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- /**
- * @author Alexander Gessler / http://www.greentoken.de/
- * https://github.com/acgessler
- *
- * Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
- * through assimp2json (https://github.com/acgessler/assimp2json).
- *
- * Supports any input format that assimp supports, including 3ds, obj, dae, blend,
- * fbx, x, ms3d, lwo (and many more).
- *
- * See webgl_loader_assimp2json example.
- */
- THREE.AssimpJSONLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- THREE.AssimpJSONLoader.prototype = {
- constructor: THREE.AssimpJSONLoader,
- load: function ( url, onLoad, onProgress, onError ) {
- var scope = this;
- this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
- var loader = new THREE.XHRLoader( this.manager );
- loader.load( url, function ( text ) {
- var json = JSON.parse( text ), scene, metadata;
- // Check __metadata__ meta header if present
- // This header is used to disambiguate between
- // different JSON-based file formats.
- metadata = json.__metadata__;
- if ( typeof metadata !== 'undefined' ) {
- // Check if assimp2json at all
- if ( metadata.format !== 'assimp2json' ) {
- onError( 'Not an assimp2json scene' );
- return;
- }
- // Check major format version
- else if ( metadata.version < 100 && metadata.version >= 200 ) {
- onError( 'Unsupported assimp2json file format version' );
- return;
- }
- }
- scene = scope.parse( json );
- onLoad( scene );
- }, onProgress, onError );
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = value;
- },
- setTexturePath: function ( value ) {
- this.texturePath = value;
- },
- extractUrlBase: function ( url ) {
- // from three/src/loaders/Loader.js
- var parts = url.split( '/' );
- parts.pop();
- return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
- },
- parse: function ( json ) {
- var meshes = this.parseList ( json.meshes, this.parseMesh );
- var materials = this.parseList ( json.materials, this.parseMaterial );
- return this.parseObject( json, json.rootnode, meshes, materials );
- },
- parseList : function( json, handler ) {
- var meshes = new Array( json.length );
- for ( var i = 0; i < json.length; ++ i ) {
- meshes[ i ] = handler.call( this, json[ i ] );
- }
- return meshes;
- },
- parseMesh : function( json ) {
- var vertex, geometry, i, e, in_data, src;
- geometry = new THREE.Geometry();
- // read vertex positions
- for ( in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
- geometry.vertices.push( new THREE.Vector3( in_data[ i ++ ], in_data[ i ++ ], in_data[ i ++ ] ) );
- }
- // read faces
- var cnt = 0;
- for ( in_data = json.faces, i = 0, e = in_data.length; i < e; ++ i ) {
- src = in_data[ i ];
- face = new THREE.Face3( src[ 0 ], src[ 1 ], src[ 2 ] );
- geometry.faces.push( face );
- }
- // read texture coordinates - three.js attaches them to its faces
- json.texturecoords = json.texturecoords || [];
- for ( i = 0, e = json.texturecoords.length; i < e; ++ i ) {
- function convertTextureCoords( in_uv, out_faces, out_vertex_uvs ) {
- var i, e, face, a, b, c;
- for ( i = 0, e = out_faces.length; i < e; ++ i ) {
- face = out_faces[ i ];
- a = face.a * 2;
- b = face.b * 2;
- c = face.c * 2;
- out_vertex_uvs.push( [
- new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
- new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
- new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
- ] );
- }
- }
- convertTextureCoords( json.texturecoords[ i ], geometry.faces, geometry.faceVertexUvs[ i ] );
- }
- // read normals - three.js also attaches them to its faces
- if ( json.normals ) {
- function convertNormals( in_nor, out_faces ) {
- var i, e, face, a, b, c;
- for ( i = 0, e = out_faces.length; i < e; ++ i ) {
- face = out_faces[ i ];
- a = face.a * 3;
- b = face.b * 3;
- c = face.c * 3;
- face.vertexNormals = [
- new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
- new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
- new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
- ];
- }
- }
- convertNormals( json.normals, geometry.faces );
- }
- // read vertex colors - three.js also attaches them to its faces
- if ( json.colors && json.colors[ 0 ] ) {
- function convertColors( in_color, out_faces ) {
- for ( var i = 0, e = out_faces.length; i < e; ++ i ) {
- var face = out_faces[ i ];
- var a = face.a * 4;
- var b = face.b * 4;
- var c = face.c * 4;
- face.vertexColors = [
- new THREE.Color().fromArray( a ),
- new THREE.Color().fromArray( b ),
- new THREE.Color().fromArray( c )
- ];
- }
- }
- convertColors( json.colors[ 0 ], geometry.faces );
- }
- //geometry.computeFaceNormals();
- //geometry.computeVertexNormals();
- geometry.computeBoundingSphere();
- return geometry;
- },
- parseMaterial : function( json ) {
- var mat = null,
- scope = this, i, prop, has_textures = [],
- init_props = {
- shading : THREE.SmoothShading
- };
- function toColor( value_arr ) {
- var col = new THREE.Color();
- col.setRGB( value_arr[ 0 ], value_arr[ 1 ], value_arr[ 2 ] );
- return col;
- }
- function defaultTexture() {
- var im = new Image();
- im.width = 1;
- im.height = 1;
- return new THREE.Texture( im );
- }
- for ( var i in json.properties ) {
- prop = json.properties[ i ];
- if ( prop.key === '$tex.file' ) {
- // prop.semantic gives the type of the texture
- // 1: diffuse
- // 2: specular mao
- // 5: height map (bumps)
- // 6: normal map
- // more values (i.e. emissive, environment) are known by assimp and may be relevant
- if ( prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2 ) {
- ( function( semantic ) {
- var loader = new THREE.TextureLoader( scope.manager ),
- keyname;
- if ( semantic === 1 ) {
- keyname = 'map';
- } else if ( semantic === 5 ) {
- keyname = 'bumpMap';
- } else if ( semantic === 6 ) {
- keyname = 'normalMap';
- } else if ( semantic === 2 ) {
- keyname = 'specularMap';
- }
- has_textures.push( keyname );
- loader.setCrossOrigin( this.crossOrigin );
- var material_url = scope.texturePath + '/' + prop.value;
- material_url = material_url.replace( /\\/g, '/' );
- loader.load( material_url, function( tex ) {
- if ( tex ) {
- // TODO: read texture settings from assimp.
- // Wrapping is the default, though.
- tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
- mat[ keyname ] = tex;
- mat.needsUpdate = true;
- }
- } );
- } )( prop.semantic );
- }
- } else if ( prop.key === '?mat.name' ) {
- init_props.name = prop.value;
- } else if ( prop.key === '$clr.diffuse' ) {
- init_props.color = toColor( prop.value );
- } else if ( prop.key === '$clr.specular' ) {
- init_props.specular = toColor( prop.value );
- } else if ( prop.key === '$clr.emissive' ) {
- init_props.emissive = toColor( prop.value );
- } else if ( prop.key === '$mat.shadingm' ) {
- // aiShadingMode_Flat
- if ( prop.value === 1 ) {
- init_props.shading = THREE.FlatShading;
- }
- } else if ( prop.key === '$mat.shininess' ) {
- init_props.shininess = prop.value;
- }
- }
- // note: three.js does not like it when a texture is added after the geometry
- // has been rendered once, see http://stackoverflow.com/questions/16531759/.
- // for this reason we fill all slots upfront with default textures
- if ( has_textures.length ) {
- for ( i = has_textures.length - 1; i >= 0; -- i ) {
- init_props[ has_textures[ i ]] = defaultTexture();
- }
- }
- mat = new THREE.MeshPhongMaterial( init_props );
- return mat;
- },
- parseObject : function( json, node, meshes, materials ) {
- var obj = new THREE.Object3D()
- , i
- , idx
- ;
- obj.name = node.name || "";
- obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
- obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
- for ( i = 0; node.meshes && i < node.meshes.length; ++ i ) {
- idx = node.meshes[ i ];
- obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
- }
- for ( i = 0; node.children && i < node.children.length; ++ i ) {
- obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) );
- }
- return obj;
- },
- };
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