CTMLoader.js 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754
  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 = Object.create( THREE.Loader.prototype );
  15. // Load multiple CTM parts defined in JSON
  16. THREE.CTMLoader.prototype.loadParts = function( url, callback, useWorker, useBuffers, basePath ) {
  17. var scope = this;
  18. var xhr = new XMLHttpRequest();
  19. basePath = basePath ? basePath : this.extractUrlBase( url );
  20. xhr.onreadystatechange = function() {
  21. if ( xhr.readyState === 4 ) {
  22. if ( xhr.status === 200 || xhr.status === 0 ) {
  23. var jsonObject = JSON.parse( xhr.responseText );
  24. var materials = [], geometries = [], counter = 0;
  25. function callbackFinal( geometry ) {
  26. counter += 1;
  27. geometries.push( geometry );
  28. if ( counter === jsonObject.offsets.length ) {
  29. callback( geometries, materials );
  30. }
  31. }
  32. // init materials
  33. for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
  34. materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
  35. }
  36. // load joined CTM file
  37. var partUrl = basePath + jsonObject.data;
  38. scope.load( partUrl, callbackFinal, useWorker, useBuffers, jsonObject.offsets );
  39. }
  40. }
  41. }
  42. xhr.open( "GET", url, true );
  43. if ( xhr.overrideMimeType ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  44. xhr.setRequestHeader( "Content-Type", "text/plain" );
  45. xhr.send( null );
  46. };
  47. // Load CTMLoader compressed models
  48. // - parameters
  49. // - url (required)
  50. // - callback (required)
  51. THREE.CTMLoader.prototype.load = function( url, callback, useWorker, useBuffers, offsets ) {
  52. var scope = this;
  53. offsets = offsets !== undefined ? offsets : [ 0 ];
  54. var xhr = new XMLHttpRequest(),
  55. callbackProgress = null;
  56. var length = 0;
  57. xhr.onreadystatechange = function() {
  58. if ( xhr.readyState === 4 ) {
  59. if ( xhr.status === 200 || xhr.status === 0 ) {
  60. var binaryData = xhr.responseText;
  61. //var s = Date.now();
  62. if ( useWorker ) {
  63. var worker = new Worker( "js/loaders/ctm/CTMWorker.js" );
  64. worker.onmessage = function( event ) {
  65. var files = event.data;
  66. for ( var i = 0; i < files.length; i ++ ) {
  67. var ctmFile = files[ i ];
  68. if ( useBuffers ) {
  69. scope.createModelBuffers( ctmFile, callback );
  70. } else {
  71. scope.createModelClassic( ctmFile, callback );
  72. }
  73. }
  74. //var e = Date.now();
  75. //console.log( "CTM data parse time [worker]: " + (e-s) + " ms" );
  76. };
  77. worker.postMessage( { "data": binaryData, "offsets": offsets } );
  78. } else {
  79. for ( var i = 0; i < offsets.length; i ++ ) {
  80. var stream = new CTM.Stream( binaryData );
  81. stream.offset = offsets[ i ];
  82. var ctmFile = new CTM.File( stream );
  83. if ( useBuffers ) {
  84. scope.createModelBuffers( ctmFile, callback );
  85. } else {
  86. scope.createModelClassic( ctmFile, callback );
  87. }
  88. }
  89. //var e = Date.now();
  90. //console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
  91. }
  92. } else {
  93. console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
  94. }
  95. } else if ( xhr.readyState === 3 ) {
  96. if ( callbackProgress ) {
  97. if ( length === 0 ) {
  98. length = xhr.getResponseHeader( "Content-Length" );
  99. }
  100. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  101. }
  102. } else if ( xhr.readyState === 2 ) {
  103. length = xhr.getResponseHeader( "Content-Length" );
  104. }
  105. }
  106. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  107. xhr.open( "GET", url, true );
  108. xhr.send( null );
  109. };
  110. THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
  111. var gl = this.context;
  112. var Model = function ( ) {
  113. var scope = this;
  114. var keepArrays = true,
  115. computeNormals = true,
  116. normalizeNormals = true,
  117. reorderVertices = true;
  118. scope.materials = [];
  119. THREE.BufferGeometry.call( this );
  120. // init GL buffers
  121. var vertexIndexArray = file.body.indices,
  122. vertexPositionArray = file.body.vertices,
  123. vertexNormalArray = file.body.normals;
  124. var vertexUvArray, vertexColorArray;
  125. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
  126. vertexUvArray = file.body.uvMaps[ 0 ].uv;
  127. }
  128. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
  129. vertexColorArray = file.body.attrMaps[ 0 ].attr;
  130. }
  131. //console.log( "vertices", vertexPositionArray.length/3 );
  132. //console.log( "triangles", vertexIndexArray.length/3 );
  133. // compute face normals from scratch
  134. // (must be done before computing offsets)
  135. if ( vertexNormalArray === undefined && computeNormals ) {
  136. var nElements = vertexPositionArray.length;
  137. vertexNormalArray = new Float32Array( nElements );
  138. var vA, vB, vC, x, y, z,
  139. pA = new THREE.Vector3(),
  140. pB = new THREE.Vector3(),
  141. pC = new THREE.Vector3(),
  142. cb = new THREE.Vector3(),
  143. ab = new THREE.Vector3();
  144. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  145. vA = vertexIndexArray[ i ];
  146. vB = vertexIndexArray[ i + 1 ];
  147. vC = vertexIndexArray[ i + 2 ];
  148. x = vertexPositionArray[ vA * 3 ];
  149. y = vertexPositionArray[ vA * 3 + 1 ];
  150. z = vertexPositionArray[ vA * 3 + 2 ];
  151. pA.set( x, y, z );
  152. x = vertexPositionArray[ vB * 3 ];
  153. y = vertexPositionArray[ vB * 3 + 1 ];
  154. z = vertexPositionArray[ vB * 3 + 2 ];
  155. pB.set( x, y, z );
  156. x = vertexPositionArray[ vC * 3 ];
  157. y = vertexPositionArray[ vC * 3 + 1 ];
  158. z = vertexPositionArray[ vC * 3 + 2 ];
  159. pC.set( x, y, z );
  160. cb.sub( pC, pB );
  161. ab.sub( pA, pB );
  162. cb.crossSelf( ab );
  163. vertexNormalArray[ vA * 3 ] += cb.x;
  164. vertexNormalArray[ vA * 3 + 1 ] += cb.y;
  165. vertexNormalArray[ vA * 3 + 2 ] += cb.z;
  166. vertexNormalArray[ vB * 3 ] += cb.x;
  167. vertexNormalArray[ vB * 3 + 1 ] += cb.y;
  168. vertexNormalArray[ vB * 3 + 2 ] += cb.z;
  169. vertexNormalArray[ vC * 3 ] += cb.x;
  170. vertexNormalArray[ vC * 3 + 1 ] += cb.y;
  171. vertexNormalArray[ vC * 3 + 2 ] += cb.z;
  172. }
  173. if ( normalizeNormals ) {
  174. for ( var i = 0; i < nElements; i += 3 ) {
  175. x = vertexNormalArray[ i ];
  176. y = vertexNormalArray[ i + 1 ];
  177. z = vertexNormalArray[ i + 2 ];
  178. var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  179. vertexNormalArray[ i ] *= n;
  180. vertexNormalArray[ i + 1 ] *= n;
  181. vertexNormalArray[ i + 2 ] *= n;
  182. }
  183. }
  184. }
  185. // reorder vertices
  186. // (needed for buffer splitting, to keep together face vertices)
  187. if ( reorderVertices ) {
  188. var newFaces = new Uint32Array( vertexIndexArray.length ),
  189. newVertices = new Float32Array( vertexPositionArray.length );
  190. var newNormals, newUvs, newColors;
  191. if ( vertexNormalArray ) newNormals = new Float32Array( vertexNormalArray.length );
  192. if ( vertexUvArray ) newUvs = new Float32Array( vertexUvArray.length );
  193. if ( vertexColorArray ) newColors = new Float32Array( vertexColorArray.length );
  194. var indexMap = {}, vertexCounter = 0;
  195. function handleVertex( v ) {
  196. if ( indexMap[ v ] === undefined ) {
  197. indexMap[ v ] = vertexCounter;
  198. var sx = v * 3,
  199. sy = v * 3 + 1,
  200. sz = v * 3 + 2,
  201. dx = vertexCounter * 3,
  202. dy = vertexCounter * 3 + 1,
  203. dz = vertexCounter * 3 + 2;
  204. newVertices[ dx ] = vertexPositionArray[ sx ];
  205. newVertices[ dy ] = vertexPositionArray[ sy ];
  206. newVertices[ dz ] = vertexPositionArray[ sz ];
  207. if ( vertexNormalArray ) {
  208. newNormals[ dx ] = vertexNormalArray[ sx ];
  209. newNormals[ dy ] = vertexNormalArray[ sy ];
  210. newNormals[ dz ] = vertexNormalArray[ sz ];
  211. }
  212. if ( vertexUvArray ) {
  213. newUvs[ vertexCounter * 2 ] = vertexUvArray[ v * 2 ];
  214. newUvs[ vertexCounter * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
  215. }
  216. if ( vertexColorArray ) {
  217. newColors[ vertexCounter * 4 ] = vertexColorArray[ v * 4 ];
  218. newColors[ vertexCounter * 4 + 1 ] = vertexColorArray[ v * 4 + 1 ];
  219. newColors[ vertexCounter * 4 + 2 ] = vertexColorArray[ v * 4 + 2 ];
  220. newColors[ vertexCounter * 4 + 3 ] = vertexColorArray[ v * 4 + 3 ];
  221. }
  222. vertexCounter += 1;
  223. }
  224. }
  225. var a, b, c;
  226. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  227. a = vertexIndexArray[ i ];
  228. b = vertexIndexArray[ i + 1 ];
  229. c = vertexIndexArray[ i + 2 ];
  230. handleVertex( a );
  231. handleVertex( b );
  232. handleVertex( c );
  233. newFaces[ i ] = indexMap[ a ];
  234. newFaces[ i + 1 ] = indexMap[ b ];
  235. newFaces[ i + 2 ] = indexMap[ c ];
  236. }
  237. vertexIndexArray = newFaces;
  238. vertexPositionArray = newVertices;
  239. if ( vertexNormalArray ) vertexNormalArray = newNormals;
  240. if ( vertexUvArray ) vertexUvArray = newUvs;
  241. if ( vertexColorArray ) vertexColorArray = newColors;
  242. }
  243. // compute offsets
  244. scope.offsets = [];
  245. var indices = vertexIndexArray;
  246. var start = 0,
  247. min = vertexPositionArray.length,
  248. max = 0,
  249. minPrev = min;
  250. for ( var i = 0; i < indices.length; ) {
  251. for ( var j = 0; j < 3; ++ j ) {
  252. var idx = indices[ i ++ ];
  253. if ( idx < min ) min = idx;
  254. if ( idx > max ) max = idx;
  255. }
  256. if ( max - min > 65535 ) {
  257. i -= 3;
  258. for ( var k = start; k < i; ++ k ) {
  259. indices[ k ] -= minPrev;
  260. }
  261. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  262. start = i;
  263. min = vertexPositionArray.length;
  264. max = 0;
  265. }
  266. minPrev = min;
  267. }
  268. for ( var k = start; k < i; ++ k ) {
  269. indices[ k ] -= minPrev;
  270. }
  271. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  272. // indices
  273. var vertexIndexArray16 = new Uint16Array( vertexIndexArray );
  274. scope.vertexIndexBuffer = gl.createBuffer();
  275. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, scope.vertexIndexBuffer );
  276. gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, vertexIndexArray16, gl.STATIC_DRAW );
  277. scope.vertexIndexBuffer.itemSize = 1;
  278. scope.vertexIndexBuffer.numItems = vertexIndexArray.length;
  279. // vertices
  280. scope.vertexPositionBuffer = gl.createBuffer();
  281. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexPositionBuffer );
  282. gl.bufferData( gl.ARRAY_BUFFER, vertexPositionArray, gl.STATIC_DRAW );
  283. scope.vertexPositionBuffer.itemSize = 3;
  284. scope.vertexPositionBuffer.numItems = vertexPositionArray.length;
  285. // normals
  286. if ( vertexNormalArray !== undefined ) {
  287. scope.vertexNormalBuffer = gl.createBuffer();
  288. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexNormalBuffer );
  289. gl.bufferData( gl.ARRAY_BUFFER, vertexNormalArray, gl.STATIC_DRAW );
  290. scope.vertexNormalBuffer.itemSize = 3;
  291. scope.vertexNormalBuffer.numItems = vertexNormalArray.length;
  292. }
  293. // uvs
  294. if ( vertexUvArray !== undefined ) {
  295. scope.vertexUvBuffer = gl.createBuffer();
  296. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexUvBuffer );
  297. gl.bufferData( gl.ARRAY_BUFFER, vertexUvArray, gl.STATIC_DRAW );
  298. scope.vertexUvBuffer.itemSize = 2;
  299. scope.vertexUvBuffer.numItems = vertexUvArray.length;
  300. }
  301. // colors
  302. if ( vertexColorArray !== undefined ) {
  303. scope.vertexColorBuffer = gl.createBuffer();
  304. gl.bindBuffer( gl.ARRAY_BUFFER, scope.vertexColorBuffer );
  305. gl.bufferData( gl.ARRAY_BUFFER, vertexColorArray, gl.STATIC_DRAW );
  306. scope.vertexColorBuffer.itemSize = 4;
  307. scope.vertexColorBuffer.numItems = vertexColorArray.length;
  308. }
  309. // keep references to typed arrays
  310. if ( keepArrays ) {
  311. scope.vertexIndexArray = vertexIndexArray16;
  312. scope.vertexPositionArray = vertexPositionArray;
  313. scope.vertexNormalArray = vertexNormalArray;
  314. scope.vertexUvArray = vertexUvArray;
  315. scope.vertexColorArray = vertexColorArray;
  316. }
  317. }
  318. Model.prototype = Object.create( THREE.BufferGeometry.prototype );
  319. callback( new Model() );
  320. };
  321. THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
  322. var Model = function ( ) {
  323. var scope = this;
  324. scope.materials = [];
  325. THREE.Geometry.call( this );
  326. var normals = [],
  327. uvs = [],
  328. colors = [];
  329. init_vertices( file.body.vertices );
  330. if ( file.body.normals !== undefined )
  331. init_normals( file.body.normals );
  332. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
  333. init_uvs( file.body.uvMaps[ 0 ].uv );
  334. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
  335. init_colors( file.body.attrMaps[ 0 ].attr );
  336. var hasNormals = normals.length > 0 ? true : false,
  337. hasUvs = uvs.length > 0 ? true : false,
  338. hasColors = colors.length > 0 ? true : false;
  339. init_faces( file.body.indices );
  340. this.computeCentroids();
  341. this.computeFaceNormals();
  342. //this.computeTangents();
  343. function init_vertices( buffer ) {
  344. var x, y, z, i, il = buffer.length;
  345. for( i = 0; i < il; i += 3 ) {
  346. x = buffer[ i ];
  347. y = buffer[ i + 1 ];
  348. z = buffer[ i + 2 ];
  349. vertex( scope, x, y, z );
  350. }
  351. };
  352. function init_normals( buffer ) {
  353. var x, y, z, i, il = buffer.length;
  354. for( i = 0; i < il; i += 3 ) {
  355. x = buffer[ i ];
  356. y = buffer[ i + 1 ];
  357. z = buffer[ i + 2 ];
  358. normals.push( x, y, z );
  359. }
  360. };
  361. function init_colors( buffer ) {
  362. var r, g, b, a, i, il = buffer.length;
  363. for( i = 0; i < il; i += 4 ) {
  364. r = buffer[ i ];
  365. g = buffer[ i + 1 ];
  366. b = buffer[ i + 2 ];
  367. a = buffer[ i + 3 ];
  368. var color = new THREE.Color();
  369. color.setRGB( r, g, b );
  370. colors.push( color );
  371. }
  372. };
  373. function init_uvs( buffer ) {
  374. var u, v, i, il = buffer.length;
  375. for( i = 0; i < il; i += 2 ) {
  376. u = buffer[ i ];
  377. v = buffer[ i + 1 ];
  378. uvs.push( u, v );
  379. }
  380. };
  381. function init_faces( buffer ) {
  382. var a, b, c,
  383. u1, v1, u2, v2, u3, v3,
  384. m, face,
  385. i, il = buffer.length;
  386. m = 0; // all faces defaulting to material 0
  387. for( i = 0; i < il; i += 3 ) {
  388. a = buffer[ i ];
  389. b = buffer[ i + 1 ];
  390. c = buffer[ i + 2 ];
  391. if ( hasNormals ){
  392. face = f3n( scope, normals, a, b, c, m, a, b, c );
  393. } else {
  394. face = f3( scope, a, b, c, m );
  395. }
  396. if ( hasColors ) {
  397. face.vertexColors[ 0 ] = colors[ a ];
  398. face.vertexColors[ 1 ] = colors[ b ];
  399. face.vertexColors[ 2 ] = colors[ c ];
  400. }
  401. if ( hasUvs ) {
  402. u1 = uvs[ a * 2 ];
  403. v1 = uvs[ a * 2 + 1 ];
  404. u2 = uvs[ b * 2 ];
  405. v2 = uvs[ b * 2 + 1 ];
  406. u3 = uvs[ c * 2 ];
  407. v3 = uvs[ c * 2 + 1 ];
  408. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  409. }
  410. }
  411. }
  412. };
  413. function vertex ( scope, x, y, z ) {
  414. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  415. };
  416. function f3 ( scope, a, b, c, mi ) {
  417. var face = new THREE.Face3( a, b, c, null, null, mi );
  418. scope.faces.push( face );
  419. return face;
  420. };
  421. function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
  422. var nax = normals[ na * 3 ],
  423. nay = normals[ na * 3 + 1 ],
  424. naz = normals[ na * 3 + 2 ],
  425. nbx = normals[ nb * 3 ],
  426. nby = normals[ nb * 3 + 1 ],
  427. nbz = normals[ nb * 3 + 2 ],
  428. ncx = normals[ nc * 3 ],
  429. ncy = normals[ nc * 3 + 1 ],
  430. ncz = normals[ nc * 3 + 2 ];
  431. var na = new THREE.Vector3( nax, nay, naz ),
  432. nb = new THREE.Vector3( nbx, nby, nbz ),
  433. nc = new THREE.Vector3( ncx, ncy, ncz );
  434. var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
  435. scope.faces.push( face );
  436. return face;
  437. };
  438. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  439. var uv = [];
  440. uv.push( new THREE.UV( u1, v1 ) );
  441. uv.push( new THREE.UV( u2, v2 ) );
  442. uv.push( new THREE.UV( u3, v3 ) );
  443. where.push( uv );
  444. };
  445. Model.prototype = Object.create( THREE.Geometry.prototype );
  446. callback( new Model() );
  447. };