GLTFLoader.js 35 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. /*********************************/
  147. /********** INTERNALS ************/
  148. /*********************************/
  149. /* CONSTANTS */
  150. var WEBGL_CONSTANTS = {
  151. FLOAT: 5126,
  152. //FLOAT_MAT2: 35674,
  153. FLOAT_MAT3: 35675,
  154. FLOAT_MAT4: 35676,
  155. FLOAT_VEC2: 35664,
  156. FLOAT_VEC3: 35665,
  157. FLOAT_VEC4: 35666,
  158. LINEAR: 9729,
  159. REPEAT: 10497,
  160. SAMPLER_2D: 35678,
  161. TRIANGLES: 4,
  162. LINES: 1,
  163. UNSIGNED_BYTE: 5121,
  164. UNSIGNED_SHORT: 5123,
  165. VERTEX_SHADER: 35633,
  166. FRAGMENT_SHADER: 35632
  167. };
  168. var WEBGL_TYPE = {
  169. 5126: Number,
  170. //35674: THREE.Matrix2,
  171. 35675: THREE.Matrix3,
  172. 35676: THREE.Matrix4,
  173. 35664: THREE.Vector2,
  174. 35665: THREE.Vector3,
  175. 35666: THREE.Vector4,
  176. 35678: THREE.Texture
  177. };
  178. var WEBGL_COMPONENT_TYPES = {
  179. 5120: Int8Array,
  180. 5121: Uint8Array,
  181. 5122: Int16Array,
  182. 5123: Uint16Array,
  183. 5125: Uint32Array,
  184. 5126: Float32Array
  185. };
  186. var WEBGL_FILTERS = {
  187. 9728: THREE.NearestFilter,
  188. 9729: THREE.LinearFilter,
  189. 9984: THREE.NearestMipMapNearestFilter,
  190. 9985: THREE.LinearMipMapNearestFilter,
  191. 9986: THREE.NearestMipMapLinearFilter,
  192. 9987: THREE.LinearMipMapLinearFilter
  193. };
  194. var WEBGL_WRAPPINGS = {
  195. 33071: THREE.ClampToEdgeWrapping,
  196. 33648: THREE.MirroredRepeatWrapping,
  197. 10497: THREE.RepeatWrapping
  198. };
  199. var WEBGL_TYPE_SIZES = {
  200. 'SCALAR': 1,
  201. 'VEC2': 2,
  202. 'VEC3': 3,
  203. 'VEC4': 4,
  204. 'MAT2': 4,
  205. 'MAT3': 9,
  206. 'MAT4': 16
  207. };
  208. var PATH_PROPERTIES = {
  209. scale: 'scale',
  210. translation: 'position',
  211. rotation: 'quaternion'
  212. };
  213. var INTERPOLATION = {
  214. LINEAR: THREE.InterpolateLinear,
  215. STEP: THREE.InterpolateDiscrete
  216. };
  217. /* UTILITY FUNCTIONS */
  218. function _each( object, callback, thisObj ) {
  219. if ( !object ) {
  220. return Promise.resolve();
  221. }
  222. var results;
  223. var fns = [];
  224. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  225. results = [];
  226. var length = object.length;
  227. for ( var idx = 0; idx < length; idx ++ ) {
  228. var value = callback.call( thisObj || this, object[ idx ], idx );
  229. if ( value ) {
  230. fns.push( value );
  231. if ( value instanceof Promise ) {
  232. value.then( function( key, value ) {
  233. results[ idx ] = value;
  234. }.bind( this, key ));
  235. } else {
  236. results[ idx ] = value;
  237. }
  238. }
  239. }
  240. } else {
  241. results = {};
  242. for ( var key in object ) {
  243. if ( object.hasOwnProperty( key ) ) {
  244. var value = callback.call( thisObj || this, object[ key ], key );
  245. if ( value ) {
  246. fns.push( value );
  247. if ( value instanceof Promise ) {
  248. value.then( function( key, value ) {
  249. results[ key ] = value;
  250. }.bind( this, key ));
  251. } else {
  252. results[ key ] = value;
  253. }
  254. }
  255. }
  256. }
  257. }
  258. return Promise.all( fns ).then( function() {
  259. return results;
  260. });
  261. }
  262. function resolveURL( url, path ) {
  263. // Invalid URL
  264. if ( typeof url !== 'string' || url === '' )
  265. return '';
  266. // Absolute URL
  267. if ( /^https?:\/\//i.test( url ) ) {
  268. return url;
  269. }
  270. // Data URI
  271. if ( /^data:.*,.*$/i.test( url ) ) {
  272. return url;
  273. }
  274. // Relative URL
  275. return ( path || '' ) + url;
  276. }
  277. // Three.js seems too dependent on attribute names so globally
  278. // replace those in the shader code
  279. function replaceTHREEShaderAttributes( shaderText, technique ) {
  280. // Expected technique attributes
  281. var attributes = {};
  282. for ( var attributeId in technique.attributes ) {
  283. var pname = technique.attributes[ attributeId ];
  284. var param = technique.parameters[ pname ];
  285. var atype = param.type;
  286. var semantic = param.semantic;
  287. attributes[ attributeId ] = {
  288. type: atype,
  289. semantic: semantic
  290. };
  291. }
  292. // Figure out which attributes to change in technique
  293. var shaderParams = technique.parameters;
  294. var shaderAttributes = technique.attributes;
  295. var params = {};
  296. for ( var attributeId in attributes ) {
  297. var pname = shaderAttributes[ attributeId ];
  298. var shaderParam = shaderParams[ pname ];
  299. var semantic = shaderParam.semantic;
  300. if ( semantic ) {
  301. params[ attributeId ] = shaderParam;
  302. }
  303. }
  304. for ( var pname in params ) {
  305. var param = params[ pname ];
  306. var semantic = param.semantic;
  307. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  308. switch ( semantic ) {
  309. case "POSITION":
  310. shaderText = shaderText.replace( regEx, 'position' );
  311. break;
  312. case "NORMAL":
  313. shaderText = shaderText.replace( regEx, 'normal' );
  314. break;
  315. case 'TEXCOORD_0':
  316. case 'TEXCOORD0':
  317. case 'TEXCOORD':
  318. shaderText = shaderText.replace( regEx, 'uv' );
  319. break;
  320. case 'COLOR_0':
  321. case 'COLOR0':
  322. case 'COLOR':
  323. shaderText = shaderText.replace( regEx, 'color' );
  324. break;
  325. case "WEIGHT":
  326. shaderText = shaderText.replace( regEx, 'skinWeight' );
  327. break;
  328. case "JOINT":
  329. shaderText = shaderText.replace( regEx, 'skinIndex' );
  330. break;
  331. }
  332. }
  333. return shaderText;
  334. }
  335. // Deferred constructor for RawShaderMaterial types
  336. function DeferredShaderMaterial( params ) {
  337. this.isDeferredShaderMaterial = true;
  338. this.params = params;
  339. }
  340. DeferredShaderMaterial.prototype.create = function () {
  341. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  342. for ( var uniformId in this.params.uniforms ) {
  343. var originalUniform = this.params.uniforms[ uniformId ];
  344. if ( originalUniform.value instanceof THREE.Texture ) {
  345. uniforms[ uniformId ].value = originalUniform.value;
  346. uniforms[ uniformId ].value.needsUpdate = true;
  347. }
  348. uniforms[ uniformId ].semantic = originalUniform.semantic;
  349. uniforms[ uniformId ].node = originalUniform.node;
  350. }
  351. this.params.uniforms = uniforms;
  352. return new THREE.RawShaderMaterial( this.params );
  353. };
  354. /* GLTF PARSER */
  355. function GLTFParser( json, options ) {
  356. this.json = json || {};
  357. this.options = options || {};
  358. // loader object cache
  359. this.cache = new GLTFRegistry();
  360. }
  361. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  362. var _dependencies = {};
  363. for ( var i = 0; i < dependencies.length; i ++ ) {
  364. var dependency = dependencies[ i ];
  365. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  366. var cached = this.cache.get( dependency );
  367. if ( cached !== undefined ) {
  368. _dependencies[ dependency ] = cached;
  369. } else if ( this[ fnName ] ) {
  370. var fn = this[ fnName ]();
  371. this.cache.add( dependency, fn );
  372. _dependencies[ dependency ] = fn;
  373. }
  374. }
  375. return _each( _dependencies, function ( dependency ) {
  376. return dependency;
  377. } );
  378. };
  379. GLTFParser.prototype.parse = function ( callback ) {
  380. var json = this.json;
  381. // Clear the loader cache
  382. this.cache.removeAll();
  383. // Fire the callback on complete
  384. this._withDependencies( [
  385. "scenes",
  386. "cameras",
  387. "animations"
  388. ] ).then( function ( dependencies ) {
  389. var scene = dependencies.scenes[ json.scene ];
  390. var scenes = [];
  391. for ( var name in dependencies.scenes ) {
  392. scenes.push( dependencies.scenes[ name ] );
  393. }
  394. var cameras = [];
  395. for ( var name in dependencies.cameras ) {
  396. var camera = dependencies.cameras[ name ];
  397. cameras.push( camera );
  398. }
  399. var animations = [];
  400. for ( var name in dependencies.animations ) {
  401. animations.push( dependencies.animations[ name ] );
  402. }
  403. callback( scene, scenes, cameras, animations );
  404. } );
  405. };
  406. GLTFParser.prototype.loadShaders = function () {
  407. var json = this.json;
  408. var options = this.options;
  409. return _each( json.shaders, function ( shader ) {
  410. return new Promise( function ( resolve ) {
  411. var loader = new THREE.FileLoader();
  412. loader.responseType = 'text';
  413. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  414. resolve( shaderText );
  415. } );
  416. } );
  417. } );
  418. };
  419. GLTFParser.prototype.loadBuffers = function () {
  420. var json = this.json;
  421. var options = this.options;
  422. return _each( json.buffers, function ( buffer ) {
  423. if ( buffer.type === 'arraybuffer' ) {
  424. return new Promise( function ( resolve ) {
  425. var loader = new THREE.FileLoader();
  426. loader.responseType = 'arraybuffer';
  427. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  428. resolve( buffer );
  429. } );
  430. } );
  431. }
  432. } );
  433. };
  434. GLTFParser.prototype.loadBufferViews = function () {
  435. var json = this.json;
  436. return this._withDependencies( [
  437. "buffers"
  438. ] ).then( function ( dependencies ) {
  439. return _each( json.bufferViews, function ( bufferView ) {
  440. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  441. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  442. } );
  443. } );
  444. };
  445. GLTFParser.prototype.loadAccessors = function () {
  446. var json = this.json;
  447. return this._withDependencies( [
  448. "bufferViews"
  449. ] ).then( function ( dependencies ) {
  450. return _each( json.accessors, function ( accessor ) {
  451. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  452. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  453. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  454. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  455. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  456. var itemBytes = elementBytes * itemSize;
  457. // The buffer is not interleaved if the stride is the item size in bytes.
  458. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  459. // Use the full buffer if it's interleaved.
  460. var array = new TypedArray( arraybuffer );
  461. // Integer parameters to IB/IBA are in array elements, not bytes.
  462. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  463. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  464. } else {
  465. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  466. return new THREE.BufferAttribute( array, itemSize );
  467. }
  468. } );
  469. } );
  470. };
  471. GLTFParser.prototype.loadTextures = function () {
  472. var json = this.json;
  473. var options = this.options;
  474. return _each( json.textures, function ( texture ) {
  475. if ( texture.source ) {
  476. return new Promise( function ( resolve ) {
  477. var source = json.images[ texture.source ];
  478. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  479. if ( textureLoader === null ) {
  480. textureLoader = new THREE.TextureLoader();
  481. }
  482. textureLoader.setCrossOrigin( options.crossOrigin );
  483. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  484. _texture.flipY = false;
  485. if ( texture.sampler ) {
  486. var sampler = json.samplers[ texture.sampler ];
  487. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  488. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  489. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  490. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  491. }
  492. resolve( _texture );
  493. }, undefined, function () {
  494. resolve();
  495. } );
  496. } );
  497. }
  498. } );
  499. };
  500. GLTFParser.prototype.loadMaterials = function () {
  501. var json = this.json;
  502. return this._withDependencies( [
  503. "shaders",
  504. "textures"
  505. ] ).then( function ( dependencies ) {
  506. return _each( json.materials, function ( material ) {
  507. var materialType;
  508. var materialValues = {};
  509. var materialParams = {};
  510. var khr_material;
  511. if ( material.extensions && material.extensions.KHR_materials_common ) {
  512. khr_material = material.extensions.KHR_materials_common;
  513. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  514. khr_material = json.extensions.KHR_materials_common;
  515. }
  516. if ( khr_material ) {
  517. switch ( khr_material.technique ) {
  518. case 'BLINN' :
  519. case 'PHONG' :
  520. materialType = THREE.MeshPhongMaterial;
  521. break;
  522. case 'LAMBERT' :
  523. materialType = THREE.MeshLambertMaterial;
  524. break;
  525. case 'CONSTANT' :
  526. default :
  527. materialType = THREE.MeshBasicMaterial;
  528. break;
  529. }
  530. Object.assign( materialValues, khr_material.values );
  531. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  532. materialParams.side = THREE.DoubleSide;
  533. }
  534. if ( khr_material.transparent || materialValues.transparent ) {
  535. materialParams.transparent = true;
  536. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  537. }
  538. } else if ( material.technique === undefined ) {
  539. materialType = THREE.MeshPhongMaterial;
  540. Object.assign( materialValues, material.values );
  541. } else {
  542. materialType = DeferredShaderMaterial;
  543. var technique = json.techniques[ material.technique ];
  544. materialParams.uniforms = {};
  545. var program = json.programs[ technique.program ];
  546. if ( program ) {
  547. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  548. if ( ! materialParams.fragmentShader ) {
  549. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  550. materialType = THREE.MeshPhongMaterial;
  551. }
  552. var vertexShader = dependencies.shaders[ program.vertexShader ];
  553. if ( ! vertexShader ) {
  554. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  555. materialType = THREE.MeshPhongMaterial;
  556. }
  557. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  558. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  559. var uniforms = technique.uniforms;
  560. for ( var uniformId in uniforms ) {
  561. var pname = uniforms[ uniformId ];
  562. var shaderParam = technique.parameters[ pname ];
  563. var ptype = shaderParam.type;
  564. if ( WEBGL_TYPE[ ptype ] ) {
  565. var pcount = shaderParam.count;
  566. var value = material.values[ pname ];
  567. var uvalue = new WEBGL_TYPE[ ptype ]();
  568. var usemantic = shaderParam.semantic;
  569. var unode = shaderParam.node;
  570. switch ( ptype ) {
  571. case WEBGL_CONSTANTS.FLOAT:
  572. uvalue = shaderParam.value;
  573. if ( pname == "transparency" ) {
  574. materialParams.transparent = true;
  575. }
  576. if ( value !== undefined ) {
  577. uvalue = value;
  578. }
  579. break;
  580. case WEBGL_CONSTANTS.FLOAT_VEC2:
  581. case WEBGL_CONSTANTS.FLOAT_VEC3:
  582. case WEBGL_CONSTANTS.FLOAT_VEC4:
  583. case WEBGL_CONSTANTS.FLOAT_MAT3:
  584. if ( shaderParam && shaderParam.value ) {
  585. uvalue.fromArray( shaderParam.value );
  586. }
  587. if ( value ) {
  588. uvalue.fromArray( value );
  589. }
  590. break;
  591. case WEBGL_CONSTANTS.FLOAT_MAT2:
  592. // what to do?
  593. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  594. break;
  595. case WEBGL_CONSTANTS.FLOAT_MAT4:
  596. if ( pcount ) {
  597. uvalue = new Array( pcount );
  598. for ( var mi = 0; mi < pcount; mi ++ ) {
  599. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  600. }
  601. if ( shaderParam && shaderParam.value ) {
  602. var m4v = shaderParam.value;
  603. uvalue.fromArray( m4v );
  604. }
  605. if ( value ) {
  606. uvalue.fromArray( value );
  607. }
  608. } else {
  609. if ( shaderParam && shaderParam.value ) {
  610. var m4 = shaderParam.value;
  611. uvalue.fromArray( m4 );
  612. }
  613. if ( value ) {
  614. uvalue.fromArray( value );
  615. }
  616. }
  617. break;
  618. case WEBGL_CONSTANTS.SAMPLER_2D:
  619. uvalue = value ? dependencies.textures[ value ] : null;
  620. break;
  621. }
  622. materialParams.uniforms[ uniformId ] = {
  623. value: uvalue,
  624. semantic: usemantic,
  625. node: unode
  626. };
  627. } else {
  628. throw new Error( "Unknown shader uniform param type: " + ptype );
  629. }
  630. }
  631. }
  632. }
  633. if ( Array.isArray( materialValues.diffuse ) ) {
  634. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  635. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  636. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  637. }
  638. delete materialParams.diffuse;
  639. if ( typeof( materialValues.reflective ) === 'string' ) {
  640. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  641. }
  642. if ( typeof( materialValues.bump ) === 'string' ) {
  643. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  644. }
  645. if ( Array.isArray( materialValues.emission ) ) {
  646. if ( materialType === THREE.MeshBasicMaterial ) {
  647. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  648. } else {
  649. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  650. }
  651. } else if ( typeof( materialValues.emission ) === 'string' ) {
  652. if ( materialType === THREE.MeshBasicMaterial ) {
  653. materialParams.map = dependencies.textures[ materialValues.emission ];
  654. } else {
  655. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  656. }
  657. }
  658. if ( Array.isArray( materialValues.specular ) ) {
  659. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  660. } else if ( typeof( materialValues.specular ) === 'string' ) {
  661. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  662. }
  663. if ( materialValues.shininess !== undefined ) {
  664. materialParams.shininess = materialValues.shininess;
  665. }
  666. var _material = new materialType( materialParams );
  667. _material.name = material.name;
  668. return _material;
  669. } );
  670. } );
  671. };
  672. GLTFParser.prototype.loadMeshes = function () {
  673. var json = this.json;
  674. return this._withDependencies( [
  675. "accessors",
  676. "materials"
  677. ] ).then( function ( dependencies ) {
  678. return _each( json.meshes, function ( mesh ) {
  679. var group = new THREE.Object3D();
  680. group.name = mesh.name;
  681. if ( mesh.extras ) group.userData = mesh.extras;
  682. var primitives = mesh.primitives;
  683. for ( var name in primitives ) {
  684. var primitive = primitives[ name ];
  685. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  686. var geometry = new THREE.BufferGeometry();
  687. var attributes = primitive.attributes;
  688. for ( var attributeId in attributes ) {
  689. var attributeEntry = attributes[ attributeId ];
  690. if ( ! attributeEntry ) return;
  691. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  692. switch ( attributeId ) {
  693. case 'POSITION':
  694. geometry.addAttribute( 'position', bufferAttribute );
  695. break;
  696. case 'NORMAL':
  697. geometry.addAttribute( 'normal', bufferAttribute );
  698. break;
  699. case 'TEXCOORD_0':
  700. case 'TEXCOORD0':
  701. case 'TEXCOORD':
  702. geometry.addAttribute( 'uv', bufferAttribute );
  703. break;
  704. case 'WEIGHT':
  705. geometry.addAttribute( 'skinWeight', bufferAttribute );
  706. break;
  707. case 'JOINT':
  708. geometry.addAttribute( 'skinIndex', bufferAttribute );
  709. break;
  710. }
  711. }
  712. if ( primitive.indices ) {
  713. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  714. }
  715. var material = dependencies.materials[ primitive.material ];
  716. var meshNode = new THREE.Mesh( geometry, material );
  717. meshNode.castShadow = true;
  718. if ( primitive.extras ) meshNode.userData = primitive.extras;
  719. group.add( meshNode );
  720. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  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 'COLOR_0':
  732. case 'COLOR0':
  733. case 'COLOR':
  734. geometry.addAttribute( 'color', bufferAttribute );
  735. break;
  736. }
  737. };
  738. var material = dependencies.materials[ primitive.material ];
  739. var meshNode;
  740. if ( primitive.indices ) {
  741. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  742. meshNode = new THREE.LineSegments( geometry, material );
  743. } else {
  744. meshNode = new THREE.Line( geometry, material );
  745. }
  746. if ( primitive.extras ) meshNode.userData = primitive.extras;
  747. group.add( meshNode );
  748. } else {
  749. console.warn( "Only triangular and line primitives are supported" );
  750. }
  751. }
  752. return group;
  753. } );
  754. } );
  755. };
  756. GLTFParser.prototype.loadCameras = function () {
  757. var json = this.json;
  758. return _each( json.cameras, function ( camera ) {
  759. if ( camera.type == "perspective" && camera.perspective ) {
  760. var yfov = camera.perspective.yfov;
  761. var xfov = camera.perspective.xfov;
  762. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  763. // According to COLLADA spec...
  764. // aspect_ratio = xfov / yfov
  765. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  766. // According to COLLADA spec...
  767. // aspect_ratio = xfov / yfov
  768. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  769. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  770. _camera.name = camera.name;
  771. if ( camera.extras ) _camera.userData = camera.extras;
  772. return _camera;
  773. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  774. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  775. _camera.name = camera.name;
  776. if ( camera.extras ) _camera.userData = camera.extras;
  777. return _camera;
  778. }
  779. } );
  780. };
  781. GLTFParser.prototype.loadSkins = function () {
  782. var json = this.json;
  783. return this._withDependencies( [
  784. "accessors"
  785. ] ).then( function ( dependencies ) {
  786. return _each( json.skins, function ( skin ) {
  787. var _skin = {
  788. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  789. jointNames: skin.jointNames,
  790. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  791. };
  792. return _skin;
  793. } );
  794. } );
  795. };
  796. GLTFParser.prototype.loadAnimations = function () {
  797. var json = this.json;
  798. return this._withDependencies( [
  799. "accessors",
  800. "nodes"
  801. ] ).then( function ( dependencies ) {
  802. return _each( json.animations, function ( animation, animationId ) {
  803. var tracks = [];
  804. for ( var channelId in animation.channels ) {
  805. var channel = animation.channels[ channelId ];
  806. var sampler = animation.samplers[ channel.sampler ];
  807. if ( sampler && animation.parameters ) {
  808. var target = channel.target;
  809. var name = target.id;
  810. var input = animation.parameters[ sampler.input ];
  811. var output = animation.parameters[ sampler.output ];
  812. var inputAccessor = dependencies.accessors[ input ];
  813. var outputAccessor = dependencies.accessors[ output ];
  814. var node = dependencies.nodes[ name ];
  815. if ( node ) {
  816. node.updateMatrix();
  817. node.matrixAutoUpdate = true;
  818. var TypedKeyframeTrack = PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.rotation
  819. ? THREE.QuaternionKeyframeTrack
  820. : THREE.VectorKeyframeTrack;
  821. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  822. // buffers before creating a truncated copy to keep. Because buffers may
  823. // be reused by other tracks, make copies here.
  824. tracks.push( new TypedKeyframeTrack(
  825. node.name + '.' + PATH_PROPERTIES[ target.path ],
  826. THREE.AnimationUtils.arraySlice( inputAccessor.array, 0 ),
  827. THREE.AnimationUtils.arraySlice( outputAccessor.array, 0 ),
  828. INTERPOLATION[ sampler.interpolation ]
  829. ) );
  830. }
  831. }
  832. }
  833. return new THREE.AnimationClip( "animation_" + animationId, undefined, tracks );
  834. } );
  835. } );
  836. };
  837. GLTFParser.prototype.loadNodes = function () {
  838. var json = this.json;
  839. var scope = this;
  840. return _each( json.nodes, function ( node ) {
  841. var matrix = new THREE.Matrix4();
  842. var _node;
  843. if ( node.jointName ) {
  844. _node = new THREE.Bone();
  845. _node.jointName = node.jointName;
  846. } else {
  847. _node = new THREE.Object3D();
  848. }
  849. _node.name = node.name;
  850. if ( node.extras ) _node.userData = node.extras;
  851. _node.matrixAutoUpdate = false;
  852. if ( node.matrix !== undefined ) {
  853. matrix.fromArray( node.matrix );
  854. _node.applyMatrix( matrix );
  855. } else {
  856. if ( node.translation !== undefined ) {
  857. _node.position.fromArray( node.translation );
  858. }
  859. if ( node.rotation !== undefined ) {
  860. _node.quaternion.fromArray( node.rotation );
  861. }
  862. if ( node.scale !== undefined ) {
  863. _node.scale.fromArray( node.scale );
  864. }
  865. }
  866. return _node;
  867. } ).then( function ( __nodes ) {
  868. return scope._withDependencies( [
  869. "meshes",
  870. "skins",
  871. "cameras",
  872. "extensions"
  873. ] ).then( function ( dependencies ) {
  874. return _each( __nodes, function ( _node, nodeId ) {
  875. var node = json.nodes[ nodeId ];
  876. if ( node.meshes !== undefined ) {
  877. for ( var meshId in node.meshes ) {
  878. var mesh = node.meshes[ meshId ];
  879. var group = dependencies.meshes[ mesh ];
  880. if ( group === undefined ) {
  881. console.warn( 'GLTFLoader: Couldn\'t find node "' + mesh + '".' );
  882. continue;
  883. }
  884. for ( var childrenId in group.children ) {
  885. var child = group.children[ childrenId ];
  886. // clone Mesh to add to _node
  887. var originalMaterial = child.material;
  888. var originalGeometry = child.geometry;
  889. var originalUserData = child.userData;
  890. var material;
  891. if ( originalMaterial.isDeferredShaderMaterial ) {
  892. originalMaterial = material = originalMaterial.create();
  893. } else {
  894. material = originalMaterial;
  895. }
  896. switch ( child.type ) {
  897. case 'LineSegments':
  898. child = new THREE.LineSegments( originalGeometry, material );
  899. break;
  900. case 'Line':
  901. child = new THREE.Line( originalGeometry, material );
  902. break;
  903. default:
  904. child = new THREE.Mesh( originalGeometry, material );
  905. }
  906. child.castShadow = true;
  907. child.userData = originalUserData;
  908. var skinEntry;
  909. if ( node.skin ) {
  910. skinEntry = dependencies.skins[ node.skin ];
  911. }
  912. // Replace Mesh with SkinnedMesh in library
  913. if ( skinEntry ) {
  914. var geometry = originalGeometry;
  915. var material = originalMaterial;
  916. material.skinning = true;
  917. child = new THREE.SkinnedMesh( geometry, material, false );
  918. child.castShadow = true;
  919. child.userData = originalUserData;
  920. var bones = [];
  921. var boneInverses = [];
  922. var keys = Object.keys( __nodes );
  923. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  924. var jointId = skinEntry.jointNames[ i ];
  925. var jointNode;
  926. for ( var j = 0, jl = keys.length; j < jl; j ++ ) {
  927. var n = __nodes[ keys[ j ] ];
  928. if ( n.jointName === jointId ) {
  929. jointNode = n;
  930. break;
  931. }
  932. }
  933. if ( jointNode ) {
  934. jointNode.skin = child;
  935. bones.push( jointNode );
  936. var m = skinEntry.inverseBindMatrices.array;
  937. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  938. boneInverses.push( mat );
  939. } else {
  940. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  941. }
  942. }
  943. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  944. }
  945. _node.add( child );
  946. }
  947. }
  948. }
  949. if ( node.camera !== undefined ) {
  950. var camera = dependencies.cameras[ node.camera ];
  951. _node.add( camera );
  952. }
  953. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  954. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  955. _node.add( light );
  956. }
  957. return _node;
  958. } );
  959. } );
  960. } );
  961. };
  962. GLTFParser.prototype.loadExtensions = function () {
  963. var json = this.json;
  964. return _each( json.extensions, function ( extension, extensionId ) {
  965. switch ( extensionId ) {
  966. case "KHR_materials_common":
  967. var extensionNode = {
  968. lights: {}
  969. };
  970. var lights = extension.lights;
  971. for ( var lightId in lights ) {
  972. var light = lights[ lightId ];
  973. var lightNode;
  974. var lightParams = light[ light.type ];
  975. var color = new THREE.Color().fromArray( lightParams.color );
  976. switch ( light.type ) {
  977. case "directional":
  978. lightNode = new THREE.DirectionalLight( color );
  979. lightNode.position.set( 0, 0, 1 );
  980. break;
  981. case "point":
  982. lightNode = new THREE.PointLight( color );
  983. break;
  984. case "spot ":
  985. lightNode = new THREE.SpotLight( color );
  986. lightNode.position.set( 0, 0, 1 );
  987. break;
  988. case "ambient":
  989. lightNode = new THREE.AmbientLight( color );
  990. break;
  991. }
  992. if ( lightNode ) {
  993. extensionNode.lights[ lightId ] = lightNode;
  994. }
  995. }
  996. return extensionNode;
  997. break;
  998. }
  999. } );
  1000. };
  1001. GLTFParser.prototype.loadScenes = function () {
  1002. var json = this.json;
  1003. // scene node hierachy builder
  1004. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1005. var _node = allNodes[ nodeId ];
  1006. parentObject.add( _node );
  1007. var node = json.nodes[ nodeId ];
  1008. if ( node.children ) {
  1009. var children = node.children;
  1010. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1011. var child = children[ i ];
  1012. buildNodeHierachy( child, _node, allNodes );
  1013. }
  1014. }
  1015. }
  1016. return this._withDependencies( [
  1017. "nodes"
  1018. ] ).then( function ( dependencies ) {
  1019. return _each( json.scenes, function ( scene ) {
  1020. var _scene = new THREE.Scene();
  1021. _scene.name = scene.name;
  1022. if ( scene.extras ) _scene.userData = scene.extras;
  1023. var nodes = scene.nodes;
  1024. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1025. var nodeId = nodes[ i ];
  1026. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1027. }
  1028. _scene.traverse( function ( child ) {
  1029. // Register raw material meshes with GLTFLoader.Shaders
  1030. if ( child.material && child.material.isRawShaderMaterial ) {
  1031. var xshader = new GLTFShader( child, dependencies.nodes );
  1032. GLTFLoader.Shaders.add( child.uuid, xshader );
  1033. }
  1034. } );
  1035. return _scene;
  1036. } );
  1037. } );
  1038. };
  1039. return GLTFLoader;
  1040. } )();