BabylonLoader.js 4.7 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Mugen87 / https://github.com/Mugen87
  4. */
  5. THREE.BabylonLoader = function ( manager ) {
  6. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7. };
  8. THREE.BabylonLoader.prototype = {
  9. constructor: THREE.BabylonLoader,
  10. load: function ( url, onLoad, onProgress, onError ) {
  11. var scope = this;
  12. var loader = new THREE.FileLoader( scope.manager );
  13. loader.load( url, function ( text ) {
  14. onLoad( scope.parse( JSON.parse( text ) ) );
  15. }, onProgress, onError );
  16. },
  17. parse: function ( json ) {
  18. function parseMaterials( json ) {
  19. var materials = {};
  20. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  21. var data = json.materials[ i ];
  22. var material = new THREE.MeshPhongMaterial();
  23. material.name = data.name;
  24. material.color.fromArray( data.diffuse );
  25. material.emissive.fromArray( data.emissive );
  26. material.specular.fromArray( data.specular );
  27. material.shininess = data.specularPower;
  28. material.opacity = data.alpha;
  29. materials[ data.id ] = material;
  30. }
  31. if ( json.multiMaterials ) {
  32. for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
  33. var data = json.multiMaterials[ i ];
  34. console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
  35. materials[ data.id ] = new THREE.MeshPhongMaterial();
  36. }
  37. }
  38. return materials;
  39. }
  40. function parseGeometry( json ) {
  41. var geometry = new THREE.BufferGeometry();
  42. var indices = json.indices;
  43. var positions = json.positions;
  44. var normals = json.normals;
  45. var uvs = json.uvs;
  46. // indices
  47. geometry.setIndex( indices );
  48. // positions
  49. for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
  50. positions[ j ] = - positions[ j ];
  51. }
  52. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  53. // normals
  54. if ( normals ) {
  55. for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
  56. normals[ j ] = - normals[ j ];
  57. }
  58. geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  59. }
  60. // uvs
  61. if ( uvs ) {
  62. geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  63. }
  64. // offsets
  65. var subMeshes = json.subMeshes;
  66. if ( subMeshes ) {
  67. for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
  68. var subMesh = subMeshes[ j ];
  69. geometry.addGroup( subMesh.indexStart, subMesh.indexCount );
  70. }
  71. }
  72. return geometry;
  73. }
  74. function parseObjects( json, materials ) {
  75. var objects = {};
  76. var scene = new THREE.Scene();
  77. var cameras = json.cameras;
  78. for ( var i = 0, l = cameras.length; i < l; i ++ ) {
  79. var data = cameras[ i ];
  80. var camera = new THREE.PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
  81. camera.name = data.name;
  82. camera.position.fromArray( data.position );
  83. if ( data.rotation ) camera.rotation.fromArray( data.rotation );
  84. objects[ data.id ] = camera;
  85. }
  86. var lights = json.lights;
  87. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  88. var data = lights[ i ];
  89. var light;
  90. switch ( data.type ) {
  91. case 0:
  92. light = new THREE.PointLight();
  93. break;
  94. case 1:
  95. light = new THREE.DirectionalLight();
  96. break;
  97. case 2:
  98. light = new THREE.SpotLight();
  99. break;
  100. case 3:
  101. light = new THREE.HemisphereLight();
  102. break;
  103. }
  104. light.name = data.name;
  105. if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  106. light.color.fromArray( data.diffuse );
  107. if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
  108. if ( data.intensity ) light.intensity = data.intensity;
  109. objects[ data.id ] = light;
  110. scene.add( light );
  111. }
  112. var meshes = json.meshes;
  113. for ( var i = 0, l = meshes.length; i < l; i ++ ) {
  114. var data = meshes[ i ];
  115. var object;
  116. if ( data.indices ) {
  117. var geometry = parseGeometry( data );
  118. object = new THREE.Mesh( geometry, materials[ data.materialId ] );
  119. } else {
  120. object = new THREE.Group();
  121. }
  122. object.name = data.name;
  123. object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  124. object.rotation.fromArray( data.rotation );
  125. if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
  126. object.scale.fromArray( data.scaling );
  127. // object.visible = data.isVisible;
  128. if ( data.parentId ) {
  129. objects[ data.parentId ].add( object );
  130. } else {
  131. scene.add( object );
  132. }
  133. objects[ data.id ] = object;
  134. }
  135. return scene;
  136. }
  137. var materials = parseMaterials( json );
  138. var scene = parseObjects( json, materials );
  139. return scene;
  140. }
  141. };