162. /* CONSTANTS */
  163. var WEBGL_CONSTANTS = {
  164. FLOAT: 5126,
  165. //FLOAT_MAT2: 35674,
  166. FLOAT_MAT3: 35675,
  167. FLOAT_MAT4: 35676,
  168. FLOAT_VEC2: 35664,
  169. FLOAT_VEC3: 35665,
  170. FLOAT_VEC4: 35666,
  171. LINEAR: 9729,
  172. REPEAT: 10497,
  173. SAMPLER_2D: 35678,
  174. TRIANGLES: 4,
  175. UNSIGNED_BYTE: 5121,
  176. UNSIGNED_SHORT: 5123,
  177. VERTEX_SHADER: 35633,
  178. FRAGMENT_SHADER: 35632
  179. };
  180. var WEBGL_TYPE = {
  181. 5126: Number,
  182. //35674: THREE.Matrix2,
  183. 35675: THREE.Matrix3,
  184. 35676: THREE.Matrix4,
  185. 35664: THREE.Vector2,
  186. 35665: THREE.Vector3,
  187. 35666: THREE.Vector4,
  188. 35678: THREE.Texture
  189. };
  190. var WEBGL_COMPONENT_TYPES = {
  191. 5120: Int8Array,
  192. 5121: Uint8Array,
  193. 5122: Int16Array,
  194. 5123: Uint16Array,
  195. 5125: Uint32Array,
  196. 5126: Float32Array
  197. };
  198. var WEBGL_FILTERS = {
  199. 9728: THREE.NearestFilter,
  200. 9729: THREE.LinearFilter,
  201. 9984: THREE.NearestMipMapNearestFilter,
  202. 9985: THREE.LinearMipMapNearestFilter,
  203. 9986: THREE.NearestMipMapLinearFilter,
  204. 9987: THREE.LinearMipMapLinearFilter
  205. };
  206. var WEBGL_WRAPPINGS = {
  207. 33071: THREE.ClampToEdgeWrapping,
  208. 33648: THREE.MirroredRepeatWrapping,
  209. 10497: THREE.RepeatWrapping
  210. };
  211. var WEBGL_TYPE_SIZES = {
  212. 'SCALAR': 1,
  213. 'VEC2': 2,
  214. 'VEC3': 3,
  215. 'VEC4': 4,
  216. 'MAT2': 4,
  217. 'MAT3': 9,
  218. 'MAT4': 16
  219. };
  220. var PATH_PROPERTIES = {
  221. scale: 'scale',
  222. translation: 'position',
  223. rotation: 'quaternion'
  224. };
  225. var INTERPOLATION = {
  226. LINEAR: THREE.InterpolateLinear
  227. };
  228. /* UTILITY FUNCTIONS */
  229. function _each( object, callback, thisObj ) {
  230. if ( !object ) {
  231. return Promise.resolve();
  232. }
  233. var results;
  234. var fns = [];
  235. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  236. results = [];
  237. var length = object.length;
  238. for ( var idx = 0; idx < length; idx ++ ) {
  239. var value = callback.call( thisObj || this, object[ idx ], idx );
  240. if ( value ) {
  241. fns.push( value );
  242. if ( value instanceof Promise ) {
  243. value.then( function( key, value ) {
  244. results[ idx ] = value;
  245. }.bind( this, key ));
  246. } else {
  247. results[ idx ] = value;
  248. }
  249. }
  250. }
  251. } else {
  252. results = {};
  253. for ( var key in object ) {
  254. if ( object.hasOwnProperty( key ) ) {
  255. var value = callback.call( thisObj || this, object[ key ], key );
  256. if ( value ) {
  257. fns.push( value );
  258. if ( value instanceof Promise ) {
  259. value.then( function( key, value ) {
  260. results[ key ] = value;
  261. }.bind( this, key ));
  262. } else {
  263. results[ key ] = value;
  264. }
  265. }
  266. }
  267. }
  268. }
  269. return Promise.all( fns ).then( function() {
  270. return results;
  271. });
  272. }
  273. function resolveURL( url, path ) {
  274. // Invalid URL
  275. if ( typeof url !== 'string' || url === '' )
  276. return '';
  277. // Absolute URL
  278. if ( /^https?:\/\//i.test( url ) ) {
  279. return url;
  280. }
  281. // Data URI
  282. if ( /^data:.*,.*$/i.test( url ) ) {
  283. return url;
  284. }
  285. // Relative URL
  286. return ( path || '' ) + url;
  287. }
  288. // Three.js seems too dependent on attribute names so globally
  289. // replace those in the shader code
  290. function replaceTHREEShaderAttributes( shaderText, technique ) {
  291. // Expected technique attributes
  292. var attributes = {};
  293. for ( var attributeId in technique.attributes ) {
  294. var pname = technique.attributes[ attributeId ];
  295. var param = technique.parameters[ pname ];
  296. var atype = param.type;
  297. var semantic = param.semantic;
  298. attributes[ attributeId ] = {
  299. type: atype,
  300. semantic: semantic
  301. };
  302. }
  303. // Figure out which attributes to change in technique
  304. var shaderParams = technique.parameters;
  305. var shaderAttributes = technique.attributes;
  306. var params = {};
  307. for ( var attributeId in attributes ) {
  308. var pname = shaderAttributes[ attributeId ];
  309. var shaderParam = shaderParams[ pname ];
  310. var semantic = shaderParam.semantic;
  311. if ( semantic ) {
  312. params[ attributeId ] = shaderParam;
  313. }
  314. }
  315. for ( var pname in params ) {
  316. var param = params[ pname ];
  317. var semantic = param.semantic;
  318. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  319. switch ( semantic ) {
  320. case "POSITION":
  321. shaderText = shaderText.replace( regEx, 'position' );
  322. break;
  323. case "NORMAL":
  324. shaderText = shaderText.replace( regEx, 'normal' );
  325. break;
  326. case 'TEXCOORD_0':
  327. case 'TEXCOORD0':
  328. case 'TEXCOORD':
  329. shaderText = shaderText.replace( regEx, 'uv' );
  330. break;
  331. case "WEIGHT":
  332. shaderText = shaderText.replace( regEx, 'skinWeight' );
  333. break;
  334. case "JOINT":
  335. shaderText = shaderText.replace( regEx, 'skinIndex' );
  336. break;
  337. }
  338. }
  339. return shaderText;
  340. }
  341. // Deferred constructor for RawShaderMaterial types
  342. function DeferredShaderMaterial( params ) {
  343. this.isDeferredShaderMaterial = true;
  344. this.params = params;
  345. }
  346. DeferredShaderMaterial.prototype.create = function () {
  347. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  348. for ( var uniformId in this.params.uniforms ) {
  349. var originalUniform = this.params.uniforms[ uniformId ];
  350. if ( originalUniform.value instanceof THREE.Texture ) {
  351. uniforms[ uniformId ].value = originalUniform.value;
  352. uniforms[ uniformId ].value.needsUpdate = true;
  353. }
  354. uniforms[ uniformId ].semantic = originalUniform.semantic;
  355. uniforms[ uniformId ].node = originalUniform.node;
  356. }
  357. this.params.uniforms = uniforms;
  358. return new THREE.RawShaderMaterial( this.params );
  359. };
  360. /* GLTF PARSER */
  361. function GLTFParser( json, options ) {
  362. this.json = json || {};
  363. this.options = options || {};
  364. // loader object cache
  365. this.cache = new GLTFRegistry();
  366. }
  367. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  368. var _dependencies = {};
  369. for ( var i = 0; i < dependencies.length; i ++ ) {
  370. var dependency = dependencies[ i ];
  371. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  372. var cached = this.cache.get( dependency );
  373. if ( cached !== undefined ) {
  374. _dependencies[ dependency ] = cached;
  375. } else if ( this[ fnName ] ) {
  376. var fn = this[ fnName ]();
  377. this.cache.add( dependency, fn );
  378. _dependencies[ dependency ] = fn;
  379. }
  380. }
  381. return _each( _dependencies, function ( dependency ) {
  382. return dependency;
  383. } );
  384. };
  385. GLTFParser.prototype.parse = function ( callback ) {
  386. // Clear the loader cache
  387. this.cache.removeAll();
  388. // Fire the callback on complete
  389. this._withDependencies( [
  390. "scenes",
  391. "cameras",
  392. "clips"
  393. ] ).then( function ( dependencies ) {
  394. var scene = dependencies.scenes[ this.json.scene ];
  395. var cameras = [];
  396. for ( var name in dependencies.cameras ) {
  397. var camera = dependencies.cameras[ name ];
  398. cameras.push( camera );
  399. }
  400. var clips = [];
  401. for ( var name in dependencies.clips ) {
  402. var clip = dependencies.clips[ name ];
  403. clips.push( clip );
  404. }
  405. callback( scene, cameras, clips);
  406. }.bind( this ) );
  407. };
  408. GLTFParser.prototype.loadShaders = function () {
  409. return _each( this.json.shaders, function ( shader ) {
  410. return new Promise( function ( resolve ) {
  411. var loader = new THREE.FileLoader();
  412. loader.responseType = 'text';
  413. loader.load( resolveURL( shader.uri, this.options.path ), function ( shaderText ) {
  414. resolve( shaderText );
  415. } );
  416. }.bind( this ) );
  417. }.bind( this ) );
  418. };
  419. GLTFParser.prototype.loadBuffers = function () {
  420. return _each( this.json.buffers, function ( buffer ) {
  421. if ( buffer.type === 'arraybuffer' ) {
  422. return new Promise( function ( resolve ) {
  423. var loader = new THREE.FileLoader();
  424. loader.responseType = 'arraybuffer';
  425. loader.load( resolveURL( buffer.uri, this.options.path ), function ( buffer ) {
  426. resolve( buffer );
  427. } );
  428. }.bind( this ) );
  429. }
  430. }.bind( this ) );
  431. };
  432. GLTFParser.prototype.loadBufferViews = function () {
  433. return this._withDependencies( [
  434. "buffers"
  435. ] ).then( function ( dependencies ) {
  436. return _each( this.json.bufferViews, function ( bufferView ) {
  437. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  438. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  439. } );
  440. }.bind( this ) );
  441. };
  442. GLTFParser.prototype.loadAccessors = function () {
  443. return this._withDependencies( [
  444. "bufferViews"
  445. ] ).then( function ( dependencies ) {
  446. return _each( this.json.accessors, function ( accessor ) {
  447. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  448. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  449. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  450. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  451. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  452. var itemBytes = elementBytes * itemSize;
  453. // The buffer is not interleaved if the stride is the item size in bytes.
  454. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  455. // Use the full buffer if it's interleaved.
  456. var array = new TypedArray( arraybuffer );
  457. // Integer parameters to IB/IBA are in array elements, not bytes.
  458. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  459. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  460. } else {
  461. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  462. return new THREE.BufferAttribute( array, itemSize );
  463. }
  464. } );
  465. }.bind( this ) );
  466. };
  467. GLTFParser.prototype.loadTextures = function () {
  468. return _each( this.json.textures, function ( texture ) {
  469. if ( texture.source ) {
  470. return new Promise( function ( resolve ) {
  471. var source = this.json.images[ texture.source ];
  472. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  473. if ( textureLoader === null ) {
  474. textureLoader = new THREE.TextureLoader();
  475. }
  476. textureLoader.crossOrigin = this.options.crossOrigin || false;
  477. textureLoader.load( resolveURL( source.uri, this.options.path ), function ( _texture ) {
  478. _texture.flipY = false;
  479. if ( texture.sampler ) {
  480. var sampler = this.json.samplers[ texture.sampler ];
  481. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  482. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  483. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  484. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  485. }
  486. resolve( _texture );
  487. }.bind( this ) );
  488. }.bind( this ) );
  489. }
  490. }.bind( this ) );
  491. };
  492. GLTFParser.prototype.loadMaterials = function () {
  493. return this._withDependencies( [
  494. "shaders",
  495. "textures"
  496. ] ).then( function ( dependencies ) {
  497. return _each( this.json.materials, function ( material ) {
  498. var materialType;
  499. var materialValues = {};
  500. var materialParams = {};
  501. var khr_material;
  502. if ( material.extensions && material.extensions.KHR_materials_common ) {
  503. khr_material = material.extensions.KHR_materials_common;
  504. } else if ( this.json.extensions && this.json.extensions.KHR_materials_common ) {
  505. khr_material = this.json.extensions.KHR_materials_common;
  506. }
  507. if ( khr_material ) {
  508. switch ( khr_material.technique ) {
  509. case 'BLINN' :
  510. case 'PHONG' :
  511. materialType = THREE.MeshPhongMaterial;
  512. break;
  513. case 'LAMBERT' :
  514. materialType = THREE.MeshLambertMaterial;
  515. break;
  516. case 'CONSTANT' :
  517. default :
  518. materialType = THREE.MeshBasicMaterial;
  519. break;
  520. }
  521. Object.assign( materialValues, khr_material.values );
  522. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  523. materialParams.side = THREE.DoubleSide;
  524. }
  525. if ( khr_material.transparent || materialValues.transparent ) {
  526. materialParams.transparent = true;
  527. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  528. }
  529. } else if ( material.technique === undefined ) {
  530. materialType = THREE.MeshPhongMaterial;
  531. Object.assign( materialValues, material.values );
  532. } else {
  533. materialType = DeferredShaderMaterial;
  534. var technique = this.json.techniques[ material.technique ];
  535. materialParams.uniforms = {};
  536. var program = this.json.programs[ technique.program ];
  537. if ( program ) {
  538. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  539. if ( ! materialParams.fragmentShader ) {
  540. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  541. materialType = THREE.MeshPhongMaterial;
  542. }
  543. var vertexShader = dependencies.shaders[ program.vertexShader ];
  544. if ( ! vertexShader ) {
  545. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  546. materialType = THREE.MeshPhongMaterial;
  547. }
  548. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  549. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  550. var uniforms = technique.uniforms;
  551. for ( var uniformId in uniforms ) {
  552. var pname = uniforms[ uniformId ];
  553. var shaderParam = technique.parameters[ pname ];
  554. var ptype = shaderParam.type;
  555. if ( WEBGL_TYPE[ ptype ] ) {
  556. var pcount = shaderParam.count;
  557. var value = material.values[ pname ];
  558. var uvalue = new WEBGL_TYPE[ ptype ]();
  559. var usemantic = shaderParam.semantic;
  560. var unode = shaderParam.node;
  561. switch ( ptype ) {
  562. case WEBGL_CONSTANTS.FLOAT:
  563. uvalue = shaderParam.value;
  564. if ( pname == "transparency" ) {
  565. materialParams.transparent = true;
  566. }
  567. if ( value !== undefined ) {
  568. uvalue = value;
  569. }
  570. break;
  571. case WEBGL_CONSTANTS.FLOAT_VEC2:
  572. case WEBGL_CONSTANTS.FLOAT_VEC3:
  573. case WEBGL_CONSTANTS.FLOAT_VEC4:
  574. case WEBGL_CONSTANTS.FLOAT_MAT3:
  575. if ( shaderParam && shaderParam.value ) {
  576. uvalue.fromArray( shaderParam.value );
  577. }
  578. if ( value ) {
  579. uvalue.fromArray( value );
  580. }
  581. break;
  582. case WEBGL_CONSTANTS.FLOAT_MAT2:
  583. // what to do?
  584. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  585. break;
  586. case WEBGL_CONSTANTS.FLOAT_MAT4:
  587. if ( pcount ) {
  588. uvalue = new Array( pcount );
  589. for ( var mi = 0; mi < pcount; mi ++ ) {
  590. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  591. }
  592. if ( shaderParam && shaderParam.value ) {
  593. var m4v = shaderParam.value;
  594. uvalue.fromArray( m4v );
  595. }
  596. if ( value ) {
  597. uvalue.fromArray( value );
  598. }
  599. } else {
  600. if ( shaderParam && shaderParam.value ) {
  601. var m4 = shaderParam.value;
  602. uvalue.fromArray( m4 );
  603. }
  604. if ( value ) {
  605. uvalue.fromArray( value );
  606. }
  607. }
  608. break;
  609. case WEBGL_CONSTANTS.SAMPLER_2D:
  610. uvalue = value ? dependencies.textures[ value ] : null;
  611. break;
  612. }
  613. materialParams.uniforms[ uniformId ] = {
  614. value: uvalue,
  615. semantic: usemantic,
  616. node: unode
  617. };
  618. } else {
  619. throw new Error( "Unknown shader uniform param type: " + ptype );
  620. }
  621. }
  622. }
  623. }
  624. if ( Array.isArray( materialValues.diffuse ) ) {
  625. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  626. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  627. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  628. }
  629. delete materialParams.diffuse;
  630. if ( typeof( materialValues.reflective ) === 'string' ) {
  631. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  632. }
  633. if ( typeof( materialValues.bump ) === 'string' ) {
  634. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  635. }
  636. if ( Array.isArray( materialValues.emission ) ) {
  637. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  638. }
  639. if ( Array.isArray( materialValues.specular ) ) {
  640. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  641. }
  642. if ( materialValues.shininess !== undefined ) {
  643. materialParams.shininess = materialValues.shininess;
  644. }
  645. var _material = new materialType( materialParams );
  646. _material.name = material.name;
  647. return _material;
  648. }.bind( this ) );
  649. }.bind( this ) );
  650. };
  651. GLTFParser.prototype.loadMeshes = function () {
  652. return this._withDependencies( [
  653. "accessors",
  654. "materials"
  655. ] ).then( function ( dependencies ) {
  656. return _each( this.json.meshes, function ( mesh ) {
  657. var group = new THREE.Object3D();
  658. group.name = mesh.name;
  659. var primitives = mesh.primitives;
  660. for ( var name in primitives ) {
  661. var primitive = primitives[ name ];
  662. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  663. var geometry = new THREE.BufferGeometry();
  664. var attributes = primitive.attributes;
  665. for ( var attributeId in attributes ) {
  666. var attributeEntry = attributes[ attributeId ];
  667. if ( ! attributeEntry ) return;
  668. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  669. switch ( attributeId ) {
  670. case 'POSITION':
  671. geometry.addAttribute( 'position', bufferAttribute );
  672. break;
  673. case 'NORMAL':
  674. geometry.addAttribute( 'normal', bufferAttribute );
  675. break;
  676. case 'TEXCOORD_0':
  677. case 'TEXCOORD0':
  678. case 'TEXCOORD':
  679. geometry.addAttribute( 'uv', bufferAttribute );
  680. break;
  681. case 'WEIGHT':
  682. geometry.addAttribute( 'skinWeight', bufferAttribute );
  683. break;
  684. case 'JOINT':
  685. geometry.addAttribute( 'skinIndex', bufferAttribute );
  686. break;
  687. }
  688. }
  689. if ( primitive.indices ) {
  690. var indexArray = dependencies.accessors[ primitive.indices ];
  691. geometry.setIndex( indexArray );
  692. var offset = {
  693. start: 0,
  694. index: 0,
  695. count: indexArray.count
  696. };
  697. geometry.groups.push( offset );
  698. geometry.computeBoundingSphere();
  699. }
  700. var material = dependencies.materials[ primitive.material ];
  701. var meshNode = new THREE.Mesh( geometry, material );
  702. meshNode.castShadow = true;
  703. group.add( meshNode );
  704. } else {
  705. console.warn( "Non-triangular primitives are not supported" );
  706. }
  707. }
  708. return group;
  709. } );
  710. }.bind( this ) );
  711. };
  712. GLTFParser.prototype.loadCameras = function () {
  713. return _each( this.json.cameras, function ( camera ) {
  714. if ( camera.type == "perspective" && camera.perspective ) {
  715. var yfov = camera.perspective.yfov;
  716. var xfov = camera.perspective.xfov;
  717. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  718. // According to COLLADA spec...
  719. // aspect_ratio = xfov / yfov
  720. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  721. // According to COLLADA spec...
  722. // aspect_ratio = xfov / yfov
  723. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  724. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  725. _camera.name = camera.name;
  726. return _camera;
  727. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  728. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  729. _camera.name = camera.name;
  730. return _camera;
  731. }
  732. }.bind( this ) );
  733. };
  734. GLTFParser.prototype.loadSkins = function () {
  735. var scope = this;
  736. return this._withDependencies( [
  737. "accessors"
  738. ] ).then( function ( dependencies ) {
  739. return _each( scope.json.skins, function ( skin ) {
  740. var _skin = {
  741. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  742. jointNames: skin.jointNames,
  743. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  744. };
  745. return _skin;
  746. } );
  747. } );
  748. };
  749. GLTFParser.prototype.loadClips = function () {
  750. var scope = this;
  751. return this._withDependencies( [
  752. "accessors",
  753. "nodes"
  754. ] ).then( function ( dependencies ) {
  755. return _each( scope.json.animations, function ( animation, animationId ) {
  756. var interps = [];
  757. for ( var channelId in animation.channels ) {
  758. var channel = animation.channels[ channelId ];
  759. var sampler = animation.samplers[ channel.sampler ];
  760. if ( sampler && animation.parameters ) {
  761. var target = channel.target;
  762. var name = target.id;
  763. var input = animation.parameters[ sampler.input ];
  764. var output = animation.parameters[ sampler.output ];
  765. var inputAccessor = dependencies.accessors[ input ];
  766. var outputAccessor = dependencies.accessors[ output ];
  767. var node = dependencies.nodes[ name ];
  768. if ( node ) {
  769. var interp = {
  770. times: inputAccessor.array,
  771. values: outputAccessor.array,
  772. target: node,
  773. type: INTERPOLATION[ sampler.interpolation ],
  774. name: node.name + '.' + PATH_PROPERTIES[ target.path ]
  775. };
  776. interps.push( interp );
  777. }
  778. }
  779. }
  780. return createClip( "animation_" + animationId, interps );
  781. } );
  782. } );
  783. };
  784. GLTFParser.prototype.loadNodes = function () {
  785. return _each( this.json.nodes, function ( node ) {
  786. var matrix = new THREE.Matrix4();
  787. var _node;
  788. if ( node.jointName ) {
  789. _node = new THREE.Bone();
  790. _node.jointName = node.jointName;
  791. } else {
  792. _node = new THREE.Object3D();
  793. }
  794. _node.name = node.name;
  795. _node.matrixAutoUpdate = false;
  796. if ( node.matrix !== undefined ) {
  797. matrix.fromArray( node.matrix );
  798. _node.applyMatrix( matrix );
  799. } else {
  800. if ( node.translation !== undefined ) {
  801. _node.position.fromArray( node.translation );
  802. }
  803. if ( node.rotation !== undefined ) {
  804. _node.quaternion.fromArray( node.rotation );
  805. }
  806. if ( node.scale !== undefined ) {
  807. _node.scale.fromArray( node.scale );
  808. }
  809. }
  810. return _node;
  811. }.bind( this ) ).then( function ( __nodes ) {
  812. return this._withDependencies( [
  813. "meshes",
  814. "skins",
  815. "cameras",
  816. "extensions"
  817. ] ).then( function ( dependencies ) {
  818. return _each( __nodes, function ( _node, nodeId ) {
  819. var node = this.json.nodes[ nodeId ];
  820. if ( node.meshes !== undefined ) {
  821. for ( var meshId in node.meshes ) {
  822. var mesh = node.meshes[ meshId ];
  823. var group = dependencies.meshes[ mesh ];
  824. for ( var childrenId in group.children ) {
  825. var child = group.children[ childrenId ];
  826. // clone Mesh to add to _node
  827. var originalMaterial = child.material;
  828. var originalGeometry = child.geometry;
  829. var material;
  830. if ( originalMaterial.isDeferredShaderMaterial ) {
  831. originalMaterial = material = originalMaterial.create();
  832. } else {
  833. material = originalMaterial;
  834. }
  835. child = new THREE.Mesh( originalGeometry, material );
  836. child.castShadow = true;
  837. var skinEntry;
  838. if ( node.skin ) {
  839. skinEntry = dependencies.skins[ node.skin ];
  840. }
  841. // Replace Mesh with SkinnedMesh in library
  842. if ( skinEntry ) {
  843. var geometry = originalGeometry;
  844. var material = originalMaterial;
  845. material.skinning = true;
  846. child = new THREE.SkinnedMesh( geometry, material, false );
  847. child.castShadow = true;
  848. var bones = [];
  849. var boneInverses = [];
  850. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  851. var jointId = skinEntry.jointNames[ i ];
  852. var jointNode = __nodes[ jointId ];
  853. if ( jointNode ) {
  854. jointNode.skin = child;
  855. bones.push( jointNode );
  856. var m = skinEntry.inverseBindMatrices.array;
  857. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  858. boneInverses.push( mat );
  859. } else {
  860. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  861. }
  862. }
  863. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  864. }
  865. _node.add( child );
  866. }
  867. }
  868. }
  869. if ( node.camera !== undefined ) {
  870. var camera = dependencies.cameras[ node.camera ];
  871. _node.add( camera );
  872. }
  873. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  874. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  875. _node.add( light );
  876. }
  877. return _node;
  878. }.bind( this ) );
  879. }.bind( this ) );
  880. }.bind( this ) );
  881. };
  882. GLTFParser.prototype.loadExtensions = function () {
  883. return _each( this.json.extensions, function ( extension, extensionId ) {
  884. switch ( extensionId ) {
  885. case "KHR_materials_common":
  886. var extensionNode = {
  887. lights: {}
  888. };
  889. var lights = extension.lights;
  890. for ( var lightId in lights ) {
  891. var light = lights[ lightId ];
  892. var lightNode;
  893. var lightParams = light[ light.type ];
  894. var color = new THREE.Color().fromArray( lightParams.color );
  895. switch ( light.type ) {
  896. case "directional":
  897. lightNode = new THREE.DirectionalLight( color );
  898. lightNode.position.set( 0, 0, 1 );
  899. break;
  900. case "point":
  901. lightNode = new THREE.PointLight( color );
  902. break;
  903. case "spot ":
  904. lightNode = new THREE.SpotLight( color );
  905. lightNode.position.set( 0, 0, 1 );
  906. break;
  907. case "ambient":
  908. lightNode = new THREE.AmbientLight( color );
  909. break;
  910. }
  911. if ( lightNode ) {
  912. extensionNode.lights[ lightId ] = lightNode;
  913. }
  914. }
  915. return extensionNode;
  916. break;
  917. }
  918. } );
  919. };
  920. GLTFParser.prototype.loadScenes = function () {
  921. var scope = this;
  922. // scene node hierachy builder
  923. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  924. var _node = allNodes[ nodeId ];
  925. parentObject.add( _node );
  926. var node = scope.json.nodes[ nodeId ];
  927. if ( node.children ) {
  928. var children = node.children;
  929. for ( var i = 0, l = children.length; i < l; i ++ ) {
  930. var child = children[ i ];
  931. buildNodeHierachy( child, _node, allNodes );
  932. }
  933. }
  934. }
  935. return this._withDependencies( [
  936. "nodes"
  937. ] ).then( function ( dependencies ) {
  938. return _each( scope.json.scenes, function ( scene ) {
  939. var _scene = new THREE.Scene();
  940. _scene.name = scene.name;
  941. var nodes = scene.nodes;
  942. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  943. var nodeId = nodes[ i ];
  944. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  945. }
  946. _scene.traverse( function ( child ) {
  947. // Register raw material meshes with GLTFLoader.Shaders
  948. if ( child.material && child.material.isRawShaderMaterial ) {
  949. var xshader = new GLTFShader( child, dependencies.nodes );
  950. GLTFLoader.Shaders.add( child.uuid, xshader );
  951. }
  952. } );
  953. return _scene;
  954. } );
  955. } );
  956. };
  957. return GLTFLoader;
  958. } )();