GLTFLoader.js 41 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. * @author Takahiro / https://github.com/takahirox
  6. */
  7. THREE.GLTFLoader = ( function () {
  8. function GLTFLoader( manager ) {
  9. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  10. }
  11. GLTFLoader.prototype = {
  12. constructor: GLTFLoader,
  13. load: function ( url, onLoad, onProgress, onError ) {
  14. var scope = this;
  15. var path = this.path && ( typeof this.path === "string" ) ? this.path : THREE.Loader.prototype.extractUrlBase( url );
  16. var loader = new THREE.FileLoader( scope.manager );
  17. loader.load( url, function ( text ) {
  18. scope.parse( JSON.parse( text ), onLoad, path );
  19. }, onProgress, onError );
  20. },
  21. setCrossOrigin: function ( value ) {
  22. this.crossOrigin = value;
  23. },
  24. setPath: function ( value ) {
  25. this.path = value;
  26. },
  27. parse: function ( json, callback, path ) {
  28. console.time( 'GLTFLoader' );
  29. var parser = new GLTFParser( json, {
  30. path: path || this.path,
  31. crossOrigin: this.crossOrigin
  32. } );
  33. parser.parse( function ( scene, scenes, cameras, animations ) {
  34. console.timeEnd( 'GLTFLoader' );
  35. var glTF = {
  36. "scene": scene,
  37. "scenes": scenes,
  38. "cameras": cameras,
  39. "animations": animations
  40. };
  41. callback( glTF );
  42. } );
  43. }
  44. };
  45. /* GLTFREGISTRY */
  46. function GLTFRegistry() {
  47. var objects = {};
  48. return {
  49. get: function ( key ) {
  50. return objects[ key ];
  51. },
  52. add: function ( key, object ) {
  53. objects[ key ] = object;
  54. },
  55. remove: function ( key ) {
  56. delete objects[ key ];
  57. },
  58. removeAll: function () {
  59. objects = {};
  60. },
  61. update: function ( scene, camera ) {
  62. // update scene graph
  63. scene.updateMatrixWorld();
  64. // update camera matrices and frustum
  65. camera.updateMatrixWorld();
  66. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  67. for ( var name in objects ) {
  68. var object = objects[ name ];
  69. if ( object.update ) {
  70. object.update( scene, camera );
  71. }
  72. }
  73. }
  74. };
  75. }
  76. /* GLTFSHADERS */
  77. GLTFLoader.Shaders = new GLTFRegistry();
  78. /* GLTFSHADER */
  79. function GLTFShader( targetNode, allNodes ) {
  80. var boundUniforms = {};
  81. // bind each uniform to its source node
  82. var uniforms = targetNode.material.uniforms;
  83. for ( var uniformId in uniforms ) {
  84. var uniform = uniforms[ uniformId ];
  85. if ( uniform.semantic ) {
  86. var sourceNodeRef = uniform.node;
  87. var sourceNode = targetNode;
  88. if ( sourceNodeRef ) {
  89. sourceNode = allNodes[ sourceNodeRef ];
  90. }
  91. boundUniforms[ uniformId ] = {
  92. semantic: uniform.semantic,
  93. sourceNode: sourceNode,
  94. targetNode: targetNode,
  95. uniform: uniform
  96. };
  97. }
  98. }
  99. this.boundUniforms = boundUniforms;
  100. this._m4 = new THREE.Matrix4();
  101. }
  102. // Update - update all the uniform values
  103. GLTFShader.prototype.update = function ( scene, camera ) {
  104. var boundUniforms = this.boundUniforms;
  105. for ( var name in boundUniforms ) {
  106. var boundUniform = boundUniforms[ name ];
  107. switch ( boundUniform.semantic ) {
  108. case "MODELVIEW":
  109. var m4 = boundUniform.uniform.value;
  110. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  111. break;
  112. case "MODELVIEWINVERSETRANSPOSE":
  113. var m3 = boundUniform.uniform.value;
  114. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  115. m3.getNormalMatrix( this._m4 );
  116. break;
  117. case "PROJECTION":
  118. var m4 = boundUniform.uniform.value;
  119. m4.copy( camera.projectionMatrix );
  120. break;
  121. case "JOINTMATRIX":
  122. var m4v = boundUniform.uniform.value;
  123. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  124. // So it goes like this:
  125. // SkinnedMesh world matrix is already baked into MODELVIEW;
  126. // transform joints to local space,
  127. // then transform using joint's inverse
  128. m4v[ mi ]
  129. .getInverse( boundUniform.sourceNode.matrixWorld )
  130. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  131. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
  132. .multiply( boundUniform.targetNode.bindMatrix );
  133. }
  134. break;
  135. default :
  136. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  137. break;
  138. }
  139. }
  140. };
  141. /* ANIMATION */
  142. GLTFLoader.Animations = {
  143. update: function () {
  144. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  145. }
  146. };
  147. /*********************************/
  148. /********** INTERNALS ************/
  149. /*********************************/
  150. /* CONSTANTS */
  151. var WEBGL_CONSTANTS = {
  152. FLOAT: 5126,
  153. //FLOAT_MAT2: 35674,
  154. FLOAT_MAT3: 35675,
  155. FLOAT_MAT4: 35676,
  156. FLOAT_VEC2: 35664,
  157. FLOAT_VEC3: 35665,
  158. FLOAT_VEC4: 35666,
  159. LINEAR: 9729,
  160. REPEAT: 10497,
  161. SAMPLER_2D: 35678,
  162. TRIANGLES: 4,
  163. LINES: 1,
  164. UNSIGNED_BYTE: 5121,
  165. UNSIGNED_SHORT: 5123,
  166. VERTEX_SHADER: 35633,
  167. FRAGMENT_SHADER: 35632
  168. };
  169. var WEBGL_TYPE = {
  170. 5126: Number,
  171. //35674: THREE.Matrix2,
  172. 35675: THREE.Matrix3,
  173. 35676: THREE.Matrix4,
  174. 35664: THREE.Vector2,
  175. 35665: THREE.Vector3,
  176. 35666: THREE.Vector4,
  177. 35678: THREE.Texture
  178. };
  179. var WEBGL_COMPONENT_TYPES = {
  180. 5120: Int8Array,
  181. 5121: Uint8Array,
  182. 5122: Int16Array,
  183. 5123: Uint16Array,
  184. 5125: Uint32Array,
  185. 5126: Float32Array
  186. };
  187. var WEBGL_FILTERS = {
  188. 9728: THREE.NearestFilter,
  189. 9729: THREE.LinearFilter,
  190. 9984: THREE.NearestMipMapNearestFilter,
  191. 9985: THREE.LinearMipMapNearestFilter,
  192. 9986: THREE.NearestMipMapLinearFilter,
  193. 9987: THREE.LinearMipMapLinearFilter
  194. };
  195. var WEBGL_WRAPPINGS = {
  196. 33071: THREE.ClampToEdgeWrapping,
  197. 33648: THREE.MirroredRepeatWrapping,
  198. 10497: THREE.RepeatWrapping
  199. };
  200. var WEBGL_SIDES = {
  201. 1028: THREE.BackSide, // Culling front
  202. 1029: THREE.FrontSide // Culling back
  203. //1032: THREE.NoSide // Culling front and back, what to do?
  204. };
  205. var WEBGL_DEPTH_FUNCS = {
  206. 512: THREE.NeverDepth,
  207. 513: THREE.LessDepth,
  208. 514: THREE.EqualDepth,
  209. 515: THREE.LessEqualDepth,
  210. 516: THREE.GreaterEqualDepth,
  211. 517: THREE.NotEqualDepth,
  212. 518: THREE.GreaterEqualDepth,
  213. 519: THREE.AlwaysDepth
  214. };
  215. var WEBGL_BLEND_EQUATIONS = {
  216. 32774: THREE.AddEquation,
  217. 32778: THREE.SubtractEquation,
  218. 32779: THREE.ReverseSubtractEquation
  219. };
  220. var WEBGL_BLEND_FUNCS = {
  221. 0: THREE.ZeroFactor,
  222. 1: THREE.OneFactor,
  223. 768: THREE.SrcColorFactor,
  224. 769: THREE.OneMinusSrcColorFactor,
  225. 770: THREE.SrcAlphaFactor,
  226. 771: THREE.OneMinusSrcAlphaFactor,
  227. 772: THREE.DstAlphaFactor,
  228. 773: THREE.OneMinusDstAlphaFactor,
  229. 774: THREE.DstColorFactor,
  230. 775: THREE.OneMinusDstColorFactor,
  231. 776: THREE.SrcAlphaSaturateFactor
  232. // The followings are not supported by Three.js yet
  233. //32769: CONSTANT_COLOR,
  234. //32770: ONE_MINUS_CONSTANT_COLOR,
  235. //32771: CONSTANT_ALPHA,
  236. //32772: ONE_MINUS_CONSTANT_COLOR
  237. };
  238. var WEBGL_TYPE_SIZES = {
  239. 'SCALAR': 1,
  240. 'VEC2': 2,
  241. 'VEC3': 3,
  242. 'VEC4': 4,
  243. 'MAT2': 4,
  244. 'MAT3': 9,
  245. 'MAT4': 16
  246. };
  247. var PATH_PROPERTIES = {
  248. scale: 'scale',
  249. translation: 'position',
  250. rotation: 'quaternion'
  251. };
  252. var INTERPOLATION = {
  253. LINEAR: THREE.InterpolateLinear,
  254. STEP: THREE.InterpolateDiscrete
  255. };
  256. var STATES_ENABLES = {
  257. 2884: 'CULL_FACE',
  258. 2929: 'DEPTH_TEST',
  259. 3042: 'BLEND',
  260. 3089: 'SCISSOR_TEST',
  261. 32823: 'POLYGON_OFFSET_FILL',
  262. 32926: 'SAMPLE_ALPHA_TO_COVERAGE'
  263. };
  264. /* UTILITY FUNCTIONS */
  265. function _each( object, callback, thisObj ) {
  266. if ( !object ) {
  267. return Promise.resolve();
  268. }
  269. var results;
  270. var fns = [];
  271. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  272. results = [];
  273. var length = object.length;
  274. for ( var idx = 0; idx < length; idx ++ ) {
  275. var value = callback.call( thisObj || this, object[ idx ], idx );
  276. if ( value ) {
  277. fns.push( value );
  278. if ( value instanceof Promise ) {
  279. value.then( function( key, value ) {
  280. results[ idx ] = value;
  281. }.bind( this, key ));
  282. } else {
  283. results[ idx ] = value;
  284. }
  285. }
  286. }
  287. } else {
  288. results = {};
  289. for ( var key in object ) {
  290. if ( object.hasOwnProperty( key ) ) {
  291. var value = callback.call( thisObj || this, object[ key ], key );
  292. if ( value ) {
  293. fns.push( value );
  294. if ( value instanceof Promise ) {
  295. value.then( function( key, value ) {
  296. results[ key ] = value;
  297. }.bind( this, key ));
  298. } else {
  299. results[ key ] = value;
  300. }
  301. }
  302. }
  303. }
  304. }
  305. return Promise.all( fns ).then( function() {
  306. return results;
  307. });
  308. }
  309. function resolveURL( url, path ) {
  310. // Invalid URL
  311. if ( typeof url !== 'string' || url === '' )
  312. return '';
  313. // Absolute URL
  314. if ( /^https?:\/\//i.test( url ) ) {
  315. return url;
  316. }
  317. // Data URI
  318. if ( /^data:.*,.*$/i.test( url ) ) {
  319. return url;
  320. }
  321. // Relative URL
  322. return ( path || '' ) + url;
  323. }
  324. // Three.js seems too dependent on attribute names so globally
  325. // replace those in the shader code
  326. function replaceTHREEShaderAttributes( shaderText, technique ) {
  327. // Expected technique attributes
  328. var attributes = {};
  329. for ( var attributeId in technique.attributes ) {
  330. var pname = technique.attributes[ attributeId ];
  331. var param = technique.parameters[ pname ];
  332. var atype = param.type;
  333. var semantic = param.semantic;
  334. attributes[ attributeId ] = {
  335. type: atype,
  336. semantic: semantic
  337. };
  338. }
  339. // Figure out which attributes to change in technique
  340. var shaderParams = technique.parameters;
  341. var shaderAttributes = technique.attributes;
  342. var params = {};
  343. for ( var attributeId in attributes ) {
  344. var pname = shaderAttributes[ attributeId ];
  345. var shaderParam = shaderParams[ pname ];
  346. var semantic = shaderParam.semantic;
  347. if ( semantic ) {
  348. params[ attributeId ] = shaderParam;
  349. }
  350. }
  351. for ( var pname in params ) {
  352. var param = params[ pname ];
  353. var semantic = param.semantic;
  354. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  355. switch ( semantic ) {
  356. case "POSITION":
  357. shaderText = shaderText.replace( regEx, 'position' );
  358. break;
  359. case "NORMAL":
  360. shaderText = shaderText.replace( regEx, 'normal' );
  361. break;
  362. case 'TEXCOORD_0':
  363. case 'TEXCOORD0':
  364. case 'TEXCOORD':
  365. shaderText = shaderText.replace( regEx, 'uv' );
  366. break;
  367. case 'COLOR_0':
  368. case 'COLOR0':
  369. case 'COLOR':
  370. shaderText = shaderText.replace( regEx, 'color' );
  371. break;
  372. case "WEIGHT":
  373. shaderText = shaderText.replace( regEx, 'skinWeight' );
  374. break;
  375. case "JOINT":
  376. shaderText = shaderText.replace( regEx, 'skinIndex' );
  377. break;
  378. }
  379. }
  380. return shaderText;
  381. }
  382. function createDefaultMaterial() {
  383. return new THREE.MeshPhongMaterial( {
  384. color: 0x00000,
  385. emissive: 0x888888,
  386. specular: 0x000000,
  387. shininess: 0,
  388. transparent: false,
  389. depthTest: true,
  390. side: THREE.FrontSide
  391. } );
  392. };
  393. // Deferred constructor for RawShaderMaterial types
  394. function DeferredShaderMaterial( params ) {
  395. this.isDeferredShaderMaterial = true;
  396. this.params = params;
  397. }
  398. DeferredShaderMaterial.prototype.create = function () {
  399. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  400. for ( var uniformId in this.params.uniforms ) {
  401. var originalUniform = this.params.uniforms[ uniformId ];
  402. if ( originalUniform.value instanceof THREE.Texture ) {
  403. uniforms[ uniformId ].value = originalUniform.value;
  404. uniforms[ uniformId ].value.needsUpdate = true;
  405. }
  406. uniforms[ uniformId ].semantic = originalUniform.semantic;
  407. uniforms[ uniformId ].node = originalUniform.node;
  408. }
  409. this.params.uniforms = uniforms;
  410. return new THREE.RawShaderMaterial( this.params );
  411. };
  412. /* GLTF PARSER */
  413. function GLTFParser( json, options ) {
  414. this.json = json || {};
  415. this.options = options || {};
  416. // loader object cache
  417. this.cache = new GLTFRegistry();
  418. }
  419. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  420. var _dependencies = {};
  421. for ( var i = 0; i < dependencies.length; i ++ ) {
  422. var dependency = dependencies[ i ];
  423. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  424. var cached = this.cache.get( dependency );
  425. if ( cached !== undefined ) {
  426. _dependencies[ dependency ] = cached;
  427. } else if ( this[ fnName ] ) {
  428. var fn = this[ fnName ]();
  429. this.cache.add( dependency, fn );
  430. _dependencies[ dependency ] = fn;
  431. }
  432. }
  433. return _each( _dependencies, function ( dependency ) {
  434. return dependency;
  435. } );
  436. };
  437. GLTFParser.prototype.parse = function ( callback ) {
  438. var json = this.json;
  439. // Clear the loader cache
  440. this.cache.removeAll();
  441. // Fire the callback on complete
  442. this._withDependencies( [
  443. "scenes",
  444. "cameras",
  445. "animations"
  446. ] ).then( function ( dependencies ) {
  447. var scene = dependencies.scenes[ json.scene ];
  448. var scenes = [];
  449. for ( var name in dependencies.scenes ) {
  450. scenes.push( dependencies.scenes[ name ] );
  451. }
  452. var cameras = [];
  453. for ( var name in dependencies.cameras ) {
  454. var camera = dependencies.cameras[ name ];
  455. cameras.push( camera );
  456. }
  457. var animations = [];
  458. for ( var name in dependencies.animations ) {
  459. animations.push( dependencies.animations[ name ] );
  460. }
  461. callback( scene, scenes, cameras, animations );
  462. } );
  463. };
  464. GLTFParser.prototype.loadShaders = function () {
  465. var json = this.json;
  466. var options = this.options;
  467. return _each( json.shaders, function ( shader ) {
  468. return new Promise( function ( resolve ) {
  469. var loader = new THREE.FileLoader();
  470. loader.setResponseType( 'text' );
  471. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  472. resolve( shaderText );
  473. } );
  474. } );
  475. } );
  476. };
  477. GLTFParser.prototype.loadBuffers = function () {
  478. var json = this.json;
  479. var options = this.options;
  480. return _each( json.buffers, function ( buffer ) {
  481. if ( buffer.type === 'arraybuffer' || buffer.type === undefined ) {
  482. return new Promise( function ( resolve ) {
  483. var loader = new THREE.FileLoader();
  484. loader.setResponseType( 'arraybuffer' );
  485. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  486. resolve( buffer );
  487. } );
  488. } );
  489. } else {
  490. console.warn( 'THREE.GLTFLoader: ' + buffer.type + ' buffer type is not supported' );
  491. }
  492. } );
  493. };
  494. GLTFParser.prototype.loadBufferViews = function () {
  495. var json = this.json;
  496. return this._withDependencies( [
  497. "buffers"
  498. ] ).then( function ( dependencies ) {
  499. return _each( json.bufferViews, function ( bufferView ) {
  500. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  501. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  502. } );
  503. } );
  504. };
  505. GLTFParser.prototype.loadAccessors = function () {
  506. var json = this.json;
  507. return this._withDependencies( [
  508. "bufferViews"
  509. ] ).then( function ( dependencies ) {
  510. return _each( json.accessors, function ( accessor ) {
  511. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  512. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  513. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  514. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  515. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  516. var itemBytes = elementBytes * itemSize;
  517. // The buffer is not interleaved if the stride is the item size in bytes.
  518. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  519. // Use the full buffer if it's interleaved.
  520. var array = new TypedArray( arraybuffer );
  521. // Integer parameters to IB/IBA are in array elements, not bytes.
  522. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  523. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  524. } else {
  525. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  526. return new THREE.BufferAttribute( array, itemSize );
  527. }
  528. } );
  529. } );
  530. };
  531. GLTFParser.prototype.loadTextures = function () {
  532. var json = this.json;
  533. var options = this.options;
  534. return _each( json.textures, function ( texture ) {
  535. if ( texture.source ) {
  536. return new Promise( function ( resolve ) {
  537. var source = json.images[ texture.source ];
  538. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  539. if ( textureLoader === null ) {
  540. textureLoader = new THREE.TextureLoader();
  541. }
  542. textureLoader.setCrossOrigin( options.crossOrigin );
  543. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  544. _texture.flipY = false;
  545. if ( texture.sampler ) {
  546. var sampler = json.samplers[ texture.sampler ];
  547. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  548. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  549. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  550. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  551. }
  552. resolve( _texture );
  553. }, undefined, function () {
  554. resolve();
  555. } );
  556. } );
  557. }
  558. } );
  559. };
  560. GLTFParser.prototype.loadMaterials = function () {
  561. var json = this.json;
  562. return this._withDependencies( [
  563. "shaders",
  564. "textures"
  565. ] ).then( function ( dependencies ) {
  566. return _each( json.materials, function ( material ) {
  567. var materialType;
  568. var materialValues = {};
  569. var materialParams = {};
  570. var khr_material;
  571. if ( material.extensions && material.extensions.KHR_materials_common ) {
  572. khr_material = material.extensions.KHR_materials_common;
  573. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  574. khr_material = json.extensions.KHR_materials_common;
  575. }
  576. if ( khr_material ) {
  577. switch ( khr_material.technique ) {
  578. case 'BLINN' :
  579. case 'PHONG' :
  580. materialType = THREE.MeshPhongMaterial;
  581. break;
  582. case 'LAMBERT' :
  583. materialType = THREE.MeshLambertMaterial;
  584. break;
  585. case 'CONSTANT' :
  586. default :
  587. materialType = THREE.MeshBasicMaterial;
  588. break;
  589. }
  590. Object.assign( materialValues, khr_material.values );
  591. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  592. materialParams.side = THREE.DoubleSide;
  593. }
  594. if ( khr_material.transparent || materialValues.transparent ) {
  595. materialParams.transparent = true;
  596. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  597. }
  598. } else if ( material.technique === undefined ) {
  599. materialType = THREE.MeshPhongMaterial;
  600. Object.assign( materialValues, material.values );
  601. } else {
  602. materialType = DeferredShaderMaterial;
  603. var technique = json.techniques[ material.technique ];
  604. materialParams.uniforms = {};
  605. var program = json.programs[ technique.program ];
  606. if ( program ) {
  607. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  608. if ( ! materialParams.fragmentShader ) {
  609. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  610. materialType = THREE.MeshPhongMaterial;
  611. }
  612. var vertexShader = dependencies.shaders[ program.vertexShader ];
  613. if ( ! vertexShader ) {
  614. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  615. materialType = THREE.MeshPhongMaterial;
  616. }
  617. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  618. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  619. var uniforms = technique.uniforms;
  620. for ( var uniformId in uniforms ) {
  621. var pname = uniforms[ uniformId ];
  622. var shaderParam = technique.parameters[ pname ];
  623. var ptype = shaderParam.type;
  624. if ( WEBGL_TYPE[ ptype ] ) {
  625. var pcount = shaderParam.count;
  626. var value;
  627. if ( material.values !== undefined ) value = material.values[ pname ];
  628. var uvalue = new WEBGL_TYPE[ ptype ]();
  629. var usemantic = shaderParam.semantic;
  630. var unode = shaderParam.node;
  631. switch ( ptype ) {
  632. case WEBGL_CONSTANTS.FLOAT:
  633. uvalue = shaderParam.value;
  634. if ( pname == "transparency" ) {
  635. materialParams.transparent = true;
  636. }
  637. if ( value !== undefined ) {
  638. uvalue = value;
  639. }
  640. break;
  641. case WEBGL_CONSTANTS.FLOAT_VEC2:
  642. case WEBGL_CONSTANTS.FLOAT_VEC3:
  643. case WEBGL_CONSTANTS.FLOAT_VEC4:
  644. case WEBGL_CONSTANTS.FLOAT_MAT3:
  645. if ( shaderParam && shaderParam.value ) {
  646. uvalue.fromArray( shaderParam.value );
  647. }
  648. if ( value ) {
  649. uvalue.fromArray( value );
  650. }
  651. break;
  652. case WEBGL_CONSTANTS.FLOAT_MAT2:
  653. // what to do?
  654. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  655. break;
  656. case WEBGL_CONSTANTS.FLOAT_MAT4:
  657. if ( pcount ) {
  658. uvalue = new Array( pcount );
  659. for ( var mi = 0; mi < pcount; mi ++ ) {
  660. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  661. }
  662. if ( shaderParam && shaderParam.value ) {
  663. var m4v = shaderParam.value;
  664. uvalue.fromArray( m4v );
  665. }
  666. if ( value ) {
  667. uvalue.fromArray( value );
  668. }
  669. } else {
  670. if ( shaderParam && shaderParam.value ) {
  671. var m4 = shaderParam.value;
  672. uvalue.fromArray( m4 );
  673. }
  674. if ( value ) {
  675. uvalue.fromArray( value );
  676. }
  677. }
  678. break;
  679. case WEBGL_CONSTANTS.SAMPLER_2D:
  680. if ( value !== undefined ) {
  681. uvalue = dependencies.textures[ value ];
  682. } else if ( shaderParam.value !== undefined ) {
  683. uvalue = dependencies.textures[ shaderParam.value ];
  684. } else {
  685. uvalue = null;
  686. }
  687. break;
  688. }
  689. materialParams.uniforms[ uniformId ] = {
  690. value: uvalue,
  691. semantic: usemantic,
  692. node: unode
  693. };
  694. } else {
  695. throw new Error( "Unknown shader uniform param type: " + ptype );
  696. }
  697. }
  698. var states = technique.states || {};
  699. var enables = states.enable || [];
  700. var functions = states.functions || {};
  701. var enableCullFace = false;
  702. var enableDepthTest = false;
  703. var enableBlend = false;
  704. for ( var i = 0, il = enables.length; i < il; i ++ ) {
  705. var enable = enables[ i ];
  706. switch( STATES_ENABLES[ enable ] ) {
  707. case 'CULL_FACE':
  708. enableCullFace = true;
  709. break;
  710. case 'DEPTH_TEST':
  711. enableDepthTest = true;
  712. break;
  713. case 'BLEND':
  714. enableBlend = true;
  715. break;
  716. // TODO: implement
  717. case 'SCISSOR_TEST':
  718. case 'POLYGON_OFFSET_FILL':
  719. case 'SAMPLE_ALPHA_TO_COVERAGE':
  720. break;
  721. default:
  722. throw new Error( "Unknown technique.states.enable: " + enable );
  723. }
  724. }
  725. if ( enableCullFace ) {
  726. materialParams.side = functions.cullFace !== undefined ? WEBGL_SIDES[ functions.cullFace ] : THREE.FrontSide;
  727. } else {
  728. materialParams.side = THREE.DoubleSide;
  729. }
  730. materialParams.depthTest = enableDepthTest;
  731. materialParams.depthFunc = functions.depthFunc !== undefined ? WEBGL_DEPTH_FUNCS[ functions.depthFunc ] : THREE.LessDepth;
  732. materialParams.depthWrite = functions.depthMask !== undefined ? functions.depthMask[ 0 ] : true;
  733. materialParams.blending = enableBlend ? THREE.CustomBlending : THREE.NoBlending;
  734. materialParams.transparent = enableBlend;
  735. var blendEquationSeparate = functions.blendEquationSeparate;
  736. if ( blendEquationSeparate !== undefined ) {
  737. materialParams.blendEquation = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 0 ] ];
  738. materialParams.blendEquationAlpha = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 1 ] ];
  739. } else {
  740. materialParams.blendEquation = THREE.AddEquation;
  741. materialParams.blendEquationAlpha = THREE.AddEquation;
  742. }
  743. var blendFuncSeparate = functions.blendFuncSeparate;
  744. if ( blendFuncSeparate !== undefined ) {
  745. materialParams.blendSrc = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 0 ] ];
  746. materialParams.blendDst = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 1 ] ];
  747. materialParams.blendSrcAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 2 ] ];
  748. materialParams.blendDstAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 3 ] ];
  749. } else {
  750. materialParams.blendSrc = THREE.OneFactor;
  751. materialParams.blendDst = THREE.ZeroFactor;
  752. materialParams.blendSrcAlpha = THREE.OneFactor;
  753. materialParams.blendDstAlpha = THREE.ZeroFactor;
  754. }
  755. }
  756. }
  757. if ( Array.isArray( materialValues.diffuse ) ) {
  758. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  759. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  760. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  761. }
  762. delete materialParams.diffuse;
  763. if ( typeof( materialValues.reflective ) === 'string' ) {
  764. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  765. }
  766. if ( typeof( materialValues.bump ) === 'string' ) {
  767. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  768. }
  769. if ( Array.isArray( materialValues.emission ) ) {
  770. if ( materialType === THREE.MeshBasicMaterial ) {
  771. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  772. } else {
  773. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  774. }
  775. } else if ( typeof( materialValues.emission ) === 'string' ) {
  776. if ( materialType === THREE.MeshBasicMaterial ) {
  777. materialParams.map = dependencies.textures[ materialValues.emission ];
  778. } else {
  779. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  780. }
  781. }
  782. if ( Array.isArray( materialValues.specular ) ) {
  783. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  784. } else if ( typeof( materialValues.specular ) === 'string' ) {
  785. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  786. }
  787. if ( materialValues.shininess !== undefined ) {
  788. materialParams.shininess = materialValues.shininess;
  789. }
  790. var _material = new materialType( materialParams );
  791. if ( material.name !== undefined ) _material.name = material.name;
  792. return _material;
  793. } );
  794. } );
  795. };
  796. GLTFParser.prototype.loadMeshes = function () {
  797. var json = this.json;
  798. return this._withDependencies( [
  799. "accessors",
  800. "materials"
  801. ] ).then( function ( dependencies ) {
  802. return _each( json.meshes, function ( mesh ) {
  803. var group = new THREE.Object3D();
  804. if ( mesh.name !== undefined ) group.name = mesh.name;
  805. if ( mesh.extras ) group.userData = mesh.extras;
  806. var primitives = mesh.primitives;
  807. for ( var name in primitives ) {
  808. var primitive = primitives[ name ];
  809. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  810. var geometry = new THREE.BufferGeometry();
  811. var attributes = primitive.attributes;
  812. for ( var attributeId in attributes ) {
  813. var attributeEntry = attributes[ attributeId ];
  814. if ( ! attributeEntry ) return;
  815. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  816. switch ( attributeId ) {
  817. case 'POSITION':
  818. geometry.addAttribute( 'position', bufferAttribute );
  819. break;
  820. case 'NORMAL':
  821. geometry.addAttribute( 'normal', bufferAttribute );
  822. break;
  823. case 'TEXCOORD_0':
  824. case 'TEXCOORD0':
  825. case 'TEXCOORD':
  826. geometry.addAttribute( 'uv', bufferAttribute );
  827. break;
  828. case 'COLOR_0':
  829. case 'COLOR0':
  830. case 'COLOR':
  831. geometry.addAttribute( 'color', bufferAttribute );
  832. break;
  833. case 'WEIGHT':
  834. geometry.addAttribute( 'skinWeight', bufferAttribute );
  835. break;
  836. case 'JOINT':
  837. geometry.addAttribute( 'skinIndex', bufferAttribute );
  838. break;
  839. }
  840. }
  841. if ( primitive.indices ) {
  842. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  843. }
  844. var material = dependencies.materials !== undefined ? dependencies.materials[ primitive.material ] : createDefaultMaterial();
  845. var meshNode = new THREE.Mesh( geometry, material );
  846. meshNode.castShadow = true;
  847. if ( primitive.extras ) meshNode.userData = primitive.extras;
  848. group.add( meshNode );
  849. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  850. var geometry = new THREE.BufferGeometry();
  851. var attributes = primitive.attributes;
  852. for ( var attributeId in attributes ) {
  853. var attributeEntry = attributes[ attributeId ];
  854. if ( ! attributeEntry ) return;
  855. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  856. switch ( attributeId ) {
  857. case 'POSITION':
  858. geometry.addAttribute( 'position', bufferAttribute );
  859. break;
  860. case 'COLOR_0':
  861. case 'COLOR0':
  862. case 'COLOR':
  863. geometry.addAttribute( 'color', bufferAttribute );
  864. break;
  865. }
  866. };
  867. var material = dependencies.materials[ primitive.material ];
  868. var meshNode;
  869. if ( primitive.indices ) {
  870. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  871. meshNode = new THREE.LineSegments( geometry, material );
  872. } else {
  873. meshNode = new THREE.Line( geometry, material );
  874. }
  875. if ( primitive.extras ) meshNode.userData = primitive.extras;
  876. group.add( meshNode );
  877. } else {
  878. console.warn( "Only triangular and line primitives are supported" );
  879. }
  880. }
  881. return group;
  882. } );
  883. } );
  884. };
  885. GLTFParser.prototype.loadCameras = function () {
  886. var json = this.json;
  887. return _each( json.cameras, function ( camera ) {
  888. if ( camera.type == "perspective" && camera.perspective ) {
  889. var yfov = camera.perspective.yfov;
  890. var xfov = camera.perspective.xfov;
  891. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  892. // According to COLLADA spec...
  893. // aspect_ratio = xfov / yfov
  894. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  895. // According to COLLADA spec...
  896. // aspect_ratio = xfov / yfov
  897. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  898. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  899. if ( camera.name !== undefined ) _camera.name = camera.name;
  900. if ( camera.extras ) _camera.userData = camera.extras;
  901. return _camera;
  902. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  903. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  904. if ( camera.name !== undefined ) _camera.name = camera.name;
  905. if ( camera.extras ) _camera.userData = camera.extras;
  906. return _camera;
  907. }
  908. } );
  909. };
  910. GLTFParser.prototype.loadSkins = function () {
  911. var json = this.json;
  912. return this._withDependencies( [
  913. "accessors"
  914. ] ).then( function ( dependencies ) {
  915. return _each( json.skins, function ( skin ) {
  916. var _skin = {
  917. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  918. jointNames: skin.jointNames,
  919. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  920. };
  921. return _skin;
  922. } );
  923. } );
  924. };
  925. GLTFParser.prototype.loadAnimations = function () {
  926. var json = this.json;
  927. return this._withDependencies( [
  928. "accessors",
  929. "nodes"
  930. ] ).then( function ( dependencies ) {
  931. return _each( json.animations, function ( animation, animationId ) {
  932. var tracks = [];
  933. for ( var channelId in animation.channels ) {
  934. var channel = animation.channels[ channelId ];
  935. var sampler = animation.samplers[ channel.sampler ];
  936. if ( sampler ) {
  937. var target = channel.target;
  938. var name = target.id;
  939. var input = animation.parameters !== undefined ? animation.parameters[ sampler.input ] : sampler.input;
  940. var output = animation.parameters !== undefined ? animation.parameters[ sampler.output ] : sampler.output;
  941. var inputAccessor = dependencies.accessors[ input ];
  942. var outputAccessor = dependencies.accessors[ output ];
  943. var node = dependencies.nodes[ name ];
  944. if ( node ) {
  945. node.updateMatrix();
  946. node.matrixAutoUpdate = true;
  947. var TypedKeyframeTrack = PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.rotation
  948. ? THREE.QuaternionKeyframeTrack
  949. : THREE.VectorKeyframeTrack;
  950. var targetName = node.name ? node.name : node.uuid;
  951. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  952. // buffers before creating a truncated copy to keep. Because buffers may
  953. // be reused by other tracks, make copies here.
  954. tracks.push( new TypedKeyframeTrack(
  955. targetName + '.' + PATH_PROPERTIES[ target.path ],
  956. THREE.AnimationUtils.arraySlice( inputAccessor.array, 0 ),
  957. THREE.AnimationUtils.arraySlice( outputAccessor.array, 0 ),
  958. INTERPOLATION[ sampler.interpolation ]
  959. ) );
  960. }
  961. }
  962. }
  963. return new THREE.AnimationClip( "animation_" + animationId, undefined, tracks );
  964. } );
  965. } );
  966. };
  967. GLTFParser.prototype.loadNodes = function () {
  968. var json = this.json;
  969. var scope = this;
  970. return _each( json.nodes, function ( node ) {
  971. var matrix = new THREE.Matrix4();
  972. var _node;
  973. if ( node.jointName ) {
  974. _node = new THREE.Bone();
  975. _node.name = node.name !== undefined ? node.name : node.jointName;
  976. _node.jointName = node.jointName;
  977. } else {
  978. _node = new THREE.Object3D();
  979. if ( node.name !== undefined ) _node.name = node.name;
  980. }
  981. if ( node.extras ) _node.userData = node.extras;
  982. if ( node.matrix !== undefined ) {
  983. matrix.fromArray( node.matrix );
  984. _node.applyMatrix( matrix );
  985. } else {
  986. if ( node.translation !== undefined ) {
  987. _node.position.fromArray( node.translation );
  988. }
  989. if ( node.rotation !== undefined ) {
  990. _node.quaternion.fromArray( node.rotation );
  991. }
  992. if ( node.scale !== undefined ) {
  993. _node.scale.fromArray( node.scale );
  994. }
  995. }
  996. return _node;
  997. } ).then( function ( __nodes ) {
  998. return scope._withDependencies( [
  999. "meshes",
  1000. "skins",
  1001. "cameras",
  1002. "extensions"
  1003. ] ).then( function ( dependencies ) {
  1004. return _each( __nodes, function ( _node, nodeId ) {
  1005. var node = json.nodes[ nodeId ];
  1006. if ( node.meshes !== undefined ) {
  1007. for ( var meshId in node.meshes ) {
  1008. var mesh = node.meshes[ meshId ];
  1009. var group = dependencies.meshes[ mesh ];
  1010. if ( group === undefined ) {
  1011. console.warn( 'GLTFLoader: Couldn\'t find node "' + mesh + '".' );
  1012. continue;
  1013. }
  1014. for ( var childrenId in group.children ) {
  1015. var child = group.children[ childrenId ];
  1016. // clone Mesh to add to _node
  1017. var originalMaterial = child.material;
  1018. var originalGeometry = child.geometry;
  1019. var originalUserData = child.userData;
  1020. var material;
  1021. if ( originalMaterial.isDeferredShaderMaterial ) {
  1022. originalMaterial = material = originalMaterial.create();
  1023. } else {
  1024. material = originalMaterial;
  1025. }
  1026. switch ( child.type ) {
  1027. case 'LineSegments':
  1028. child = new THREE.LineSegments( originalGeometry, material );
  1029. break;
  1030. case 'Line':
  1031. child = new THREE.Line( originalGeometry, material );
  1032. break;
  1033. default:
  1034. child = new THREE.Mesh( originalGeometry, material );
  1035. }
  1036. child.castShadow = true;
  1037. child.userData = originalUserData;
  1038. var skinEntry;
  1039. if ( node.skin ) {
  1040. skinEntry = dependencies.skins[ node.skin ];
  1041. }
  1042. // Replace Mesh with SkinnedMesh in library
  1043. if ( skinEntry ) {
  1044. var getJointNode = function ( jointId ) {
  1045. var keys = Object.keys( __nodes );
  1046. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  1047. var n = __nodes[ keys[ i ] ];
  1048. if ( n.jointName === jointId ) return n;
  1049. }
  1050. return null;
  1051. }
  1052. var geometry = originalGeometry;
  1053. var material = originalMaterial;
  1054. material.skinning = true;
  1055. child = new THREE.SkinnedMesh( geometry, material, false );
  1056. child.castShadow = true;
  1057. child.userData = originalUserData;
  1058. var bones = [];
  1059. var boneInverses = [];
  1060. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  1061. var jointId = skinEntry.jointNames[ i ];
  1062. var jointNode = getJointNode( jointId );
  1063. if ( jointNode ) {
  1064. bones.push( jointNode );
  1065. var m = skinEntry.inverseBindMatrices.array;
  1066. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  1067. boneInverses.push( mat );
  1068. } else {
  1069. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  1070. }
  1071. }
  1072. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  1073. var buildBoneGraph = function ( parentJson, parentObject, property ) {
  1074. var children = parentJson[ property ];
  1075. if ( children === undefined ) return;
  1076. for ( var i = 0, il = children.length; i < il; i ++ ) {
  1077. var nodeId = children[ i ];
  1078. var bone = __nodes[ nodeId ];
  1079. var boneJson = json.nodes[ nodeId ];
  1080. if ( bone !== undefined && bone.isBone === true && boneJson !== undefined ) {
  1081. parentObject.add( bone );
  1082. buildBoneGraph( boneJson, bone, 'children' );
  1083. }
  1084. }
  1085. }
  1086. buildBoneGraph( node, child, 'skeletons' );
  1087. }
  1088. _node.add( child );
  1089. }
  1090. }
  1091. }
  1092. if ( node.camera !== undefined ) {
  1093. var camera = dependencies.cameras[ node.camera ];
  1094. _node.add( camera );
  1095. }
  1096. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  1097. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  1098. _node.add( light );
  1099. }
  1100. return _node;
  1101. } );
  1102. } );
  1103. } );
  1104. };
  1105. GLTFParser.prototype.loadExtensions = function () {
  1106. var json = this.json;
  1107. return _each( json.extensions, function ( extension, extensionId ) {
  1108. switch ( extensionId ) {
  1109. case "KHR_materials_common":
  1110. var extensionNode = {
  1111. lights: {}
  1112. };
  1113. var lights = extension.lights;
  1114. for ( var lightId in lights ) {
  1115. var light = lights[ lightId ];
  1116. var lightNode;
  1117. var lightParams = light[ light.type ];
  1118. var color = new THREE.Color().fromArray( lightParams.color );
  1119. switch ( light.type ) {
  1120. case "directional":
  1121. lightNode = new THREE.DirectionalLight( color );
  1122. lightNode.position.set( 0, 0, 1 );
  1123. break;
  1124. case "point":
  1125. lightNode = new THREE.PointLight( color );
  1126. break;
  1127. case "spot":
  1128. lightNode = new THREE.SpotLight( color );
  1129. lightNode.position.set( 0, 0, 1 );
  1130. break;
  1131. case "ambient":
  1132. lightNode = new THREE.AmbientLight( color );
  1133. break;
  1134. }
  1135. if ( lightNode ) {
  1136. extensionNode.lights[ lightId ] = lightNode;
  1137. }
  1138. }
  1139. return extensionNode;
  1140. break;
  1141. }
  1142. } );
  1143. };
  1144. GLTFParser.prototype.loadScenes = function () {
  1145. var json = this.json;
  1146. // scene node hierachy builder
  1147. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1148. var _node = allNodes[ nodeId ];
  1149. parentObject.add( _node );
  1150. var node = json.nodes[ nodeId ];
  1151. if ( node.children ) {
  1152. var children = node.children;
  1153. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1154. var child = children[ i ];
  1155. buildNodeHierachy( child, _node, allNodes );
  1156. }
  1157. }
  1158. }
  1159. return this._withDependencies( [
  1160. "nodes"
  1161. ] ).then( function ( dependencies ) {
  1162. return _each( json.scenes, function ( scene ) {
  1163. var _scene = new THREE.Scene();
  1164. if ( scene.name !== undefined ) _scene.name = scene.name;
  1165. if ( scene.extras ) _scene.userData = scene.extras;
  1166. var nodes = scene.nodes;
  1167. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1168. var nodeId = nodes[ i ];
  1169. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1170. }
  1171. _scene.traverse( function ( child ) {
  1172. // Register raw material meshes with GLTFLoader.Shaders
  1173. if ( child.material && child.material.isRawShaderMaterial ) {
  1174. var xshader = new GLTFShader( child, dependencies.nodes );
  1175. GLTFLoader.Shaders.add( child.uuid, xshader );
  1176. }
  1177. } );
  1178. return _scene;
  1179. } );
  1180. } );
  1181. };
  1182. return GLTFLoader;
  1183. } )();