AssimpJSONLoader.js 8.6 KB

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  1. /**
  2. * @author Alexander Gessler / http://www.greentoken.de/
  3. * https://github.com/acgessler
  4. *
  5. * Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
  6. * through assimp2json (https://github.com/acgessler/assimp2json).
  7. *
  8. * Supports any input format that assimp supports, including 3ds, obj, dae, blend,
  9. * fbx, x, ms3d, lwo (and many more).
  10. *
  11. * See webgl_loader_assimp2json example.
  12. */
  13. THREE.AssimpJSONLoader = function ( manager ) {
  14. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  15. };
  16. THREE.AssimpJSONLoader.prototype = {
  17. constructor: THREE.AssimpJSONLoader,
  18. load: function ( url, onLoad, onProgress, onError ) {
  19. var scope = this;
  20. this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
  21. var loader = new THREE.XHRLoader( this.manager );
  22. loader.setCrossOrigin( this.crossOrigin );
  23. loader.load( url, function ( text ) {
  24. var json = JSON.parse( text ), scene, metadata;
  25. // Check __metadata__ meta header if present
  26. // This header is used to disambiguate between
  27. // different JSON-based file formats.
  28. metadata = json.__metadata__;
  29. if ( typeof metadata !== 'undefined' )
  30. {
  31. // Check if assimp2json at all
  32. if ( metadata.format !== 'assimp2json' ) {
  33. onError('Not an assimp2json scene');
  34. return;
  35. }
  36. // Check major format version
  37. else if ( metadata.version < 100 && metadata.version >= 200 ) {
  38. onError('Unsupported assimp2json file format version');
  39. return;
  40. }
  41. }
  42. scene = scope.parse( json );
  43. onLoad( scene );
  44. }, onProgress, onError );
  45. },
  46. setCrossOrigin: function ( value ) {
  47. this.crossOrigin = value;
  48. },
  49. setTexturePath: function ( value ) {
  50. this.texturePath = value;
  51. }
  52. extractUrlBase: function ( url ) { // from three/src/loaders/Loader.js
  53. var parts = url.split( '/' );
  54. parts.pop();
  55. return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
  56. },
  57. parse: function ( json ) {
  58. var meshes = this.parseList ( json.meshes, this.parseMesh );
  59. var materials = this.parseList ( json.materials, this.parseMaterial );
  60. return this.parseObject( json, json.rootnode, meshes, materials );
  61. },
  62. parseList : function(json, handler) {
  63. var meshes = new Array(json.length);
  64. for(var i = 0; i < json.length; ++i) {
  65. meshes[i] = handler.call(this, json[i]);
  66. }
  67. return meshes;
  68. },
  69. parseMesh : function(json) {
  70. var vertex, geometry, i, e, in_data, src;
  71. geometry = new THREE.Geometry();
  72. // read vertex positions
  73. for(in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
  74. geometry.vertices.push( new THREE.Vector3( in_data[ i++ ], in_data[ i++ ], in_data[ i++ ] ) );
  75. }
  76. // read faces
  77. var cnt = 0;
  78. for(in_data = json.faces, i = 0, e = in_data.length; i < e; ++i) {
  79. face = new THREE.Face3();
  80. src = in_data[i];
  81. face.a = src[0];
  82. face.b = src[1];
  83. face.c = src[2];
  84. face.materialIndex = 0; //json.materialindex;
  85. geometry.faces.push(face);
  86. }
  87. // read texture coordinates - three.js attaches them to its faces
  88. json.texturecoords = json.texturecoords || [];
  89. for(i = 0, e = json.texturecoords.length; i < e; ++i) {
  90. function convertTextureCoords(in_uv, out_faces, out_vertex_uvs) {
  91. var i, e, face, a, b, c;
  92. for(i = 0, e = out_faces.length; i < e; ++i) {
  93. face = out_faces[i];
  94. a = face.a * 2;
  95. b = face.b * 2;
  96. c = face.c * 2;
  97. out_vertex_uvs.push([
  98. new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
  99. new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
  100. new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
  101. ]);
  102. }
  103. }
  104. convertTextureCoords(json.texturecoords[i], geometry.faces, geometry.faceVertexUvs[i]);
  105. }
  106. // read normals - three.js also attaches them to its faces
  107. if(json.normals) {
  108. function convertNormals(in_nor, out_faces) {
  109. var i, e, face, a, b, c;
  110. for(i = 0, e = out_faces.length; i < e; ++i) {
  111. face = out_faces[i];
  112. a = face.a * 3;
  113. b = face.b * 3;
  114. c = face.c * 3;
  115. face.vertexNormals = [
  116. new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
  117. new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
  118. new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
  119. ];
  120. }
  121. }
  122. convertNormals(json.normals, geometry.faces);
  123. }
  124. // read vertex colors - three.js also attaches them to its faces
  125. if(json.colors && json.colors[0]) {
  126. function convertColors(in_color, out_faces) {
  127. var i, e, face, a, b, c;
  128. function makeColor(start) {
  129. var col = new THREE.Color( );
  130. col.setRGB( arr[0], arr[1], arr[2] );
  131. // TODO: what about alpha?
  132. return col;
  133. }
  134. for(i = 0, e = out_faces.length; i < e; ++i) {
  135. face = out_faces[i];
  136. a = face.a * 4;
  137. b = face.b * 4;
  138. c = face.c * 4;
  139. face.vertexColors = [
  140. makeColor( a ),
  141. makeColor( b ),
  142. makeColor( c )
  143. ];
  144. }
  145. }
  146. convertColors(json.colors[0], geometry.faces);
  147. }
  148. //geometry.computeFaceNormals();
  149. //geometry.computeVertexNormals();
  150. //geometry.computeTangents();
  151. geometry.computeBoundingSphere();
  152. // TODO: tangents
  153. return geometry;
  154. },
  155. parseMaterial : function(json) {
  156. var mat = null,
  157. scope = this, i, prop, has_textures = [],
  158. init_props = {
  159. shading : THREE.SmoothShading
  160. };
  161. function toColor(value_arr) {
  162. var col = new THREE.Color();
  163. col.setRGB(value_arr[0],value_arr[1],value_arr[2]);
  164. return col;
  165. }
  166. function defaultTexture() {
  167. var im = new Image();
  168. im.width = 1;
  169. im.height = 1;
  170. return new THREE.Texture(im);
  171. }
  172. for (var i in json.properties) {
  173. prop = json.properties[i];
  174. if(prop.key === '$tex.file') {
  175. // prop.semantic gives the type of the texture
  176. // 1: diffuse
  177. // 2: specular mao
  178. // 5: height map (bumps)
  179. // 6: normal map
  180. // more values (i.e. emissive, environment) are known by assimp and may be relevant
  181. if(prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) {
  182. (function(semantic) {
  183. var loader = new THREE.TextureLoader(scope.manager),
  184. keyname;
  185. if(semantic === 1) {
  186. keyname = 'map';
  187. }
  188. else if(semantic === 5) {
  189. keyname = 'bumpMap';
  190. }
  191. else if(semantic === 6) {
  192. keyname = 'normalMap';
  193. }
  194. else if(semantic === 2) {
  195. keyname = 'specularMap';
  196. }
  197. has_textures.push(keyname);
  198. loader.setCrossOrigin(this.crossOrigin);
  199. var material_url = scope.texturePath + '/' + prop.value
  200. material_url = material_url.replace(/\\/g, '/');
  201. loader.load(material_url, function(tex) {
  202. if(tex) {
  203. // TODO: read texture settings from assimp.
  204. // Wrapping is the default, though.
  205. tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
  206. mat[keyname] = tex;
  207. mat.needsUpdate = true;
  208. }
  209. });
  210. })(prop.semantic);
  211. }
  212. }
  213. else if(prop.key === '?mat.name') {
  214. init_props.name = prop.value;
  215. }
  216. else if(prop.key === '$clr.diffuse') {
  217. init_props.color = toColor(prop.value);
  218. }
  219. else if(prop.key === '$clr.specular') {
  220. init_props.specular = toColor(prop.value);
  221. }
  222. else if(prop.key === '$clr.ambient') {
  223. init_props.ambient = toColor(prop.value);
  224. }
  225. else if(prop.key === '$clr.emissive') {
  226. init_props.emissive = toColor(prop.value);
  227. }
  228. else if(prop.key === '$mat.shadingm') {
  229. // aiShadingMode_Flat
  230. if (prop.value === 1) {
  231. init_props.shading = THREE.FlatShading;
  232. }
  233. }
  234. else if (prop.key === '$mat.shininess') {
  235. init_props.shininess = prop.value;
  236. }
  237. }
  238. if(!init_props.ambient) {
  239. init_props.ambient = init_props.color;
  240. }
  241. // note: three.js does not like it when a texture is added after the geometry
  242. // has been rendered once, see http://stackoverflow.com/questions/16531759/.
  243. // for this reason we fill all slots upfront with default textures
  244. if(has_textures.length) {
  245. for(i = has_textures.length-1; i >= 0; --i) {
  246. init_props[has_textures[i]] = defaultTexture();
  247. }
  248. }
  249. mat = new THREE.MeshPhongMaterial( init_props );
  250. return mat;
  251. },
  252. parseObject : function(json, node, meshes, materials) {
  253. var obj = new THREE.Object3D()
  254. , i
  255. , idx
  256. ;
  257. obj.name = node.name || "";
  258. obj.matrix = new THREE.Matrix4().fromArray(node.transformation).transpose();
  259. obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
  260. for(i = 0; node.meshes && i < node.meshes.length; ++i) {
  261. idx = node.meshes[i];
  262. obj.add(new THREE.Mesh( meshes[idx], materials[json.meshes[idx].materialindex] ));
  263. }
  264. for(i = 0; node.children && i < node.children.length; ++i) {
  265. obj.add(this.parseObject(json, node.children[i], meshes, materials));
  266. }
  267. return obj;
  268. },
  269. };