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GLTFLoader.js 33 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, cameras, animations ) {
  33. console.timeEnd( 'GLTFLoader' );
  34. var glTF = {
  35. "scene": scene,
  36. "cameras": cameras,
  37. "animations": animations
  38. };
  39. callback( glTF );
  40. } );
  41. }
  42. };
  43. /* GLTFREGISTRY */
  44. function GLTFRegistry() {
  45. var objects = {};
  46. return {
  47. get: function ( key ) {
  48. return objects[ key ];
  49. },
  50. add: function ( key, object ) {
  51. objects[ key ] = object;
  52. },
  53. remove: function ( key ) {
  54. delete objects[ key ];
  55. },
  56. removeAll: function () {
  57. objects = {};
  58. },
  59. update: function ( scene, camera ) {
  60. for ( var name in objects ) {
  61. var object = objects[ name ];
  62. if ( object.update ) {
  63. object.update( scene, camera );
  64. }
  65. }
  66. }
  67. };
  68. }
  69. /* GLTFSHADERS */
  70. GLTFLoader.Shaders = new GLTFRegistry();
  71. /* GLTFSHADER */
  72. function GLTFShader( targetNode, allNodes ) {
  73. var boundUniforms = {};
  74. // bind each uniform to its source node
  75. var uniforms = targetNode.material.uniforms;
  76. for ( var uniformId in uniforms ) {
  77. var uniform = uniforms[ uniformId ];
  78. if ( uniform.semantic ) {
  79. var sourceNodeRef = uniform.node;
  80. var sourceNode = targetNode;
  81. if ( sourceNodeRef ) {
  82. sourceNode = allNodes[ sourceNodeRef ];
  83. }
  84. boundUniforms[ uniformId ] = {
  85. semantic: uniform.semantic,
  86. sourceNode: sourceNode,
  87. targetNode: targetNode,
  88. uniform: uniform
  89. };
  90. }
  91. }
  92. this.boundUniforms = boundUniforms;
  93. this._m4 = new THREE.Matrix4();
  94. }
  95. // Update - update all the uniform values
  96. GLTFShader.prototype.update = function ( scene, camera ) {
  97. // update scene graph
  98. scene.updateMatrixWorld();
  99. // update camera matrices and frustum
  100. camera.updateMatrixWorld();
  101. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  102. var boundUniforms = this.boundUniforms;
  103. for ( var name in boundUniforms ) {
  104. var boundUniform = boundUniforms[ name ];
  105. switch ( boundUniform.semantic ) {
  106. case "MODELVIEW":
  107. var m4 = boundUniform.uniform.value;
  108. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  109. break;
  110. case "MODELVIEWINVERSETRANSPOSE":
  111. var m3 = boundUniform.uniform.value;
  112. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  113. m3.getNormalMatrix( this._m4 );
  114. break;
  115. case "PROJECTION":
  116. var m4 = boundUniform.uniform.value;
  117. m4.copy( camera.projectionMatrix );
  118. break;
  119. case "JOINTMATRIX":
  120. var m4v = boundUniform.uniform.value;
  121. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  122. // So it goes like this:
  123. // SkinnedMesh world matrix is already baked into MODELVIEW;
  124. // ransform joints to local space,
  125. // then transform using joint's inverse
  126. m4v[ mi ]
  127. .getInverse( boundUniform.sourceNode.matrixWorld )
  128. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  129. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] );
  130. }
  131. break;
  132. default :
  133. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  134. break;
  135. }
  136. }
  137. };
  138. /* ANIMATION */
  139. GLTFLoader.Animations = {
  140. update: function () {
  141. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  142. }
  143. };
  144. function createAnimation( name, interps ) {
  145. var tracks = [];
  146. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  147. var interp = interps[ i ];
  148. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  149. // buffers before creating a truncated copy to keep. Because buffers may
  150. // be reused by other tracks, make copies here.
  151. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  152. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  153. interp.target.updateMatrix();
  154. interp.target.matrixAutoUpdate = true;
  155. tracks.push( new THREE.KeyframeTrack(
  156. interp.name,
  157. interp.times,
  158. interp.values,
  159. interp.type
  160. ) );
  161. }
  162. return new THREE.AnimationClip( name, undefined, tracks );
  163. }
  164. /*********************************/
  165. /********** INTERNALS ************/
  166. /*********************************/
  167. /* CONSTANTS */
  168. var WEBGL_CONSTANTS = {
  169. FLOAT: 5126,
  170. //FLOAT_MAT2: 35674,
  171. FLOAT_MAT3: 35675,
  172. FLOAT_MAT4: 35676,
  173. FLOAT_VEC2: 35664,
  174. FLOAT_VEC3: 35665,
  175. FLOAT_VEC4: 35666,
  176. LINEAR: 9729,
  177. REPEAT: 10497,
  178. SAMPLER_2D: 35678,
  179. TRIANGLES: 4,
  180. UNSIGNED_BYTE: 5121,
  181. UNSIGNED_SHORT: 5123,
  182. VERTEX_SHADER: 35633,
  183. FRAGMENT_SHADER: 35632
  184. };
  185. var WEBGL_TYPE = {
  186. 5126: Number,
  187. //35674: THREE.Matrix2,
  188. 35675: THREE.Matrix3,
  189. 35676: THREE.Matrix4,
  190. 35664: THREE.Vector2,
  191. 35665: THREE.Vector3,
  192. 35666: THREE.Vector4,
  193. 35678: THREE.Texture
  194. };
  195. var WEBGL_COMPONENT_TYPES = {
  196. 5120: Int8Array,
  197. 5121: Uint8Array,
  198. 5122: Int16Array,
  199. 5123: Uint16Array,
  200. 5125: Uint32Array,
  201. 5126: Float32Array
  202. };
  203. var WEBGL_FILTERS = {
  204. 9728: THREE.NearestFilter,
  205. 9729: THREE.LinearFilter,
  206. 9984: THREE.NearestMipMapNearestFilter,
  207. 9985: THREE.LinearMipMapNearestFilter,
  208. 9986: THREE.NearestMipMapLinearFilter,
  209. 9987: THREE.LinearMipMapLinearFilter
  210. };
  211. var WEBGL_WRAPPINGS = {
  212. 33071: THREE.ClampToEdgeWrapping,
  213. 33648: THREE.MirroredRepeatWrapping,
  214. 10497: THREE.RepeatWrapping
  215. };
  216. var WEBGL_TYPE_SIZES = {
  217. 'SCALAR': 1,
  218. 'VEC2': 2,
  219. 'VEC3': 3,
  220. 'VEC4': 4,
  221. 'MAT2': 4,
  222. 'MAT3': 9,
  223. 'MAT4': 16
  224. };
  225. var PATH_PROPERTIES = {
  226. scale: 'scale',
  227. translation: 'position',
  228. rotation: 'quaternion'
  229. };
  230. var INTERPOLATION = {
  231. LINEAR: THREE.InterpolateLinear,
  232. STEP: THREE.InterpolateDiscrete
  233. };
  234. /* UTILITY FUNCTIONS */
  235. function _each( object, callback, thisObj ) {
  236. if ( !object ) {
  237. return Promise.resolve();
  238. }
  239. var results;
  240. var fns = [];
  241. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  242. results = [];
  243. var length = object.length;
  244. for ( var idx = 0; idx < length; idx ++ ) {
  245. var value = callback.call( thisObj || this, object[ idx ], idx );
  246. if ( value ) {
  247. fns.push( value );
  248. if ( value instanceof Promise ) {
  249. value.then( function( key, value ) {
  250. results[ idx ] = value;
  251. }.bind( this, key ));
  252. } else {
  253. results[ idx ] = value;
  254. }
  255. }
  256. }
  257. } else {
  258. results = {};
  259. for ( var key in object ) {
  260. if ( object.hasOwnProperty( key ) ) {
  261. var value = callback.call( thisObj || this, object[ key ], key );
  262. if ( value ) {
  263. fns.push( value );
  264. if ( value instanceof Promise ) {
  265. value.then( function( key, value ) {
  266. results[ key ] = value;
  267. }.bind( this, key ));
  268. } else {
  269. results[ key ] = value;
  270. }
  271. }
  272. }
  273. }
  274. }
  275. return Promise.all( fns ).then( function() {
  276. return results;
  277. });
  278. }
  279. function resolveURL( url, path ) {
  280. // Invalid URL
  281. if ( typeof url !== 'string' || url === '' )
  282. return '';
  283. // Absolute URL
  284. if ( /^https?:\/\//i.test( url ) ) {
  285. return url;
  286. }
  287. // Data URI
  288. if ( /^data:.*,.*$/i.test( url ) ) {
  289. return url;
  290. }
  291. // Relative URL
  292. return ( path || '' ) + url;
  293. }
  294. // Three.js seems too dependent on attribute names so globally
  295. // replace those in the shader code
  296. function replaceTHREEShaderAttributes( shaderText, technique ) {
  297. // Expected technique attributes
  298. var attributes = {};
  299. for ( var attributeId in technique.attributes ) {
  300. var pname = technique.attributes[ attributeId ];
  301. var param = technique.parameters[ pname ];
  302. var atype = param.type;
  303. var semantic = param.semantic;
  304. attributes[ attributeId ] = {
  305. type: atype,
  306. semantic: semantic
  307. };
  308. }
  309. // Figure out which attributes to change in technique
  310. var shaderParams = technique.parameters;
  311. var shaderAttributes = technique.attributes;
  312. var params = {};
  313. for ( var attributeId in attributes ) {
  314. var pname = shaderAttributes[ attributeId ];
  315. var shaderParam = shaderParams[ pname ];
  316. var semantic = shaderParam.semantic;
  317. if ( semantic ) {
  318. params[ attributeId ] = shaderParam;
  319. }
  320. }
  321. for ( var pname in params ) {
  322. var param = params[ pname ];
  323. var semantic = param.semantic;
  324. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  325. switch ( semantic ) {
  326. case "POSITION":
  327. shaderText = shaderText.replace( regEx, 'position' );
  328. break;
  329. case "NORMAL":
  330. shaderText = shaderText.replace( regEx, 'normal' );
  331. break;
  332. case 'TEXCOORD_0':
  333. case 'TEXCOORD0':
  334. case 'TEXCOORD':
  335. shaderText = shaderText.replace( regEx, 'uv' );
  336. break;
  337. case "WEIGHT":
  338. shaderText = shaderText.replace( regEx, 'skinWeight' );
  339. break;
  340. case "JOINT":
  341. shaderText = shaderText.replace( regEx, 'skinIndex' );
  342. break;
  343. }
  344. }
  345. return shaderText;
  346. }
  347. // Deferred constructor for RawShaderMaterial types
  348. function DeferredShaderMaterial( params ) {
  349. this.isDeferredShaderMaterial = true;
  350. this.params = params;
  351. }
  352. DeferredShaderMaterial.prototype.create = function () {
  353. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  354. for ( var uniformId in this.params.uniforms ) {
  355. var originalUniform = this.params.uniforms[ uniformId ];
  356. if ( originalUniform.value instanceof THREE.Texture ) {
  357. uniforms[ uniformId ].value = originalUniform.value;
  358. uniforms[ uniformId ].value.needsUpdate = true;
  359. }
  360. uniforms[ uniformId ].semantic = originalUniform.semantic;
  361. uniforms[ uniformId ].node = originalUniform.node;
  362. }
  363. this.params.uniforms = uniforms;
  364. return new THREE.RawShaderMaterial( this.params );
  365. };
  366. /* GLTF PARSER */
  367. function GLTFParser( json, options ) {
  368. this.json = json || {};
  369. this.options = options || {};
  370. // loader object cache
  371. this.cache = new GLTFRegistry();
  372. }
  373. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  374. var _dependencies = {};
  375. for ( var i = 0; i < dependencies.length; i ++ ) {
  376. var dependency = dependencies[ i ];
  377. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  378. var cached = this.cache.get( dependency );
  379. if ( cached !== undefined ) {
  380. _dependencies[ dependency ] = cached;
  381. } else if ( this[ fnName ] ) {
  382. var fn = this[ fnName ]();
  383. this.cache.add( dependency, fn );
  384. _dependencies[ dependency ] = fn;
  385. }
  386. }
  387. return _each( _dependencies, function ( dependency ) {
  388. return dependency;
  389. } );
  390. };
  391. GLTFParser.prototype.parse = function ( callback ) {
  392. var json = this.json;
  393. // Clear the loader cache
  394. this.cache.removeAll();
  395. // Fire the callback on complete
  396. this._withDependencies( [
  397. "scenes",
  398. "cameras",
  399. "animations"
  400. ] ).then( function ( dependencies ) {
  401. var scene = dependencies.scenes[ json.scene ];
  402. var cameras = [];
  403. for ( var name in dependencies.cameras ) {
  404. var camera = dependencies.cameras[ name ];
  405. cameras.push( camera );
  406. }
  407. var animations = [];
  408. for ( var name in dependencies.animations ) {
  409. animations.push( dependencies.animations[ name ] );
  410. }
  411. callback( scene, cameras, animations );
  412. } );
  413. };
  414. GLTFParser.prototype.loadShaders = function () {
  415. var json = this.json;
  416. var options = this.options;
  417. return _each( json.shaders, function ( shader ) {
  418. return new Promise( function ( resolve ) {
  419. var loader = new THREE.FileLoader();
  420. loader.responseType = 'text';
  421. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  422. resolve( shaderText );
  423. } );
  424. } );
  425. } );
  426. };
  427. GLTFParser.prototype.loadBuffers = function () {
  428. var json = this.json;
  429. var options = this.options;
  430. return _each( json.buffers, function ( buffer ) {
  431. if ( buffer.type === 'arraybuffer' ) {
  432. return new Promise( function ( resolve ) {
  433. var loader = new THREE.FileLoader();
  434. loader.responseType = 'arraybuffer';
  435. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  436. resolve( buffer );
  437. } );
  438. } );
  439. }
  440. } );
  441. };
  442. GLTFParser.prototype.loadBufferViews = function () {
  443. var json = this.json;
  444. return this._withDependencies( [
  445. "buffers"
  446. ] ).then( function ( dependencies ) {
  447. return _each( json.bufferViews, function ( bufferView ) {
  448. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  449. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  450. } );
  451. } );
  452. };
  453. GLTFParser.prototype.loadAccessors = function () {
  454. var json = this.json;
  455. return this._withDependencies( [
  456. "bufferViews"
  457. ] ).then( function ( dependencies ) {
  458. return _each( json.accessors, function ( accessor ) {
  459. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  460. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  461. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  462. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  463. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  464. var itemBytes = elementBytes * itemSize;
  465. // The buffer is not interleaved if the stride is the item size in bytes.
  466. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  467. // Use the full buffer if it's interleaved.
  468. var array = new TypedArray( arraybuffer );
  469. // Integer parameters to IB/IBA are in array elements, not bytes.
  470. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  471. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  472. } else {
  473. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  474. return new THREE.BufferAttribute( array, itemSize );
  475. }
  476. } );
  477. } );
  478. };
  479. GLTFParser.prototype.loadTextures = function () {
  480. var json = this.json;
  481. var options = this.options;
  482. return _each( json.textures, function ( texture ) {
  483. if ( texture.source ) {
  484. return new Promise( function ( resolve ) {
  485. var source = json.images[ texture.source ];
  486. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  487. if ( textureLoader === null ) {
  488. textureLoader = new THREE.TextureLoader();
  489. }
  490. textureLoader.crossOrigin = options.crossOrigin || false;
  491. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  492. _texture.flipY = false;
  493. if ( texture.sampler ) {
  494. var sampler = json.samplers[ texture.sampler ];
  495. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  496. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  497. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  498. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  499. }
  500. resolve( _texture );
  501. }, undefined, function () {
  502. resolve();
  503. } );
  504. } );
  505. }
  506. } );
  507. };
  508. GLTFParser.prototype.loadMaterials = function () {
  509. var json = this.json;
  510. return this._withDependencies( [
  511. "shaders",
  512. "textures"
  513. ] ).then( function ( dependencies ) {
  514. return _each( json.materials, function ( material ) {
  515. var materialType;
  516. var materialValues = {};
  517. var materialParams = {};
  518. var khr_material;
  519. if ( material.extensions && material.extensions.KHR_materials_common ) {
  520. khr_material = material.extensions.KHR_materials_common;
  521. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  522. khr_material = json.extensions.KHR_materials_common;
  523. }
  524. if ( khr_material ) {
  525. switch ( khr_material.technique ) {
  526. case 'BLINN' :
  527. case 'PHONG' :
  528. materialType = THREE.MeshPhongMaterial;
  529. break;
  530. case 'LAMBERT' :
  531. materialType = THREE.MeshLambertMaterial;
  532. break;
  533. case 'CONSTANT' :
  534. default :
  535. materialType = THREE.MeshBasicMaterial;
  536. break;
  537. }
  538. Object.assign( materialValues, khr_material.values );
  539. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  540. materialParams.side = THREE.DoubleSide;
  541. }
  542. if ( khr_material.transparent || materialValues.transparent ) {
  543. materialParams.transparent = true;
  544. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  545. }
  546. } else if ( material.technique === undefined ) {
  547. materialType = THREE.MeshPhongMaterial;
  548. Object.assign( materialValues, material.values );
  549. } else {
  550. materialType = DeferredShaderMaterial;
  551. var technique = json.techniques[ material.technique ];
  552. materialParams.uniforms = {};
  553. var program = json.programs[ technique.program ];
  554. if ( program ) {
  555. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  556. if ( ! materialParams.fragmentShader ) {
  557. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  558. materialType = THREE.MeshPhongMaterial;
  559. }
  560. var vertexShader = dependencies.shaders[ program.vertexShader ];
  561. if ( ! vertexShader ) {
  562. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  563. materialType = THREE.MeshPhongMaterial;
  564. }
  565. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  566. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  567. var uniforms = technique.uniforms;
  568. for ( var uniformId in uniforms ) {
  569. var pname = uniforms[ uniformId ];
  570. var shaderParam = technique.parameters[ pname ];
  571. var ptype = shaderParam.type;
  572. if ( WEBGL_TYPE[ ptype ] ) {
  573. var pcount = shaderParam.count;
  574. var value = material.values[ pname ];
  575. var uvalue = new WEBGL_TYPE[ ptype ]();
  576. var usemantic = shaderParam.semantic;
  577. var unode = shaderParam.node;
  578. switch ( ptype ) {
  579. case WEBGL_CONSTANTS.FLOAT:
  580. uvalue = shaderParam.value;
  581. if ( pname == "transparency" ) {
  582. materialParams.transparent = true;
  583. }
  584. if ( value !== undefined ) {
  585. uvalue = value;
  586. }
  587. break;
  588. case WEBGL_CONSTANTS.FLOAT_VEC2:
  589. case WEBGL_CONSTANTS.FLOAT_VEC3:
  590. case WEBGL_CONSTANTS.FLOAT_VEC4:
  591. case WEBGL_CONSTANTS.FLOAT_MAT3:
  592. if ( shaderParam && shaderParam.value ) {
  593. uvalue.fromArray( shaderParam.value );
  594. }
  595. if ( value ) {
  596. uvalue.fromArray( value );
  597. }
  598. break;
  599. case WEBGL_CONSTANTS.FLOAT_MAT2:
  600. // what to do?
  601. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  602. break;
  603. case WEBGL_CONSTANTS.FLOAT_MAT4:
  604. if ( pcount ) {
  605. uvalue = new Array( pcount );
  606. for ( var mi = 0; mi < pcount; mi ++ ) {
  607. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  608. }
  609. if ( shaderParam && shaderParam.value ) {
  610. var m4v = shaderParam.value;
  611. uvalue.fromArray( m4v );
  612. }
  613. if ( value ) {
  614. uvalue.fromArray( value );
  615. }
  616. } else {
  617. if ( shaderParam && shaderParam.value ) {
  618. var m4 = shaderParam.value;
  619. uvalue.fromArray( m4 );
  620. }
  621. if ( value ) {
  622. uvalue.fromArray( value );
  623. }
  624. }
  625. break;
  626. case WEBGL_CONSTANTS.SAMPLER_2D:
  627. uvalue = value ? dependencies.textures[ value ] : null;
  628. break;
  629. }
  630. materialParams.uniforms[ uniformId ] = {
  631. value: uvalue,
  632. semantic: usemantic,
  633. node: unode
  634. };
  635. } else {
  636. throw new Error( "Unknown shader uniform param type: " + ptype );
  637. }
  638. }
  639. }
  640. }
  641. if ( Array.isArray( materialValues.diffuse ) ) {
  642. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  643. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  644. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  645. }
  646. delete materialParams.diffuse;
  647. if ( typeof( materialValues.reflective ) === 'string' ) {
  648. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  649. }
  650. if ( typeof( materialValues.bump ) === 'string' ) {
  651. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  652. }
  653. if ( Array.isArray( materialValues.emission ) ) {
  654. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  655. }
  656. if ( Array.isArray( materialValues.specular ) ) {
  657. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  658. }
  659. if ( materialValues.shininess !== undefined ) {
  660. materialParams.shininess = materialValues.shininess;
  661. }
  662. var _material = new materialType( materialParams );
  663. _material.name = material.name;
  664. return _material;
  665. } );
  666. } );
  667. };
  668. GLTFParser.prototype.loadMeshes = function () {
  669. var json = this.json;
  670. return this._withDependencies( [
  671. "accessors",
  672. "materials"
  673. ] ).then( function ( dependencies ) {
  674. return _each( json.meshes, function ( mesh ) {
  675. var group = new THREE.Object3D();
  676. group.name = mesh.name;
  677. var primitives = mesh.primitives;
  678. for ( var name in primitives ) {
  679. var primitive = primitives[ name ];
  680. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  681. var geometry = new THREE.BufferGeometry();
  682. var attributes = primitive.attributes;
  683. for ( var attributeId in attributes ) {
  684. var attributeEntry = attributes[ attributeId ];
  685. if ( ! attributeEntry ) return;
  686. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  687. switch ( attributeId ) {
  688. case 'POSITION':
  689. geometry.addAttribute( 'position', bufferAttribute );
  690. break;
  691. case 'NORMAL':
  692. geometry.addAttribute( 'normal', bufferAttribute );
  693. break;
  694. case 'TEXCOORD_0':
  695. case 'TEXCOORD0':
  696. case 'TEXCOORD':
  697. geometry.addAttribute( 'uv', bufferAttribute );
  698. break;
  699. case 'WEIGHT':
  700. geometry.addAttribute( 'skinWeight', bufferAttribute );
  701. break;
  702. case 'JOINT':
  703. geometry.addAttribute( 'skinIndex', bufferAttribute );
  704. break;
  705. }
  706. }
  707. if ( primitive.indices ) {
  708. var indexArray = dependencies.accessors[ primitive.indices ];
  709. geometry.setIndex( indexArray );
  710. var offset = {
  711. start: 0,
  712. index: 0,
  713. count: indexArray.count
  714. };
  715. geometry.groups.push( offset );
  716. geometry.computeBoundingSphere();
  717. }
  718. var material = dependencies.materials[ primitive.material ];
  719. var meshNode = new THREE.Mesh( geometry, material );
  720. meshNode.castShadow = true;
  721. group.add( meshNode );
  722. } else {
  723. console.warn( "Non-triangular primitives are not supported" );
  724. }
  725. }
  726. return group;
  727. } );
  728. } );
  729. };
  730. GLTFParser.prototype.loadCameras = function () {
  731. var json = this.json;
  732. return _each( json.cameras, function ( camera ) {
  733. if ( camera.type == "perspective" && camera.perspective ) {
  734. var yfov = camera.perspective.yfov;
  735. var xfov = camera.perspective.xfov;
  736. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  737. // According to COLLADA spec...
  738. // aspect_ratio = xfov / yfov
  739. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  740. // According to COLLADA spec...
  741. // aspect_ratio = xfov / yfov
  742. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  743. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  744. _camera.name = camera.name;
  745. return _camera;
  746. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  747. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  748. _camera.name = camera.name;
  749. return _camera;
  750. }
  751. } );
  752. };
  753. GLTFParser.prototype.loadSkins = function () {
  754. var json = this.json;
  755. return this._withDependencies( [
  756. "accessors"
  757. ] ).then( function ( dependencies ) {
  758. return _each( json.skins, function ( skin ) {
  759. var _skin = {
  760. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  761. jointNames: skin.jointNames,
  762. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  763. };
  764. return _skin;
  765. } );
  766. } );
  767. };
  768. GLTFParser.prototype.loadAnimations = function () {
  769. var json = this.json;
  770. return this._withDependencies( [
  771. "accessors",
  772. "nodes"
  773. ] ).then( function ( dependencies ) {
  774. return _each( json.animations, function ( animation, animationId ) {
  775. var interps = [];
  776. for ( var channelId in animation.channels ) {
  777. var channel = animation.channels[ channelId ];
  778. var sampler = animation.samplers[ channel.sampler ];
  779. if ( sampler && animation.parameters ) {
  780. var target = channel.target;
  781. var name = target.id;
  782. var input = animation.parameters[ sampler.input ];
  783. var output = animation.parameters[ sampler.output ];
  784. var inputAccessor = dependencies.accessors[ input ];
  785. var outputAccessor = dependencies.accessors[ output ];
  786. var node = dependencies.nodes[ name ];
  787. if ( node ) {
  788. var interp = {
  789. times: inputAccessor.array,
  790. values: outputAccessor.array,
  791. target: node,
  792. type: INTERPOLATION[ sampler.interpolation ],
  793. name: node.name + '.' + PATH_PROPERTIES[ target.path ]
  794. };
  795. interps.push( interp );
  796. }
  797. }
  798. }
  799. return createAnimation( "animation_" + animationId, interps );
  800. } );
  801. } );
  802. };
  803. GLTFParser.prototype.loadNodes = function () {
  804. var json = this.json;
  805. var scope = this;
  806. return _each( json.nodes, function ( node ) {
  807. var matrix = new THREE.Matrix4();
  808. var _node;
  809. if ( node.jointName ) {
  810. _node = new THREE.Bone();
  811. _node.jointName = node.jointName;
  812. } else {
  813. _node = new THREE.Object3D();
  814. }
  815. _node.name = node.name;
  816. _node.matrixAutoUpdate = false;
  817. if ( node.matrix !== undefined ) {
  818. matrix.fromArray( node.matrix );
  819. _node.applyMatrix( matrix );
  820. } else {
  821. if ( node.translation !== undefined ) {
  822. _node.position.fromArray( node.translation );
  823. }
  824. if ( node.rotation !== undefined ) {
  825. _node.quaternion.fromArray( node.rotation );
  826. }
  827. if ( node.scale !== undefined ) {
  828. _node.scale.fromArray( node.scale );
  829. }
  830. }
  831. return _node;
  832. } ).then( function ( __nodes ) {
  833. return scope._withDependencies( [
  834. "meshes",
  835. "skins",
  836. "cameras",
  837. "extensions"
  838. ] ).then( function ( dependencies ) {
  839. return _each( __nodes, function ( _node, nodeId ) {
  840. var node = json.nodes[ nodeId ];
  841. if ( node.meshes !== undefined ) {
  842. for ( var meshId in node.meshes ) {
  843. var mesh = node.meshes[ meshId ];
  844. var group = dependencies.meshes[ mesh ];
  845. for ( var childrenId in group.children ) {
  846. var child = group.children[ childrenId ];
  847. // clone Mesh to add to _node
  848. var originalMaterial = child.material;
  849. var originalGeometry = child.geometry;
  850. var material;
  851. if ( originalMaterial.isDeferredShaderMaterial ) {
  852. originalMaterial = material = originalMaterial.create();
  853. } else {
  854. material = originalMaterial;
  855. }
  856. child = new THREE.Mesh( originalGeometry, material );
  857. child.castShadow = true;
  858. var skinEntry;
  859. if ( node.skin ) {
  860. skinEntry = dependencies.skins[ node.skin ];
  861. }
  862. // Replace Mesh with SkinnedMesh in library
  863. if ( skinEntry ) {
  864. var geometry = originalGeometry;
  865. var material = originalMaterial;
  866. material.skinning = true;
  867. child = new THREE.SkinnedMesh( geometry, material, false );
  868. child.castShadow = true;
  869. var bones = [];
  870. var boneInverses = [];
  871. var keys = Object.keys( __nodes );
  872. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  873. var jointId = skinEntry.jointNames[ i ];
  874. var jointNode;
  875. for ( var j = 0, jl = keys.length; j < jl; j ++ ) {
  876. var node = __nodes[ keys[ j ] ];
  877. if ( node.jointName === jointId ) {
  878. jointNode = node;
  879. break;
  880. }
  881. }
  882. if ( jointNode ) {
  883. jointNode.skin = child;
  884. bones.push( jointNode );
  885. var m = skinEntry.inverseBindMatrices.array;
  886. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  887. boneInverses.push( mat );
  888. } else {
  889. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  890. }
  891. }
  892. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  893. }
  894. _node.add( child );
  895. }
  896. }
  897. }
  898. if ( node.camera !== undefined ) {
  899. var camera = dependencies.cameras[ node.camera ];
  900. _node.add( camera );
  901. }
  902. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  903. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  904. _node.add( light );
  905. }
  906. return _node;
  907. } );
  908. } );
  909. } );
  910. };
  911. GLTFParser.prototype.loadExtensions = function () {
  912. var json = this.json;
  913. return _each( json.extensions, function ( extension, extensionId ) {
  914. switch ( extensionId ) {
  915. case "KHR_materials_common":
  916. var extensionNode = {
  917. lights: {}
  918. };
  919. var lights = extension.lights;
  920. for ( var lightId in lights ) {
  921. var light = lights[ lightId ];
  922. var lightNode;
  923. var lightParams = light[ light.type ];
  924. var color = new THREE.Color().fromArray( lightParams.color );
  925. switch ( light.type ) {
  926. case "directional":
  927. lightNode = new THREE.DirectionalLight( color );
  928. lightNode.position.set( 0, 0, 1 );
  929. break;
  930. case "point":
  931. lightNode = new THREE.PointLight( color );
  932. break;
  933. case "spot ":
  934. lightNode = new THREE.SpotLight( color );
  935. lightNode.position.set( 0, 0, 1 );
  936. break;
  937. case "ambient":
  938. lightNode = new THREE.AmbientLight( color );
  939. break;
  940. }
  941. if ( lightNode ) {
  942. extensionNode.lights[ lightId ] = lightNode;
  943. }
  944. }
  945. return extensionNode;
  946. break;
  947. }
  948. } );
  949. };
  950. GLTFParser.prototype.loadScenes = function () {
  951. var json = this.json;
  952. // scene node hierachy builder
  953. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  954. var _node = allNodes[ nodeId ];
  955. parentObject.add( _node );
  956. var node = json.nodes[ nodeId ];
  957. if ( node.children ) {
  958. var children = node.children;
  959. for ( var i = 0, l = children.length; i < l; i ++ ) {
  960. var child = children[ i ];
  961. buildNodeHierachy( child, _node, allNodes );
  962. }
  963. }
  964. }
  965. return this._withDependencies( [
  966. "nodes"
  967. ] ).then( function ( dependencies ) {
  968. return _each( json.scenes, function ( scene ) {
  969. var _scene = new THREE.Scene();
  970. _scene.name = scene.name;
  971. var nodes = scene.nodes;
  972. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  973. var nodeId = nodes[ i ];
  974. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  975. }
  976. _scene.traverse( function ( child ) {
  977. // Register raw material meshes with GLTFLoader.Shaders
  978. if ( child.material && child.material.isRawShaderMaterial ) {
  979. var xshader = new GLTFShader( child, dependencies.nodes );
  980. GLTFLoader.Shaders.add( child.uuid, xshader );
  981. }
  982. } );
  983. return _scene;
  984. } );
  985. } );
  986. };
  987. return GLTFLoader;
  988. } )();