GLTFLoader.js 37 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, scenes, cameras, animations ) {
  33. console.timeEnd( 'GLTFLoader' );
  34. var glTF = {
  35. "scene": scene,
  36. "scenes": scenes,
  37. "cameras": cameras,
  38. "animations": animations
  39. };
  40. callback( glTF );
  41. } );
  42. }
  43. };
  44. /* GLTFREGISTRY */
  45. function GLTFRegistry() {
  46. var objects = {};
  47. return {
  48. get: function ( key ) {
  49. return objects[ key ];
  50. },
  51. add: function ( key, object ) {
  52. objects[ key ] = object;
  53. },
  54. remove: function ( key ) {
  55. delete objects[ key ];
  56. },
  57. removeAll: function () {
  58. objects = {};
  59. },
  60. update: function ( scene, camera ) {
  61. for ( var name in objects ) {
  62. var object = objects[ name ];
  63. if ( object.update ) {
  64. object.update( scene, camera );
  65. }
  66. }
  67. }
  68. };
  69. }
  70. /* GLTFSHADERS */
  71. GLTFLoader.Shaders = new GLTFRegistry();
  72. /* GLTFSHADER */
  73. function GLTFShader( targetNode, allNodes ) {
  74. var 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. boundUniforms[ uniformId ] = {
  86. semantic: uniform.semantic,
  87. sourceNode: sourceNode,
  88. targetNode: targetNode,
  89. uniform: uniform
  90. };
  91. }
  92. }
  93. this.boundUniforms = boundUniforms;
  94. this._m4 = new THREE.Matrix4();
  95. }
  96. // Update - update all the uniform values
  97. GLTFShader.prototype.update = function ( scene, camera ) {
  98. // update scene graph
  99. scene.updateMatrixWorld();
  100. // update camera matrices and frustum
  101. camera.updateMatrixWorld();
  102. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  103. var boundUniforms = this.boundUniforms;
  104. for ( var name in boundUniforms ) {
  105. var boundUniform = boundUniforms[ name ];
  106. switch ( boundUniform.semantic ) {
  107. case "MODELVIEW":
  108. var m4 = boundUniform.uniform.value;
  109. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  110. break;
  111. case "MODELVIEWINVERSETRANSPOSE":
  112. var m3 = boundUniform.uniform.value;
  113. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  114. m3.getNormalMatrix( this._m4 );
  115. break;
  116. case "PROJECTION":
  117. var m4 = boundUniform.uniform.value;
  118. m4.copy( camera.projectionMatrix );
  119. break;
  120. case "JOINTMATRIX":
  121. var m4v = boundUniform.uniform.value;
  122. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  123. // So it goes like this:
  124. // SkinnedMesh world matrix is already baked into MODELVIEW;
  125. // transform joints to local space,
  126. // then transform using joint's inverse
  127. m4v[ mi ]
  128. .getInverse( boundUniform.sourceNode.matrixWorld )
  129. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  130. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
  131. .multiply( boundUniform.targetNode.bindMatrix );
  132. }
  133. break;
  134. default :
  135. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  136. break;
  137. }
  138. }
  139. };
  140. /* ANIMATION */
  141. GLTFLoader.Animations = {
  142. update: function () {
  143. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  144. }
  145. };
  146. function createAnimation( name, interps ) {
  147. var tracks = [];
  148. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  149. var interp = interps[ i ];
  150. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  151. // buffers before creating a truncated copy to keep. Because buffers may
  152. // be reused by other tracks, make copies here.
  153. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  154. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  155. interp.target.updateMatrix();
  156. interp.target.matrixAutoUpdate = true;
  157. tracks.push( new THREE.KeyframeTrack(
  158. interp.name,
  159. interp.times,
  160. interp.values,
  161. interp.type
  162. ) );
  163. }
  164. return new THREE.AnimationClip( name, undefined, tracks );
  165. }
  166. /*********************************/
  167. /********** INTERNALS ************/
  168. /*********************************/
  169. /* CONSTANTS */
  170. var WEBGL_CONSTANTS = {
  171. FLOAT: 5126,
  172. //FLOAT_MAT2: 35674,
  173. FLOAT_MAT3: 35675,
  174. FLOAT_MAT4: 35676,
  175. FLOAT_VEC2: 35664,
  176. FLOAT_VEC3: 35665,
  177. FLOAT_VEC4: 35666,
  178. LINEAR: 9729,
  179. REPEAT: 10497,
  180. SAMPLER_2D: 35678,
  181. TRIANGLES: 4,
  182. LINES: 1,
  183. UNSIGNED_BYTE: 5121,
  184. UNSIGNED_SHORT: 5123,
  185. VERTEX_SHADER: 35633,
  186. FRAGMENT_SHADER: 35632
  187. };
  188. var WEBGL_TYPE = {
  189. 5126: Number,
  190. //35674: THREE.Matrix2,
  191. 35675: THREE.Matrix3,
  192. 35676: THREE.Matrix4,
  193. 35664: THREE.Vector2,
  194. 35665: THREE.Vector3,
  195. 35666: THREE.Vector4,
  196. 35678: THREE.Texture
  197. };
  198. var WEBGL_COMPONENT_TYPES = {
  199. 5120: Int8Array,
  200. 5121: Uint8Array,
  201. 5122: Int16Array,
  202. 5123: Uint16Array,
  203. 5125: Uint32Array,
  204. 5126: Float32Array
  205. };
  206. var WEBGL_FILTERS = {
  207. 9728: THREE.NearestFilter,
  208. 9729: THREE.LinearFilter,
  209. 9984: THREE.NearestMipMapNearestFilter,
  210. 9985: THREE.LinearMipMapNearestFilter,
  211. 9986: THREE.NearestMipMapLinearFilter,
  212. 9987: THREE.LinearMipMapLinearFilter
  213. };
  214. var WEBGL_WRAPPINGS = {
  215. 33071: THREE.ClampToEdgeWrapping,
  216. 33648: THREE.MirroredRepeatWrapping,
  217. 10497: THREE.RepeatWrapping
  218. };
  219. var WEBGL_TYPE_SIZES = {
  220. 'SCALAR': 1,
  221. 'VEC2': 2,
  222. 'VEC3': 3,
  223. 'VEC4': 4,
  224. 'MAT2': 4,
  225. 'MAT3': 9,
  226. 'MAT4': 16
  227. };
  228. var PATH_PROPERTIES = {
  229. scale: 'scale',
  230. translation: 'position',
  231. rotation: 'quaternion'
  232. };
  233. var INTERPOLATION = {
  234. LINEAR: THREE.InterpolateLinear,
  235. STEP: THREE.InterpolateDiscrete
  236. };
  237. /* UTILITY FUNCTIONS */
  238. function _each( object, callback, thisObj ) {
  239. if ( !object ) {
  240. return Promise.resolve();
  241. }
  242. var results;
  243. var fns = [];
  244. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  245. results = [];
  246. var length = object.length;
  247. for ( var idx = 0; idx < length; idx ++ ) {
  248. var value = callback.call( thisObj || this, object[ idx ], idx );
  249. if ( value ) {
  250. fns.push( value );
  251. if ( value instanceof Promise ) {
  252. value.then( function( key, value ) {
  253. results[ idx ] = value;
  254. }.bind( this, key ));
  255. } else {
  256. results[ idx ] = value;
  257. }
  258. }
  259. }
  260. } else {
  261. results = {};
  262. for ( var key in object ) {
  263. if ( object.hasOwnProperty( key ) ) {
  264. var value = callback.call( thisObj || this, object[ key ], key );
  265. if ( value ) {
  266. fns.push( value );
  267. if ( value instanceof Promise ) {
  268. value.then( function( key, value ) {
  269. results[ key ] = value;
  270. }.bind( this, key ));
  271. } else {
  272. results[ key ] = value;
  273. }
  274. }
  275. }
  276. }
  277. }
  278. return Promise.all( fns ).then( function() {
  279. return results;
  280. });
  281. }
  282. function resolveURL( url, path ) {
  283. // Invalid URL
  284. if ( typeof url !== 'string' || url === '' )
  285. return '';
  286. // Absolute URL
  287. if ( /^https?:\/\//i.test( url ) ) {
  288. return url;
  289. }
  290. // Data URI
  291. if ( /^data:.*,.*$/i.test( url ) ) {
  292. return url;
  293. }
  294. // Relative URL
  295. return ( path || '' ) + url;
  296. }
  297. // Three.js seems too dependent on attribute names so globally
  298. // replace those in the shader code
  299. function replaceTHREEShaderAttributes( shaderText, technique ) {
  300. // Expected technique attributes
  301. var attributes = {};
  302. for ( var attributeId in technique.attributes ) {
  303. var pname = technique.attributes[ attributeId ];
  304. var param = technique.parameters[ pname ];
  305. var atype = param.type;
  306. var semantic = param.semantic;
  307. attributes[ attributeId ] = {
  308. type: atype,
  309. semantic: semantic
  310. };
  311. }
  312. // Figure out which attributes to change in technique
  313. var shaderParams = technique.parameters;
  314. var shaderAttributes = technique.attributes;
  315. var params = {};
  316. for ( var attributeId in attributes ) {
  317. var pname = shaderAttributes[ attributeId ];
  318. var shaderParam = shaderParams[ pname ];
  319. var semantic = shaderParam.semantic;
  320. if ( semantic ) {
  321. params[ attributeId ] = shaderParam;
  322. }
  323. }
  324. for ( var pname in params ) {
  325. var param = params[ pname ];
  326. var semantic = param.semantic;
  327. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  328. switch ( semantic ) {
  329. case "POSITION":
  330. shaderText = shaderText.replace( regEx, 'position' );
  331. break;
  332. case "NORMAL":
  333. shaderText = shaderText.replace( regEx, 'normal' );
  334. break;
  335. case 'TEXCOORD_0':
  336. case 'TEXCOORD0':
  337. case 'TEXCOORD':
  338. shaderText = shaderText.replace( regEx, 'uv' );
  339. break;
  340. case "WEIGHT":
  341. shaderText = shaderText.replace( regEx, 'skinWeight' );
  342. break;
  343. case "JOINT":
  344. shaderText = shaderText.replace( regEx, 'skinIndex' );
  345. break;
  346. }
  347. }
  348. return shaderText;
  349. }
  350. function createDefaultMaterial() {
  351. return new THREE.MeshPhongMaterial( {
  352. color: 0x00000,
  353. emissive: 0x888888,
  354. specular: 0x000000,
  355. shininess: 0,
  356. transparent: false,
  357. depthTest: true,
  358. side: THREE.FrontSide
  359. } );
  360. };
  361. // Deferred constructor for RawShaderMaterial types
  362. function DeferredShaderMaterial( params ) {
  363. this.isDeferredShaderMaterial = true;
  364. this.params = params;
  365. }
  366. DeferredShaderMaterial.prototype.create = function () {
  367. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  368. for ( var uniformId in this.params.uniforms ) {
  369. var originalUniform = this.params.uniforms[ uniformId ];
  370. if ( originalUniform.value instanceof THREE.Texture ) {
  371. uniforms[ uniformId ].value = originalUniform.value;
  372. uniforms[ uniformId ].value.needsUpdate = true;
  373. }
  374. uniforms[ uniformId ].semantic = originalUniform.semantic;
  375. uniforms[ uniformId ].node = originalUniform.node;
  376. }
  377. this.params.uniforms = uniforms;
  378. return new THREE.RawShaderMaterial( this.params );
  379. };
  380. /* GLTF PARSER */
  381. function GLTFParser( json, options ) {
  382. this.json = json || {};
  383. this.options = options || {};
  384. // loader object cache
  385. this.cache = new GLTFRegistry();
  386. }
  387. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  388. var _dependencies = {};
  389. for ( var i = 0; i < dependencies.length; i ++ ) {
  390. var dependency = dependencies[ i ];
  391. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  392. var cached = this.cache.get( dependency );
  393. if ( cached !== undefined ) {
  394. _dependencies[ dependency ] = cached;
  395. } else if ( this[ fnName ] ) {
  396. var fn = this[ fnName ]();
  397. this.cache.add( dependency, fn );
  398. _dependencies[ dependency ] = fn;
  399. }
  400. }
  401. return _each( _dependencies, function ( dependency ) {
  402. return dependency;
  403. } );
  404. };
  405. GLTFParser.prototype.parse = function ( callback ) {
  406. var json = this.json;
  407. // Clear the loader cache
  408. this.cache.removeAll();
  409. // Fire the callback on complete
  410. this._withDependencies( [
  411. "scenes",
  412. "cameras",
  413. "animations"
  414. ] ).then( function ( dependencies ) {
  415. var scene = dependencies.scenes[ json.scene ];
  416. var scenes = [];
  417. for ( var name in dependencies.scenes ) {
  418. scenes.push( dependencies.scenes[ name ] );
  419. }
  420. var cameras = [];
  421. for ( var name in dependencies.cameras ) {
  422. var camera = dependencies.cameras[ name ];
  423. cameras.push( camera );
  424. }
  425. var animations = [];
  426. for ( var name in dependencies.animations ) {
  427. animations.push( dependencies.animations[ name ] );
  428. }
  429. callback( scene, scenes, cameras, animations );
  430. } );
  431. };
  432. GLTFParser.prototype.loadShaders = function () {
  433. var json = this.json;
  434. var options = this.options;
  435. return _each( json.shaders, function ( shader ) {
  436. return new Promise( function ( resolve ) {
  437. var loader = new THREE.FileLoader();
  438. loader.setResponseType( 'text' );
  439. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  440. resolve( shaderText );
  441. } );
  442. } );
  443. } );
  444. };
  445. GLTFParser.prototype.loadBuffers = function () {
  446. var json = this.json;
  447. var options = this.options;
  448. return _each( json.buffers, function ( buffer ) {
  449. if ( buffer.type === 'arraybuffer' || buffer.type === undefined ) {
  450. return new Promise( function ( resolve ) {
  451. var loader = new THREE.FileLoader();
  452. loader.setResponseType( 'arraybuffer' );
  453. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  454. resolve( buffer );
  455. } );
  456. } );
  457. } else {
  458. console.warn( 'THREE.GLTFLoader: ' + buffer.type + ' buffer type is not supported' );
  459. }
  460. } );
  461. };
  462. GLTFParser.prototype.loadBufferViews = function () {
  463. var json = this.json;
  464. return this._withDependencies( [
  465. "buffers"
  466. ] ).then( function ( dependencies ) {
  467. return _each( json.bufferViews, function ( bufferView ) {
  468. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  469. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  470. } );
  471. } );
  472. };
  473. GLTFParser.prototype.loadAccessors = function () {
  474. var json = this.json;
  475. return this._withDependencies( [
  476. "bufferViews"
  477. ] ).then( function ( dependencies ) {
  478. return _each( json.accessors, function ( accessor ) {
  479. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  480. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  481. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  482. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  483. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  484. var itemBytes = elementBytes * itemSize;
  485. // The buffer is not interleaved if the stride is the item size in bytes.
  486. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  487. // Use the full buffer if it's interleaved.
  488. var array = new TypedArray( arraybuffer );
  489. // Integer parameters to IB/IBA are in array elements, not bytes.
  490. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  491. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  492. } else {
  493. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  494. return new THREE.BufferAttribute( array, itemSize );
  495. }
  496. } );
  497. } );
  498. };
  499. GLTFParser.prototype.loadTextures = function () {
  500. var json = this.json;
  501. var options = this.options;
  502. return _each( json.textures, function ( texture ) {
  503. if ( texture.source ) {
  504. return new Promise( function ( resolve ) {
  505. var source = json.images[ texture.source ];
  506. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  507. if ( textureLoader === null ) {
  508. textureLoader = new THREE.TextureLoader();
  509. }
  510. textureLoader.setCrossOrigin( options.crossOrigin );
  511. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  512. _texture.flipY = false;
  513. if ( texture.sampler ) {
  514. var sampler = json.samplers[ texture.sampler ];
  515. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  516. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  517. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  518. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  519. }
  520. resolve( _texture );
  521. }, undefined, function () {
  522. resolve();
  523. } );
  524. } );
  525. }
  526. } );
  527. };
  528. GLTFParser.prototype.loadMaterials = function () {
  529. var json = this.json;
  530. return this._withDependencies( [
  531. "shaders",
  532. "textures"
  533. ] ).then( function ( dependencies ) {
  534. return _each( json.materials, function ( material ) {
  535. var materialType;
  536. var materialValues = {};
  537. var materialParams = {};
  538. var khr_material;
  539. if ( material.extensions && material.extensions.KHR_materials_common ) {
  540. khr_material = material.extensions.KHR_materials_common;
  541. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  542. khr_material = json.extensions.KHR_materials_common;
  543. }
  544. if ( khr_material ) {
  545. switch ( khr_material.technique ) {
  546. case 'BLINN' :
  547. case 'PHONG' :
  548. materialType = THREE.MeshPhongMaterial;
  549. break;
  550. case 'LAMBERT' :
  551. materialType = THREE.MeshLambertMaterial;
  552. break;
  553. case 'CONSTANT' :
  554. default :
  555. materialType = THREE.MeshBasicMaterial;
  556. break;
  557. }
  558. Object.assign( materialValues, khr_material.values );
  559. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  560. materialParams.side = THREE.DoubleSide;
  561. }
  562. if ( khr_material.transparent || materialValues.transparent ) {
  563. materialParams.transparent = true;
  564. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  565. }
  566. } else if ( material.technique === undefined ) {
  567. materialType = THREE.MeshPhongMaterial;
  568. Object.assign( materialValues, material.values );
  569. } else {
  570. materialType = DeferredShaderMaterial;
  571. var technique = json.techniques[ material.technique ];
  572. materialParams.uniforms = {};
  573. var program = json.programs[ technique.program ];
  574. if ( program ) {
  575. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  576. if ( ! materialParams.fragmentShader ) {
  577. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  578. materialType = THREE.MeshPhongMaterial;
  579. }
  580. var vertexShader = dependencies.shaders[ program.vertexShader ];
  581. if ( ! vertexShader ) {
  582. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  583. materialType = THREE.MeshPhongMaterial;
  584. }
  585. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  586. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  587. var uniforms = technique.uniforms;
  588. for ( var uniformId in uniforms ) {
  589. var pname = uniforms[ uniformId ];
  590. var shaderParam = technique.parameters[ pname ];
  591. var ptype = shaderParam.type;
  592. if ( WEBGL_TYPE[ ptype ] ) {
  593. var pcount = shaderParam.count;
  594. var value;
  595. if ( material.values !== undefined ) value = material.values[ pname ];
  596. var uvalue = new WEBGL_TYPE[ ptype ]();
  597. var usemantic = shaderParam.semantic;
  598. var unode = shaderParam.node;
  599. switch ( ptype ) {
  600. case WEBGL_CONSTANTS.FLOAT:
  601. uvalue = shaderParam.value;
  602. if ( pname == "transparency" ) {
  603. materialParams.transparent = true;
  604. }
  605. if ( value !== undefined ) {
  606. uvalue = value;
  607. }
  608. break;
  609. case WEBGL_CONSTANTS.FLOAT_VEC2:
  610. case WEBGL_CONSTANTS.FLOAT_VEC3:
  611. case WEBGL_CONSTANTS.FLOAT_VEC4:
  612. case WEBGL_CONSTANTS.FLOAT_MAT3:
  613. if ( shaderParam && shaderParam.value ) {
  614. uvalue.fromArray( shaderParam.value );
  615. }
  616. if ( value ) {
  617. uvalue.fromArray( value );
  618. }
  619. break;
  620. case WEBGL_CONSTANTS.FLOAT_MAT2:
  621. // what to do?
  622. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  623. break;
  624. case WEBGL_CONSTANTS.FLOAT_MAT4:
  625. if ( pcount ) {
  626. uvalue = new Array( pcount );
  627. for ( var mi = 0; mi < pcount; mi ++ ) {
  628. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  629. }
  630. if ( shaderParam && shaderParam.value ) {
  631. var m4v = shaderParam.value;
  632. uvalue.fromArray( m4v );
  633. }
  634. if ( value ) {
  635. uvalue.fromArray( value );
  636. }
  637. } else {
  638. if ( shaderParam && shaderParam.value ) {
  639. var m4 = shaderParam.value;
  640. uvalue.fromArray( m4 );
  641. }
  642. if ( value ) {
  643. uvalue.fromArray( value );
  644. }
  645. }
  646. break;
  647. case WEBGL_CONSTANTS.SAMPLER_2D:
  648. if ( value !== undefined ) {
  649. uvalue = dependencies.textures[ value ];
  650. } else if ( shaderParam.value !== undefined ) {
  651. uvalue = dependencies.textures[ shaderParam.value ];
  652. } else {
  653. uvalue = null;
  654. }
  655. break;
  656. }
  657. materialParams.uniforms[ uniformId ] = {
  658. value: uvalue,
  659. semantic: usemantic,
  660. node: unode
  661. };
  662. } else {
  663. throw new Error( "Unknown shader uniform param type: " + ptype );
  664. }
  665. }
  666. }
  667. }
  668. if ( Array.isArray( materialValues.diffuse ) ) {
  669. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  670. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  671. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  672. }
  673. delete materialParams.diffuse;
  674. if ( typeof( materialValues.reflective ) === 'string' ) {
  675. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  676. }
  677. if ( typeof( materialValues.bump ) === 'string' ) {
  678. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  679. }
  680. if ( Array.isArray( materialValues.emission ) ) {
  681. if ( materialType === THREE.MeshBasicMaterial ) {
  682. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  683. } else {
  684. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  685. }
  686. } else if ( typeof( materialValues.emission ) === 'string' ) {
  687. if ( materialType === THREE.MeshBasicMaterial ) {
  688. materialParams.map = dependencies.textures[ materialValues.emission ];
  689. } else {
  690. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  691. }
  692. }
  693. if ( Array.isArray( materialValues.specular ) ) {
  694. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  695. } else if ( typeof( materialValues.specular ) === 'string' ) {
  696. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  697. }
  698. if ( materialValues.shininess !== undefined ) {
  699. materialParams.shininess = materialValues.shininess;
  700. }
  701. var _material = new materialType( materialParams );
  702. if ( material.name !== undefined ) _material.name = material.name;
  703. return _material;
  704. } );
  705. } );
  706. };
  707. GLTFParser.prototype.loadMeshes = function () {
  708. var json = this.json;
  709. return this._withDependencies( [
  710. "accessors",
  711. "materials"
  712. ] ).then( function ( dependencies ) {
  713. return _each( json.meshes, function ( mesh ) {
  714. var group = new THREE.Object3D();
  715. if ( mesh.name !== undefined ) group.name = mesh.name;
  716. if ( mesh.extras ) group.userData = mesh.extras;
  717. var primitives = mesh.primitives;
  718. for ( var name in primitives ) {
  719. var primitive = primitives[ name ];
  720. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  721. var geometry = new THREE.BufferGeometry();
  722. var attributes = primitive.attributes;
  723. for ( var attributeId in attributes ) {
  724. var attributeEntry = attributes[ attributeId ];
  725. if ( ! attributeEntry ) return;
  726. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  727. switch ( attributeId ) {
  728. case 'POSITION':
  729. geometry.addAttribute( 'position', bufferAttribute );
  730. break;
  731. case 'NORMAL':
  732. geometry.addAttribute( 'normal', bufferAttribute );
  733. break;
  734. case 'TEXCOORD_0':
  735. case 'TEXCOORD0':
  736. case 'TEXCOORD':
  737. geometry.addAttribute( 'uv', bufferAttribute );
  738. break;
  739. case 'WEIGHT':
  740. geometry.addAttribute( 'skinWeight', bufferAttribute );
  741. break;
  742. case 'JOINT':
  743. geometry.addAttribute( 'skinIndex', bufferAttribute );
  744. break;
  745. }
  746. }
  747. if ( primitive.indices ) {
  748. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  749. }
  750. var material = dependencies.materials !== undefined ? dependencies.materials[ primitive.material ] : createDefaultMaterial();
  751. var meshNode = new THREE.Mesh( geometry, material );
  752. meshNode.castShadow = true;
  753. if ( primitive.extras ) meshNode.userData = primitive.extras;
  754. group.add( meshNode );
  755. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  756. var geometry = new THREE.BufferGeometry();
  757. var attributes = primitive.attributes;
  758. _each( attributes, function ( attributeEntry, attributeId ) {
  759. if ( ! attributeEntry ) return;
  760. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  761. switch ( attributeId ) {
  762. case 'POSITION':
  763. geometry.addAttribute( 'position', bufferAttribute );
  764. break;
  765. case 'COLOR':
  766. geometry.addAttribute( 'color', bufferAttribute );
  767. break;
  768. }
  769. } );
  770. var material = dependencies.materials[ primitive.material ];
  771. var meshNode;
  772. if ( primitive.indices ) {
  773. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  774. meshNode = new THREE.LineSegments( geometry, material );
  775. } else {
  776. meshNode = new THREE.Line( geometry, material );
  777. }
  778. if ( primitive.extras ) meshNode.userData = primitive.extras;
  779. group.add( meshNode );
  780. } else {
  781. console.warn( "Only triangular and line primitives are supported" );
  782. }
  783. }
  784. return group;
  785. } );
  786. } );
  787. };
  788. GLTFParser.prototype.loadCameras = function () {
  789. var json = this.json;
  790. return _each( json.cameras, function ( camera ) {
  791. if ( camera.type == "perspective" && camera.perspective ) {
  792. var yfov = camera.perspective.yfov;
  793. var xfov = camera.perspective.xfov;
  794. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  795. // According to COLLADA spec...
  796. // aspect_ratio = xfov / yfov
  797. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  798. // According to COLLADA spec...
  799. // aspect_ratio = xfov / yfov
  800. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  801. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  802. if ( camera.name !== undefined ) _camera.name = camera.name;
  803. if ( camera.extras ) _camera.userData = camera.extras;
  804. return _camera;
  805. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  806. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  807. if ( camera.name !== undefined ) _camera.name = camera.name;
  808. if ( camera.extras ) _camera.userData = camera.extras;
  809. return _camera;
  810. }
  811. } );
  812. };
  813. GLTFParser.prototype.loadSkins = function () {
  814. var json = this.json;
  815. return this._withDependencies( [
  816. "accessors"
  817. ] ).then( function ( dependencies ) {
  818. return _each( json.skins, function ( skin ) {
  819. var _skin = {
  820. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  821. jointNames: skin.jointNames,
  822. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  823. };
  824. return _skin;
  825. } );
  826. } );
  827. };
  828. GLTFParser.prototype.loadAnimations = function () {
  829. var json = this.json;
  830. return this._withDependencies( [
  831. "accessors",
  832. "nodes"
  833. ] ).then( function ( dependencies ) {
  834. return _each( json.animations, function ( animation, animationId ) {
  835. var interps = [];
  836. for ( var channelId in animation.channels ) {
  837. var channel = animation.channels[ channelId ];
  838. var sampler = animation.samplers[ channel.sampler ];
  839. if ( sampler ) {
  840. var target = channel.target;
  841. var name = target.id;
  842. var input = animation.parameters !== undefined ? animation.parameters[ sampler.input ] : sampler.input;
  843. var output = animation.parameters !== undefined ? animation.parameters[ sampler.output ] : sampler.output;
  844. var inputAccessor = dependencies.accessors[ input ];
  845. var outputAccessor = dependencies.accessors[ output ];
  846. var node = dependencies.nodes[ name ];
  847. if ( node ) {
  848. var targetName = node.name ? node.name : node.uuid;
  849. var interp = {
  850. times: inputAccessor.array,
  851. values: outputAccessor.array,
  852. target: node,
  853. type: INTERPOLATION[ sampler.interpolation ],
  854. name: targetName + '.' + PATH_PROPERTIES[ target.path ]
  855. };
  856. interps.push( interp );
  857. }
  858. }
  859. }
  860. return createAnimation( "animation_" + animationId, interps );
  861. } );
  862. } );
  863. };
  864. GLTFParser.prototype.loadNodes = function () {
  865. var json = this.json;
  866. var scope = this;
  867. return _each( json.nodes, function ( node ) {
  868. var matrix = new THREE.Matrix4();
  869. var _node;
  870. if ( node.jointName ) {
  871. _node = new THREE.Bone();
  872. _node.name = node.name !== undefined ? node.name : node.jointName;
  873. _node.jointName = node.jointName;
  874. } else {
  875. _node = new THREE.Object3D();
  876. if ( node.name !== undefined ) _node.name = node.name;
  877. }
  878. if ( node.extras ) _node.userData = node.extras;
  879. if ( node.matrix !== undefined ) {
  880. matrix.fromArray( node.matrix );
  881. _node.applyMatrix( matrix );
  882. } else {
  883. if ( node.translation !== undefined ) {
  884. _node.position.fromArray( node.translation );
  885. }
  886. if ( node.rotation !== undefined ) {
  887. _node.quaternion.fromArray( node.rotation );
  888. }
  889. if ( node.scale !== undefined ) {
  890. _node.scale.fromArray( node.scale );
  891. }
  892. }
  893. return _node;
  894. } ).then( function ( __nodes ) {
  895. return scope._withDependencies( [
  896. "meshes",
  897. "skins",
  898. "cameras",
  899. "extensions"
  900. ] ).then( function ( dependencies ) {
  901. return _each( __nodes, function ( _node, nodeId ) {
  902. var node = json.nodes[ nodeId ];
  903. if ( node.meshes !== undefined ) {
  904. for ( var meshId in node.meshes ) {
  905. var mesh = node.meshes[ meshId ];
  906. var group = dependencies.meshes[ mesh ];
  907. if ( group === undefined ) {
  908. console.warn( 'GLTFLoader: Couldn\'t find node "' + mesh + '".' );
  909. continue;
  910. }
  911. for ( var childrenId in group.children ) {
  912. var child = group.children[ childrenId ];
  913. // clone Mesh to add to _node
  914. var originalMaterial = child.material;
  915. var originalGeometry = child.geometry;
  916. var originalUserData = child.userData;
  917. var material;
  918. if ( originalMaterial.isDeferredShaderMaterial ) {
  919. originalMaterial = material = originalMaterial.create();
  920. } else {
  921. material = originalMaterial;
  922. }
  923. switch ( child.type ) {
  924. case 'LineSegments':
  925. child = new THREE.LineSegments( originalGeometry, material );
  926. break;
  927. case 'Line':
  928. child = new THREE.Line( originalGeometry, material );
  929. break;
  930. default:
  931. child = new THREE.Mesh( originalGeometry, material );
  932. }
  933. child.castShadow = true;
  934. child.userData = originalUserData;
  935. var skinEntry;
  936. if ( node.skin ) {
  937. skinEntry = dependencies.skins[ node.skin ];
  938. }
  939. // Replace Mesh with SkinnedMesh in library
  940. if ( skinEntry ) {
  941. var getJointNode = function ( jointId ) {
  942. var keys = Object.keys( __nodes );
  943. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  944. var n = __nodes[ keys[ i ] ];
  945. if ( n.jointName === jointId ) return n;
  946. }
  947. return null;
  948. }
  949. var geometry = originalGeometry;
  950. var material = originalMaterial;
  951. material.skinning = true;
  952. child = new THREE.SkinnedMesh( geometry, material, false );
  953. child.castShadow = true;
  954. child.userData = originalUserData;
  955. var bones = [];
  956. var boneInverses = [];
  957. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  958. var jointId = skinEntry.jointNames[ i ];
  959. var jointNode = getJointNode( jointId );
  960. if ( jointNode ) {
  961. bones.push( jointNode );
  962. var m = skinEntry.inverseBindMatrices.array;
  963. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  964. boneInverses.push( mat );
  965. } else {
  966. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  967. }
  968. }
  969. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  970. var buildBoneGraph = function ( parentJson, parentObject, property ) {
  971. var children = parentJson[ property ];
  972. if ( children === undefined ) return;
  973. for ( var i = 0, il = children.length; i < il; i ++ ) {
  974. var nodeId = children[ i ];
  975. var bone = __nodes[ nodeId ];
  976. var boneJson = json.nodes[ nodeId ];
  977. if ( bone !== undefined && bone.isBone === true && boneJson !== undefined ) {
  978. parentObject.add( bone );
  979. buildBoneGraph( boneJson, bone, 'children' );
  980. }
  981. }
  982. }
  983. buildBoneGraph( node, child, 'skeletons' );
  984. }
  985. _node.add( child );
  986. }
  987. }
  988. }
  989. if ( node.camera !== undefined ) {
  990. var camera = dependencies.cameras[ node.camera ];
  991. _node.add( camera );
  992. }
  993. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  994. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  995. _node.add( light );
  996. }
  997. return _node;
  998. } );
  999. } );
  1000. } );
  1001. };
  1002. GLTFParser.prototype.loadExtensions = function () {
  1003. var json = this.json;
  1004. return _each( json.extensions, function ( extension, extensionId ) {
  1005. switch ( extensionId ) {
  1006. case "KHR_materials_common":
  1007. var extensionNode = {
  1008. lights: {}
  1009. };
  1010. var lights = extension.lights;
  1011. for ( var lightId in lights ) {
  1012. var light = lights[ lightId ];
  1013. var lightNode;
  1014. var lightParams = light[ light.type ];
  1015. var color = new THREE.Color().fromArray( lightParams.color );
  1016. switch ( light.type ) {
  1017. case "directional":
  1018. lightNode = new THREE.DirectionalLight( color );
  1019. lightNode.position.set( 0, 0, 1 );
  1020. break;
  1021. case "point":
  1022. lightNode = new THREE.PointLight( color );
  1023. break;
  1024. case "spot":
  1025. lightNode = new THREE.SpotLight( color );
  1026. lightNode.position.set( 0, 0, 1 );
  1027. break;
  1028. case "ambient":
  1029. lightNode = new THREE.AmbientLight( color );
  1030. break;
  1031. }
  1032. if ( lightNode ) {
  1033. extensionNode.lights[ lightId ] = lightNode;
  1034. }
  1035. }
  1036. return extensionNode;
  1037. break;
  1038. }
  1039. } );
  1040. };
  1041. GLTFParser.prototype.loadScenes = function () {
  1042. var json = this.json;
  1043. // scene node hierachy builder
  1044. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1045. var _node = allNodes[ nodeId ];
  1046. parentObject.add( _node );
  1047. var node = json.nodes[ nodeId ];
  1048. if ( node.children ) {
  1049. var children = node.children;
  1050. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1051. var child = children[ i ];
  1052. buildNodeHierachy( child, _node, allNodes );
  1053. }
  1054. }
  1055. }
  1056. return this._withDependencies( [
  1057. "nodes"
  1058. ] ).then( function ( dependencies ) {
  1059. return _each( json.scenes, function ( scene ) {
  1060. var _scene = new THREE.Scene();
  1061. if ( scene.name !== undefined ) _scene.name = scene.name;
  1062. if ( scene.extras ) _scene.userData = scene.extras;
  1063. var nodes = scene.nodes;
  1064. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1065. var nodeId = nodes[ i ];
  1066. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1067. }
  1068. _scene.traverse( function ( child ) {
  1069. // Register raw material meshes with GLTFLoader.Shaders
  1070. if ( child.material && child.material.isRawShaderMaterial ) {
  1071. var xshader = new GLTFShader( child, dependencies.nodes );
  1072. GLTFLoader.Shaders.add( child.uuid, xshader );
  1073. }
  1074. } );
  1075. return _scene;
  1076. } );
  1077. } );
  1078. };
  1079. return GLTFLoader;
  1080. } )();