CTMLoader.js 16 KB

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  1. /**
  2. * Loader for CTM encoded models generated by OpenCTM tools:
  3. * http://openctm.sourceforge.net/
  4. *
  5. * Uses js-openctm library by Juan Mellado
  6. * http://code.google.com/p/js-openctm/
  7. *
  8. * @author alteredq / http://alteredqualia.com/
  9. */
  10. THREE.CTMLoader = function ( context, showStatus ) {
  11. this.context = context;
  12. THREE.Loader.call( this, showStatus );
  13. };
  14. THREE.CTMLoader.prototype = new THREE.Loader();
  15. THREE.CTMLoader.prototype.constructor = THREE.CTMLoader;
  16. // Load multiple CTM parts defined in JSON
  17. THREE.CTMLoader.prototype.loadParts = function( url, callback, useWorker, useBuffers, basePath ) {
  18. var scope = this;
  19. var xhr = new XMLHttpRequest();
  20. basePath = basePath ? basePath : this.extractUrlbase( url );
  21. console.log( basePath );
  22. xhr.onreadystatechange = function() {
  23. if ( xhr.readyState == 4 ) {
  24. if ( xhr.status == 200 || xhr.status == 0 ) {
  25. var jsonObject = JSON.parse( xhr.responseText );
  26. var geometries = [], materials = [];
  27. var partCounter = 0;
  28. function generateCallback( index ) {
  29. return function ( geometry ) {
  30. geometries[ index ] = geometry;
  31. partCounter += 1;
  32. if ( partCounter === jsonObject.geometries.length ) {
  33. callback( geometries, materials );
  34. }
  35. }
  36. }
  37. // init materials
  38. for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
  39. materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
  40. }
  41. // load individual CTM files
  42. for ( var i = 0; i < jsonObject.geometries.length; i ++ ) {
  43. var partUrl = basePath + jsonObject.geometries[ i ];
  44. scope.load( partUrl, generateCallback( i ), useWorker, useBuffers );
  45. }
  46. }
  47. }
  48. }
  49. xhr.open( "GET", url, true );
  50. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  51. xhr.setRequestHeader( "Content-Type", "text/plain" );
  52. xhr.send( null );
  53. };
  54. // Load CTMLoader compressed models
  55. // - parameters
  56. // - url (required)
  57. // - callback (required)
  58. THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers ) {
  59. var scope = this;
  60. var xhr = new XMLHttpRequest(),
  61. callbackProgress = null;
  62. var length = 0;
  63. xhr.onreadystatechange = function() {
  64. if ( xhr.readyState == 4 ) {
  65. if ( xhr.status == 200 || xhr.status == 0 ) {
  66. var binaryData = xhr.responseText;
  67. //var s = Date.now();
  68. if ( useWorker ) {
  69. var worker = new Worker( "js/ctm/CTMWorker.js" );
  70. worker.onmessage = function( event ) {
  71. var ctmFile = event.data;
  72. if ( useBuffers ) {
  73. scope.createModelBuffers( ctmFile, callback );
  74. } else {
  75. scope.createModelClassic( ctmFile, callback );
  76. }
  77. //var e = Date.now();
  78. //console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
  79. };
  80. worker.postMessage( binaryData );
  81. } else {
  82. var ctmFile = new CTM.File( new CTM.Stream( binaryData ) );
  83. if ( useBuffers ) {
  84. scope.createModelBuffers( ctmFile, callback );
  85. } else {
  86. scope.createModelClassic( ctmFile, callback );
  87. }
  88. var e = Date.now();
  89. console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
  90. }
  91. } else {
  92. console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
  93. }
  94. } else if ( xhr.readyState == 3 ) {
  95. if ( callbackProgress ) {
  96. if ( length == 0 ) {
  97. length = xhr.getResponseHeader( "Content-Length" );
  98. }
  99. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  100. }
  101. } else if ( xhr.readyState == 2 ) {
  102. length = xhr.getResponseHeader( "Content-Length" );
  103. }
  104. }
  105. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  106. xhr.open( "GET", url, true );
  107. xhr.send( null );
  108. };
  109. THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
  110. var gl = this.context;
  111. var Model = function ( ) {
  112. var scope = this;
  113. var dynamic = false,
  114. computeNormals = true,
  115. normalizeNormals = true,
  116. reorderVertices = true;
  117. scope.materials = [];
  118. THREE.BufferGeometry.call( this );
  119. // init GL buffers
  120. var vertexIndexArray = file.body.indices,
  121. vertexPositionArray = file.body.vertices,
  122. vertexNormalArray = file.body.normals;
  123. var vertexUvArray, vertexColorArray;
  124. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
  125. vertexUvArray = file.body.uvMaps[ 0 ].uv;
  126. }
  127. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
  128. vertexColorArray = file.body.attrMaps[ 0 ].attr;
  129. }
  130. //console.log( "vertices", vertexPositionArray.length/3 );
  131. //console.log( "triangles", vertexIndexArray.length/3 );
  132. // compute face normals from scratch
  133. // (must be done before computing offsets)
  134. if ( vertexNormalArray === undefined && computeNormals ) {
  135. var nElements = vertexPositionArray.length;
  136. vertexNormalArray = new Float32Array( nElements );
  137. var vA, vB, vC, x, y, z,
  138. pA = new THREE.Vector3(),
  139. pB = new THREE.Vector3(),
  140. pC = new THREE.Vector3(),
  141. cb = new THREE.Vector3(),
  142. ab = new THREE.Vector3();
  143. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  144. vA = vertexIndexArray[ i ];
  145. vB = vertexIndexArray[ i + 1 ];
  146. vC = vertexIndexArray[ i + 2 ];
  147. x = vertexPositionArray[ vA * 3 ];
  148. y = vertexPositionArray[ vA * 3 + 1 ];
  149. z = vertexPositionArray[ vA * 3 + 2 ];
  150. pA.set( x, y, z );
  151. x = vertexPositionArray[ vB * 3 ];
  152. y = vertexPositionArray[ vB * 3 + 1 ];
  153. z = vertexPositionArray[ vB * 3 + 2 ];
  154. pB.set( x, y, z );
  155. x = vertexPositionArray[ vC * 3 ];
  156. y = vertexPositionArray[ vC * 3 + 1 ];
  157. z = vertexPositionArray[ vC * 3 + 2 ];
  158. pC.set( x, y, z );
  159. cb.sub( pC, pB );
  160. ab.sub( pA, pB );
  161. cb.crossSelf( ab );
  162. vertexNormalArray[ vA * 3 ] += cb.x;
  163. vertexNormalArray[ vA * 3 + 1 ] += cb.y;
  164. vertexNormalArray[ vA * 3 + 2 ] += cb.z;
  165. vertexNormalArray[ vB * 3 ] += cb.x;
  166. vertexNormalArray[ vB * 3 + 1 ] += cb.y;
  167. vertexNormalArray[ vB * 3 + 2 ] += cb.z;
  168. vertexNormalArray[ vC * 3 ] += cb.x;
  169. vertexNormalArray[ vC * 3 + 1 ] += cb.y;
  170. vertexNormalArray[ vC * 3 + 2 ] += cb.z;
  171. }
  172. if ( normalizeNormals ) {
  173. for ( var i = 0; i < nElements; i += 3 ) {
  174. x = vertexNormalArray[ i ];
  175. y = vertexNormalArray[ i + 1 ];
  176. z = vertexNormalArray[ i + 2 ];
  177. var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  178. vertexNormalArray[ i ] *= n;
  179. vertexNormalArray[ i + 1 ] *= n;
  180. vertexNormalArray[ i + 2 ] *= n;
  181. }
  182. }
  183. }
  184. // reorder vertices
  185. // (needed for buffer splitting, to keep together face vertices)
  186. if ( reorderVertices ) {
  187. var newFaces = new Uint32Array( vertexIndexArray.length ),
  188. newVertices = new Float32Array( vertexPositionArray.length );
  189. var newNormals, newUvs, newColors;
  190. if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
  191. if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
  192. if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
  193. var indexMap = {}, vertexCounter = 0;
  194. function handleVertex( v ) {
  195. if ( indexMap[ v ] === undefined ) {
  196. indexMap[ v ] = vertexCounter;
  197. var sx = v * 3,
  198. sy = v * 3 + 1,
  199. sz = v * 3 + 2,
  200. dx = vertexCounter * 3,
  201. dy = vertexCounter * 3 + 1,
  202. dz = vertexCounter * 3 + 2;
  203. newVertices[ dx ] = vertexPositionArray[ sx ];
  204. newVertices[ dy ] = vertexPositionArray[ sy ];
  205. newVertices[ dz ] = vertexPositionArray[ sz ];
  206. if ( vertexNormalArray ) {
  207. newNormals[ dx ] = vertexNormalArray[ sx ];
  208. newNormals[ dy ] = vertexNormalArray[ sy ];
  209. newNormals[ dz ] = vertexNormalArray[ sz ];
  210. }
  211. if ( vertexUvArray ) {
  212. newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
  213. newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
  214. }
  215. if ( vertexColorArray ) {
  216. newColors[ vertexCounter * 4 ] = vertexNormalArray[ v * 4 ];
  217. newColors[ vertexCounter * 4 + 1 ] = vertexNormalArray[ v * 4 + 1 ];
  218. newColors[ vertexCounter * 4 + 2 ] = vertexNormalArray[ v * 4 + 2 ];
  219. newColors[ vertexCounter * 4 + 3 ] = vertexNormalArray[ v * 4 + 3 ];
  220. }
  221. vertexCounter += 1;
  222. }
  223. }
  224. var a, b, c;
  225. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  226. a = vertexIndexArray[ i ];
  227. b = vertexIndexArray[ i + 1 ];
  228. c = vertexIndexArray[ i + 2 ];
  229. handleVertex( a );
  230. handleVertex( b );
  231. handleVertex( c );
  232. newFaces[ i ] = indexMap[ a ];
  233. newFaces[ i + 1 ] = indexMap[ b ];
  234. newFaces[ i + 2 ] = indexMap[ c ];
  235. }
  236. vertexIndexArray = newFaces;
  237. vertexPositionArray = newVertices;
  238. if ( vertexNormalArray ) vertexNormalArray = newNormals;
  239. if ( vertexUvArray ) vertexUvArray = newUvs;
  240. if ( vertexColorArray ) vertexColorArray = newColors;
  241. }
  242. // compute offsets
  243. scope.offsets = [];
  244. var indices = vertexIndexArray;
  245. var start = 0,
  246. min = vertexPositionArray.length,
  247. max = 0,
  248. minPrev = min;
  249. for ( var i = 0; i < indices.length; ) {
  250. for ( var j = 0; j < 3; ++ j ) {
  251. var idx = indices[ i ++ ];
  252. if ( idx < min ) min = idx;
  253. if ( idx > max ) max = idx;
  254. }
  255. if ( max - min > 65535 ) {
  256. i -= 3;
  257. for ( var k = start; k < i; ++ k ) {
  258. indices[ k ] -= minPrev;
  259. }
  260. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  261. start = i;
  262. min = vertexPositionArray.length;
  263. max = 0;
  264. }
  265. minPrev = min;
  266. }
  267. for ( var k = start; k < i; ++ k ) {
  268. indices[ k ] -= minPrev;
  269. }
  270. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  271. // indices
  272. scope.vertexIndexBuffer = gl.createBuffer();
  273. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
  274. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( vertexIndexArray ), gl.STATIC_DRAW );
  275. scope.vertexIndexBuffer.itemSize = 1;
  276. scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
  277. // vertices
  278. scope.vertexPositionBuffer = gl.createBuffer();
  279. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
  280. gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
  281. scope.vertexPositionBuffer.itemSize = 3;
  282. scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
  283. // normals
  284. if ( vertexNormalArray !== undefined ) {
  285. scope.vertexNormalBuffer = gl.createBuffer();
  286. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
  287. gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
  288. scope.vertexNormalBuffer.itemSize = 3;
  289. scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
  290. }
  291. // uvs
  292. if ( vertexUvArray !== undefined ) {
  293. // "fix" flipping
  294. for ( var i = 0; i < vertexUvArray.length; i += 2 ) {
  295. vertexUvArray[ i + 1 ] = 1 - vertexUvArray[ i + 1 ];
  296. }
  297. scope.vertexUvBuffer = gl.createBuffer();
  298. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
  299. gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
  300. scope.vertexUvBuffer.itemSize = 2;
  301. scope.vertexUvBuffer.numItems = vertexUvArray.length;
  302. }
  303. // colors
  304. if ( vertexColorArray !== undefined ) {
  305. scope.vertexColorBuffer = gl.createBuffer();
  306. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
  307. gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
  308. scope.vertexColorBuffer.itemSize = 4;
  309. scope.vertexColorBuffer.numItems = vertexColorArray.length;
  310. }
  311. // compute bounding sphere and bounding box
  312. // (must do it now as we don't keep typed arrays after setting GL buffers)
  313. scope.boundingBox = { min: new THREE.Vector3( Infinity, Infinity, Infinity ), max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) };
  314. var vertices = file.body.vertices,
  315. bb = scope.boundingBox,
  316. radius, maxRadius = 0,
  317. x, y, z;
  318. for ( var i = 0, il = vertices.length; i < il; i += 3 ) {
  319. x = vertices[ i ];
  320. y = vertices[ i + 1 ];
  321. z = vertices[ i + 2 ];
  322. // bounding sphere
  323. radius = Math.sqrt( x * x + y * y + z * z );
  324. if ( radius > maxRadius ) maxRadius = radius;
  325. // bounding box
  326. if ( x < bb.min.x ) {
  327. bb.min.x = x;
  328. } else if ( x > bb.max.x ) {
  329. bb.max.x = x;
  330. }
  331. if ( y < bb.min.y ) {
  332. bb.min.y = y;
  333. } else if ( y > bb.max.y ) {
  334. bb.max.y = y;
  335. }
  336. if ( z < bb.min.z ) {
  337. bb.min.z = z;
  338. } else if ( z > bb.max.z ) {
  339. bb.max.z = z;
  340. }
  341. }
  342. scope.boundingSphere = { radius: maxRadius };
  343. // keep references to typed arrays
  344. if ( dynamic ) {
  345. scope.vertexIndexArray = vertexIndexArray;
  346. scope.vertexPositionArray = vertexPositionArray;
  347. scope.vertexNormalArray = vertexNormalArray;
  348. scope.vertexUvArray = vertexUvArray;
  349. scope.vertexColorArray = vertexColorArray;
  350. }
  351. }
  352. Model.prototype = new THREE.BufferGeometry();
  353. Model.prototype.constructor = Model;
  354. callback( new Model() );
  355. };
  356. THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
  357. var Model = function ( ) {
  358. var scope = this;
  359. scope.materials = [];
  360. THREE.Geometry.call( this );
  361. var normals = [],
  362. uvs = [],
  363. colors = [];
  364. init_vertices( file.body.vertices );
  365. if ( file.body.normals !== undefined )
  366. init_normals( file.body.normals );
  367. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
  368. init_uvs( file.body.uvMaps[ 0 ].uv );
  369. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
  370. init_colors( file.body.attrMaps[ 0 ].attr );
  371. var hasNormals = normals.length > 0 ? true : false,
  372. hasUvs = uvs.length > 0 ? true : false,
  373. hasColors = colors.length > 0 ? true : false;
  374. init_faces( file.body.indices );
  375. this.computeCentroids();
  376. this.computeFaceNormals();
  377. //this.computeTangents();
  378. function init_vertices( buffer ) {
  379. var x, y, z, i, il = buffer.length;
  380. for( i = 0; i < il; i += 3 ) {
  381. x = buffer[ i ];
  382. y = buffer[ i + 1 ];
  383. z = buffer[ i + 2 ];
  384. vertex( scope, x, y, z );
  385. }
  386. };
  387. function init_normals( buffer ) {
  388. var x, y, z, i, il = buffer.length;
  389. for( i = 0; i < il; i += 3 ) {
  390. x = buffer[ i ];
  391. y = buffer[ i + 1 ];
  392. z = buffer[ i + 2 ];
  393. normals.push( x, y, z );
  394. }
  395. };
  396. function init_colors( buffer ) {
  397. var r, g, b, a, i, il = buffer.length;
  398. for( i = 0; i < il; i += 4 ) {
  399. r = buffer[ i ];
  400. g = buffer[ i + 1 ];
  401. b = buffer[ i + 2 ];
  402. a = buffer[ i + 3 ];
  403. var color = new THREE.Color();
  404. color.setRGB( r, g, b );
  405. colors.push( color );
  406. }
  407. };
  408. function init_uvs( buffer ) {
  409. var u, v, i, il = buffer.length;
  410. for( i = 0; i < il; i += 2 ) {
  411. u = buffer[ i ];
  412. v = buffer[ i + 1 ];
  413. uvs.push( u, 1 - v );
  414. }
  415. };
  416. function init_faces( buffer ) {
  417. var a, b, c,
  418. u1, v1, u2, v2, u3, v3,
  419. m, face,
  420. i, il = buffer.length;
  421. m = 0; // all faces defaulting to material 0
  422. for( i = 0; i < il; i += 3 ) {
  423. a = buffer[ i ];
  424. b = buffer[ i + 1 ];
  425. c = buffer[ i + 2 ];
  426. if ( hasNormals ){
  427. face = f3n( scope, normals, a, b, c, m, a, b, c );
  428. } else {
  429. face = f3( scope, a, b, c, m );
  430. }
  431. if ( hasColors ) {
  432. face.vertexColors[ 0 ] = colors[ a ];
  433. face.vertexColors[ 1 ] = colors[ b ];
  434. face.vertexColors[ 2 ] = colors[ c ];
  435. }
  436. if ( hasUvs ) {
  437. u1 = uvs[ a * 2 ];
  438. v1 = uvs[ a * 2 + 1 ];
  439. u2 = uvs[ b * 2 ];
  440. v2 = uvs[ b * 2 + 1 ];
  441. u3 = uvs[ c * 2 ];
  442. v3 = uvs[ c * 2 + 1 ];
  443. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  444. }
  445. }
  446. }
  447. };
  448. function vertex ( scope, x, y, z ) {
  449. scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
  450. };
  451. function f3 ( scope, a, b, c, mi ) {
  452. var face = new THREE.Face3( a, b, c, null, null, mi );
  453. scope.faces.push( face );
  454. return face;
  455. };
  456. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  457. var nax = normals[ na * 3 ],
  458. nay = normals[ na * 3 + 1 ],
  459. naz = normals[ na * 3 + 2 ],
  460. nbx = normals[ nb * 3 ],
  461. nby = normals[ nb * 3 + 1 ],
  462. nbz = normals[ nb * 3 + 2 ],
  463. ncx = normals[ nc * 3 ],
  464. ncy = normals[ nc * 3 + 1 ],
  465. ncz = normals[ nc * 3 + 2 ];
  466. var na = new THREE.Vector3( nax, nay, naz ),
  467. nb = new THREE.Vector3( nbx, nby, nbz ),
  468. nc = new THREE.Vector3( ncx, ncy, ncz );
  469. var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
  470. scope.faces.push( face );
  471. return face;
  472. };
  473. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  474. var uv = [];
  475. uv.push( new THREE.UV( u1, v1 ) );
  476. uv.push( new THREE.UV( u2, v2 ) );
  477. uv.push( new THREE.UV( u3, v3 ) );
  478. where.push( uv );
  479. };
  480. Model.prototype = new THREE.Geometry();
  481. Model.prototype.constructor = Model;
  482. callback( new Model() );
  483. };