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PlayCanvasLoader.js 3.4 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Mugen87 / https://github.com/Mugen87
  4. */
  5. THREE.PlayCanvasLoader = function ( manager ) {
  6. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7. };
  8. THREE.PlayCanvasLoader.prototype = {
  9. constructor: THREE.PlayCanvasLoader,
  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 parseVertices( data ) {
  19. var attributes = {};
  20. // create a buffer attribute for each array that contains vertex information
  21. for ( var name in data ) {
  22. var array = data[ name ];
  23. var type = array.type;
  24. var size = array.components;
  25. var attribute;
  26. switch ( type ) {
  27. case 'float32':
  28. attribute = new THREE.Float32BufferAttribute( array.data, size );
  29. break;
  30. case 'uint8':
  31. attribute = new THREE.Uint8BufferAttribute( array.data, size );
  32. break;
  33. case 'uint16':
  34. attribute = new THREE.Uint16BufferAttribute( array.data, size );
  35. break;
  36. default:
  37. console.log( 'THREE.PlayCanvasLoader: Array type "%s" not yet supported.', type );
  38. }
  39. attributes[ name ] = attribute;
  40. }
  41. data._attributes = attributes;
  42. }
  43. function parseMeshes( data ) {
  44. // create buffer geometry
  45. var geometry = new THREE.BufferGeometry();
  46. geometry.setIndex( data.indices );
  47. var attributes = model.vertices[ data.vertices ]._attributes;
  48. for ( var name in attributes ) {
  49. var attribute = attributes[ name ];
  50. if ( name === 'texCoord0' ) name = 'uv';
  51. geometry.addAttribute( name, attribute );
  52. }
  53. data._geometry = geometry;
  54. }
  55. function parseMeshInstances( data ) {
  56. var node = model.nodes[ data.node ];
  57. var mesh = model.meshes[ data.mesh ];
  58. if ( node._geometries === undefined ) {
  59. node._geometries = [];
  60. }
  61. node._geometries.push( mesh._geometry );
  62. }
  63. function parseNodes( data ) {
  64. var object = new THREE.Group();
  65. var geometries = data._geometries;
  66. if ( geometries !== undefined ) {
  67. var material = new THREE.MeshPhongMaterial();
  68. for ( var i = 0, l = geometries.length; i < l; i ++ ) {
  69. var geometry = geometries[ i ];
  70. object.add( new THREE.Mesh( geometry, material ) );
  71. }
  72. }
  73. for ( var i = 0, l = data.rotation.length; i < l; i ++ ) {
  74. data.rotation[ i ] *= Math.PI / 180;
  75. }
  76. //
  77. object.name = data.name;
  78. object.position.fromArray( data.position );
  79. object.rotation.fromArray( data.rotation );
  80. object.scale.fromArray( data.scale );
  81. data._object = object;
  82. }
  83. //
  84. var model = json.model;
  85. for ( var i = 0, l = model.vertices.length; i < l; i ++ ) {
  86. parseVertices( model.vertices[ i ] );
  87. }
  88. for ( var i = 0, l = model.meshes.length; i < l; i ++ ) {
  89. parseMeshes( model.meshes[ i ] );
  90. }
  91. for ( var i = 0, l = model.meshInstances.length; i < l; i ++ ) {
  92. parseMeshInstances( model.meshInstances[ i ] );
  93. }
  94. for ( var i = 0, l = model.nodes.length; i < l; i ++ ) {
  95. parseNodes( model.nodes[ i ] );
  96. }
  97. // setup scene hierarchy
  98. for ( var i = 0, l = model.parents.length; i < l; i ++ ) {
  99. var parent = model.parents[ i ];
  100. if ( parent === - 1 ) continue;
  101. model.nodes[ parent ]._object.add( model.nodes[ i ]._object );
  102. }
  103. return model.nodes[ 0 ]._object;
  104. }
  105. };