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. for ( var name in objects ) {
  63. var object = objects[ name ];
  64. if ( object.update ) {
  65. object.update( scene, camera );
  66. }
  67. }
  68. }
  69. };
  70. }
  71. /* GLTFSHADERS */
  72. GLTFLoader.Shaders = new GLTFRegistry();
  73. /* GLTFSHADER */
  74. function GLTFShader( targetNode, allNodes ) {
  75. var boundUniforms = {};
  76. // bind each uniform to its source node
  77. var uniforms = targetNode.material.uniforms;
  78. for ( var uniformId in uniforms ) {
  79. var uniform = uniforms[ uniformId ];
  80. if ( uniform.semantic ) {
  81. var sourceNodeRef = uniform.node;
  82. var sourceNode = targetNode;
  83. if ( sourceNodeRef ) {
  84. sourceNode = allNodes[ sourceNodeRef ];
  85. }
  86. boundUniforms[ uniformId ] = {
  87. semantic: uniform.semantic,
  88. sourceNode: sourceNode,
  89. targetNode: targetNode,
  90. uniform: uniform
  91. };
  92. }
  93. }
  94. this.boundUniforms = boundUniforms;
  95. this._m4 = new THREE.Matrix4();
  96. }
  97. // Update - update all the uniform values
  98. GLTFShader.prototype.update = function ( scene, camera ) {
  99. // update scene graph
  100. scene.updateMatrixWorld();
  101. // update camera matrices and frustum
  102. camera.updateMatrixWorld();
  103. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  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. function createAnimation( name, interps ) {
  148. var tracks = [];
  149. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  150. var interp = interps[ i ];
  151. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  152. // buffers before creating a truncated copy to keep. Because buffers may
  153. // be reused by other tracks, make copies here.
  154. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  155. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  156. interp.target.updateMatrix();
  157. interp.target.matrixAutoUpdate = true;
  158. tracks.push( new THREE.KeyframeTrack(
  159. interp.name,
  160. interp.times,
  161. interp.values,
  162. interp.type
  163. ) );
  164. }
  165. return new THREE.AnimationClip( name, undefined, tracks );
  166. }
  167. /*********************************/
  168. /********** INTERNALS ************/
  169. /*********************************/
  170. /* CONSTANTS */
  171. var WEBGL_CONSTANTS = {
  172. FLOAT: 5126,
  173. //FLOAT_MAT2: 35674,
  174. FLOAT_MAT3: 35675,
  175. FLOAT_MAT4: 35676,
  176. FLOAT_VEC2: 35664,
  177. FLOAT_VEC3: 35665,
  178. FLOAT_VEC4: 35666,
  179. LINEAR: 9729,
  180. REPEAT: 10497,
  181. SAMPLER_2D: 35678,
  182. TRIANGLES: 4,
  183. LINES: 1,
  184. UNSIGNED_BYTE: 5121,
  185. UNSIGNED_SHORT: 5123,
  186. VERTEX_SHADER: 35633,
  187. FRAGMENT_SHADER: 35632
  188. };
  189. var WEBGL_TYPE = {
  190. 5126: Number,
  191. //35674: THREE.Matrix2,
  192. 35675: THREE.Matrix3,
  193. 35676: THREE.Matrix4,
  194. 35664: THREE.Vector2,
  195. 35665: THREE.Vector3,
  196. 35666: THREE.Vector4,
  197. 35678: THREE.Texture
  198. };
  199. var WEBGL_COMPONENT_TYPES = {
  200. 5120: Int8Array,
  201. 5121: Uint8Array,
  202. 5122: Int16Array,
  203. 5123: Uint16Array,
  204. 5125: Uint32Array,
  205. 5126: Float32Array
  206. };
  207. var WEBGL_FILTERS = {
  208. 9728: THREE.NearestFilter,
  209. 9729: THREE.LinearFilter,
  210. 9984: THREE.NearestMipMapNearestFilter,
  211. 9985: THREE.LinearMipMapNearestFilter,
  212. 9986: THREE.NearestMipMapLinearFilter,
  213. 9987: THREE.LinearMipMapLinearFilter
  214. };
  215. var WEBGL_WRAPPINGS = {
  216. 33071: THREE.ClampToEdgeWrapping,
  217. 33648: THREE.MirroredRepeatWrapping,
  218. 10497: THREE.RepeatWrapping
  219. };
  220. var WEBGL_SIDES = {
  221. 1028: THREE.BackSide, // Culling front
  222. 1029: THREE.FrontSide // Culling back
  223. //1032: THREE.NoSide // Culling front and back, what to do?
  224. };
  225. var WEBGL_DEPTH_FUNCS = {
  226. 512: THREE.NeverDepth,
  227. 513: THREE.LessDepth,
  228. 514: THREE.EqualDepth,
  229. 515: THREE.LessEqualDepth,
  230. 516: THREE.GreaterEqualDepth,
  231. 517: THREE.NotEqualDepth,
  232. 518: THREE.GreaterEqualDepth,
  233. 519: THREE.AlwaysDepth
  234. };
  235. var WEBGL_BLEND_EQUATIONS = {
  236. 32774: THREE.AddEquation,
  237. 32778: THREE.SubtractEquation,
  238. 32779: THREE.ReverseSubtractEquation
  239. };
  240. var WEBGL_BLEND_FUNCS = {
  241. 0: THREE.ZeroFactor,
  242. 1: THREE.OneFactor,
  243. 768: THREE.SrcColorFactor,
  244. 769: THREE.OneMinusSrcColorFactor,
  245. 770: THREE.SrcAlphaFactor,
  246. 771: THREE.OneMinusSrcAlphaFactor,
  247. 772: THREE.DstAlphaFactor,
  248. 773: THREE.OneMinusDstAlphaFactor,
  249. 774: THREE.DstColorFactor,
  250. 775: THREE.OneMinusDstColorFactor,
  251. 776: THREE.SrcAlphaSaturateFactor
  252. // The followings are not supported by Three.js yet
  253. //32769: CONSTANT_COLOR,
  254. //32770: ONE_MINUS_CONSTANT_COLOR,
  255. //32771: CONSTANT_ALPHA,
  256. //32772: ONE_MINUS_CONSTANT_COLOR
  257. };
  258. var WEBGL_TYPE_SIZES = {
  259. 'SCALAR': 1,
  260. 'VEC2': 2,
  261. 'VEC3': 3,
  262. 'VEC4': 4,
  263. 'MAT2': 4,
  264. 'MAT3': 9,
  265. 'MAT4': 16
  266. };
  267. var PATH_PROPERTIES = {
  268. scale: 'scale',
  269. translation: 'position',
  270. rotation: 'quaternion'
  271. };
  272. var INTERPOLATION = {
  273. LINEAR: THREE.InterpolateLinear,
  274. STEP: THREE.InterpolateDiscrete
  275. };
  276. var STATES_ENABLES = {
  277. 2884: 'CULL_FACE',
  278. 2929: 'DEPTH_TEST',
  279. 3042: 'BLEND',
  280. 3089: 'SCISSOR_TEST',
  281. 32823: 'POLYGON_OFFSET_FILL',
  282. 32926: 'SAMPLE_ALPHA_TO_COVERAGE'
  283. };
  284. /* UTILITY FUNCTIONS */
  285. function _each( object, callback, thisObj ) {
  286. if ( !object ) {
  287. return Promise.resolve();
  288. }
  289. var results;
  290. var fns = [];
  291. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  292. results = [];
  293. var length = object.length;
  294. for ( var idx = 0; idx < length; idx ++ ) {
  295. var value = callback.call( thisObj || this, object[ idx ], idx );
  296. if ( value ) {
  297. fns.push( value );
  298. if ( value instanceof Promise ) {
  299. value.then( function( key, value ) {
  300. results[ idx ] = value;
  301. }.bind( this, key ));
  302. } else {
  303. results[ idx ] = value;
  304. }
  305. }
  306. }
  307. } else {
  308. results = {};
  309. for ( var key in object ) {
  310. if ( object.hasOwnProperty( key ) ) {
  311. var value = callback.call( thisObj || this, object[ key ], key );
  312. if ( value ) {
  313. fns.push( value );
  314. if ( value instanceof Promise ) {
  315. value.then( function( key, value ) {
  316. results[ key ] = value;
  317. }.bind( this, key ));
  318. } else {
  319. results[ key ] = value;
  320. }
  321. }
  322. }
  323. }
  324. }
  325. return Promise.all( fns ).then( function() {
  326. return results;
  327. });
  328. }
  329. function resolveURL( url, path ) {
  330. // Invalid URL
  331. if ( typeof url !== 'string' || url === '' )
  332. return '';
  333. // Absolute URL
  334. if ( /^https?:\/\//i.test( url ) ) {
  335. return url;
  336. }
  337. // Data URI
  338. if ( /^data:.*,.*$/i.test( url ) ) {
  339. return url;
  340. }
  341. // Relative URL
  342. return ( path || '' ) + url;
  343. }
  344. // Three.js seems too dependent on attribute names so globally
  345. // replace those in the shader code
  346. function replaceTHREEShaderAttributes( shaderText, technique ) {
  347. // Expected technique attributes
  348. var attributes = {};
  349. for ( var attributeId in technique.attributes ) {
  350. var pname = technique.attributes[ attributeId ];
  351. var param = technique.parameters[ pname ];
  352. var atype = param.type;
  353. var semantic = param.semantic;
  354. attributes[ attributeId ] = {
  355. type: atype,
  356. semantic: semantic
  357. };
  358. }
  359. // Figure out which attributes to change in technique
  360. var shaderParams = technique.parameters;
  361. var shaderAttributes = technique.attributes;
  362. var params = {};
  363. for ( var attributeId in attributes ) {
  364. var pname = shaderAttributes[ attributeId ];
  365. var shaderParam = shaderParams[ pname ];
  366. var semantic = shaderParam.semantic;
  367. if ( semantic ) {
  368. params[ attributeId ] = shaderParam;
  369. }
  370. }
  371. for ( var pname in params ) {
  372. var param = params[ pname ];
  373. var semantic = param.semantic;
  374. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  375. switch ( semantic ) {
  376. case "POSITION":
  377. shaderText = shaderText.replace( regEx, 'position' );
  378. break;
  379. case "NORMAL":
  380. shaderText = shaderText.replace( regEx, 'normal' );
  381. break;
  382. case 'TEXCOORD_0':
  383. case 'TEXCOORD0':
  384. case 'TEXCOORD':
  385. shaderText = shaderText.replace( regEx, 'uv' );
  386. break;
  387. case "WEIGHT":
  388. shaderText = shaderText.replace( regEx, 'skinWeight' );
  389. break;
  390. case "JOINT":
  391. shaderText = shaderText.replace( regEx, 'skinIndex' );
  392. break;
  393. }
  394. }
  395. return shaderText;
  396. }
  397. function createDefaultMaterial() {
  398. return new THREE.MeshPhongMaterial( {
  399. color: 0x00000,
  400. emissive: 0x888888,
  401. specular: 0x000000,
  402. shininess: 0,
  403. transparent: false,
  404. depthTest: true,
  405. side: THREE.FrontSide
  406. } );
  407. };
  408. // Deferred constructor for RawShaderMaterial types
  409. function DeferredShaderMaterial( params ) {
  410. this.isDeferredShaderMaterial = true;
  411. this.params = params;
  412. }
  413. DeferredShaderMaterial.prototype.create = function () {
  414. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  415. for ( var uniformId in this.params.uniforms ) {
  416. var originalUniform = this.params.uniforms[ uniformId ];
  417. if ( originalUniform.value instanceof THREE.Texture ) {
  418. uniforms[ uniformId ].value = originalUniform.value;
  419. uniforms[ uniformId ].value.needsUpdate = true;
  420. }
  421. uniforms[ uniformId ].semantic = originalUniform.semantic;
  422. uniforms[ uniformId ].node = originalUniform.node;
  423. }
  424. this.params.uniforms = uniforms;
  425. return new THREE.RawShaderMaterial( this.params );
  426. };
  427. /* GLTF PARSER */
  428. function GLTFParser( json, options ) {
  429. this.json = json || {};
  430. this.options = options || {};
  431. // loader object cache
  432. this.cache = new GLTFRegistry();
  433. }
  434. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  435. var _dependencies = {};
  436. for ( var i = 0; i < dependencies.length; i ++ ) {
  437. var dependency = dependencies[ i ];
  438. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  439. var cached = this.cache.get( dependency );
  440. if ( cached !== undefined ) {
  441. _dependencies[ dependency ] = cached;
  442. } else if ( this[ fnName ] ) {
  443. var fn = this[ fnName ]();
  444. this.cache.add( dependency, fn );
  445. _dependencies[ dependency ] = fn;
  446. }
  447. }
  448. return _each( _dependencies, function ( dependency ) {
  449. return dependency;
  450. } );
  451. };
  452. GLTFParser.prototype.parse = function ( callback ) {
  453. var json = this.json;
  454. // Clear the loader cache
  455. this.cache.removeAll();
  456. // Fire the callback on complete
  457. this._withDependencies( [
  458. "scenes",
  459. "cameras",
  460. "animations"
  461. ] ).then( function ( dependencies ) {
  462. var scene = dependencies.scenes[ json.scene ];
  463. var scenes = [];
  464. for ( var name in dependencies.scenes ) {
  465. scenes.push( dependencies.scenes[ name ] );
  466. }
  467. var cameras = [];
  468. for ( var name in dependencies.cameras ) {
  469. var camera = dependencies.cameras[ name ];
  470. cameras.push( camera );
  471. }
  472. var animations = [];
  473. for ( var name in dependencies.animations ) {
  474. animations.push( dependencies.animations[ name ] );
  475. }
  476. callback( scene, scenes, cameras, animations );
  477. } );
  478. };
  479. GLTFParser.prototype.loadShaders = function () {
  480. var json = this.json;
  481. var options = this.options;
  482. return _each( json.shaders, function ( shader ) {
  483. return new Promise( function ( resolve ) {
  484. var loader = new THREE.FileLoader();
  485. loader.setResponseType( 'text' );
  486. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  487. resolve( shaderText );
  488. } );
  489. } );
  490. } );
  491. };
  492. GLTFParser.prototype.loadBuffers = function () {
  493. var json = this.json;
  494. var options = this.options;
  495. return _each( json.buffers, function ( buffer ) {
  496. if ( buffer.type === 'arraybuffer' || buffer.type === undefined ) {
  497. return new Promise( function ( resolve ) {
  498. var loader = new THREE.FileLoader();
  499. loader.setResponseType( 'arraybuffer' );
  500. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  501. resolve( buffer );
  502. } );
  503. } );
  504. } else {
  505. console.warn( 'THREE.GLTFLoader: ' + buffer.type + ' buffer type is not supported' );
  506. }
  507. } );
  508. };
  509. GLTFParser.prototype.loadBufferViews = function () {
  510. var json = this.json;
  511. return this._withDependencies( [
  512. "buffers"
  513. ] ).then( function ( dependencies ) {
  514. return _each( json.bufferViews, function ( bufferView ) {
  515. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  516. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  517. } );
  518. } );
  519. };
  520. GLTFParser.prototype.loadAccessors = function () {
  521. var json = this.json;
  522. return this._withDependencies( [
  523. "bufferViews"
  524. ] ).then( function ( dependencies ) {
  525. return _each( json.accessors, function ( accessor ) {
  526. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  527. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  528. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  529. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  530. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  531. var itemBytes = elementBytes * itemSize;
  532. // The buffer is not interleaved if the stride is the item size in bytes.
  533. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  534. // Use the full buffer if it's interleaved.
  535. var array = new TypedArray( arraybuffer );
  536. // Integer parameters to IB/IBA are in array elements, not bytes.
  537. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  538. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  539. } else {
  540. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  541. return new THREE.BufferAttribute( array, itemSize );
  542. }
  543. } );
  544. } );
  545. };
  546. GLTFParser.prototype.loadTextures = function () {
  547. var json = this.json;
  548. var options = this.options;
  549. return _each( json.textures, function ( texture ) {
  550. if ( texture.source ) {
  551. return new Promise( function ( resolve ) {
  552. var source = json.images[ texture.source ];
  553. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  554. if ( textureLoader === null ) {
  555. textureLoader = new THREE.TextureLoader();
  556. }
  557. textureLoader.setCrossOrigin( options.crossOrigin );
  558. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  559. _texture.flipY = false;
  560. if ( texture.sampler ) {
  561. var sampler = json.samplers[ texture.sampler ];
  562. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  563. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  564. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  565. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  566. }
  567. resolve( _texture );
  568. }, undefined, function () {
  569. resolve();
  570. } );
  571. } );
  572. }
  573. } );
  574. };
  575. GLTFParser.prototype.loadMaterials = function () {
  576. var json = this.json;
  577. return this._withDependencies( [
  578. "shaders",
  579. "textures"
  580. ] ).then( function ( dependencies ) {
  581. return _each( json.materials, function ( material ) {
  582. var materialType;
  583. var materialValues = {};
  584. var materialParams = {};
  585. var khr_material;
  586. if ( material.extensions && material.extensions.KHR_materials_common ) {
  587. khr_material = material.extensions.KHR_materials_common;
  588. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  589. khr_material = json.extensions.KHR_materials_common;
  590. }
  591. if ( khr_material ) {
  592. switch ( khr_material.technique ) {
  593. case 'BLINN' :
  594. case 'PHONG' :
  595. materialType = THREE.MeshPhongMaterial;
  596. break;
  597. case 'LAMBERT' :
  598. materialType = THREE.MeshLambertMaterial;
  599. break;
  600. case 'CONSTANT' :
  601. default :
  602. materialType = THREE.MeshBasicMaterial;
  603. break;
  604. }
  605. Object.assign( materialValues, khr_material.values );
  606. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  607. materialParams.side = THREE.DoubleSide;
  608. }
  609. if ( khr_material.transparent || materialValues.transparent ) {
  610. materialParams.transparent = true;
  611. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  612. }
  613. } else if ( material.technique === undefined ) {
  614. materialType = THREE.MeshPhongMaterial;
  615. Object.assign( materialValues, material.values );
  616. } else {
  617. materialType = DeferredShaderMaterial;
  618. var technique = json.techniques[ material.technique ];
  619. materialParams.uniforms = {};
  620. var program = json.programs[ technique.program ];
  621. if ( program ) {
  622. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  623. if ( ! materialParams.fragmentShader ) {
  624. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  625. materialType = THREE.MeshPhongMaterial;
  626. }
  627. var vertexShader = dependencies.shaders[ program.vertexShader ];
  628. if ( ! vertexShader ) {
  629. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  630. materialType = THREE.MeshPhongMaterial;
  631. }
  632. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  633. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  634. var uniforms = technique.uniforms;
  635. for ( var uniformId in uniforms ) {
  636. var pname = uniforms[ uniformId ];
  637. var shaderParam = technique.parameters[ pname ];
  638. var ptype = shaderParam.type;
  639. if ( WEBGL_TYPE[ ptype ] ) {
  640. var pcount = shaderParam.count;
  641. var value;
  642. if ( material.values !== undefined ) value = material.values[ pname ];
  643. var uvalue = new WEBGL_TYPE[ ptype ]();
  644. var usemantic = shaderParam.semantic;
  645. var unode = shaderParam.node;
  646. switch ( ptype ) {
  647. case WEBGL_CONSTANTS.FLOAT:
  648. uvalue = shaderParam.value;
  649. if ( pname == "transparency" ) {
  650. materialParams.transparent = true;
  651. }
  652. if ( value !== undefined ) {
  653. uvalue = value;
  654. }
  655. break;
  656. case WEBGL_CONSTANTS.FLOAT_VEC2:
  657. case WEBGL_CONSTANTS.FLOAT_VEC3:
  658. case WEBGL_CONSTANTS.FLOAT_VEC4:
  659. case WEBGL_CONSTANTS.FLOAT_MAT3:
  660. if ( shaderParam && shaderParam.value ) {
  661. uvalue.fromArray( shaderParam.value );
  662. }
  663. if ( value ) {
  664. uvalue.fromArray( value );
  665. }
  666. break;
  667. case WEBGL_CONSTANTS.FLOAT_MAT2:
  668. // what to do?
  669. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  670. break;
  671. case WEBGL_CONSTANTS.FLOAT_MAT4:
  672. if ( pcount ) {
  673. uvalue = new Array( pcount );
  674. for ( var mi = 0; mi < pcount; mi ++ ) {
  675. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  676. }
  677. if ( shaderParam && shaderParam.value ) {
  678. var m4v = shaderParam.value;
  679. uvalue.fromArray( m4v );
  680. }
  681. if ( value ) {
  682. uvalue.fromArray( value );
  683. }
  684. } else {
  685. if ( shaderParam && shaderParam.value ) {
  686. var m4 = shaderParam.value;
  687. uvalue.fromArray( m4 );
  688. }
  689. if ( value ) {
  690. uvalue.fromArray( value );
  691. }
  692. }
  693. break;
  694. case WEBGL_CONSTANTS.SAMPLER_2D:
  695. if ( value !== undefined ) {
  696. uvalue = dependencies.textures[ value ];
  697. } else if ( shaderParam.value !== undefined ) {
  698. uvalue = dependencies.textures[ shaderParam.value ];
  699. } else {
  700. uvalue = null;
  701. }
  702. break;
  703. }
  704. materialParams.uniforms[ uniformId ] = {
  705. value: uvalue,
  706. semantic: usemantic,
  707. node: unode
  708. };
  709. } else {
  710. throw new Error( "Unknown shader uniform param type: " + ptype );
  711. }
  712. }
  713. var states = technique.states || {};
  714. var enables = states.enable || [];
  715. var functions = states.functions || {};
  716. var enableCullFace = false;
  717. var enableDepthTest = false;
  718. var enableBlend = false;
  719. for ( var i = 0, il = enables.length; i < il; i ++ ) {
  720. var enable = enables[ i ];
  721. switch( STATES_ENABLES[ enable ] ) {
  722. case 'CULL_FACE':
  723. enableCullFace = true;
  724. break;
  725. case 'DEPTH_TEST':
  726. enableDepthTest = true;
  727. break;
  728. case 'BLEND':
  729. enableBlend = true;
  730. break;
  731. // TODO: implement
  732. case 'SCISSOR_TEST':
  733. case 'POLYGON_OFFSET_FILL':
  734. case 'SAMPLE_ALPHA_TO_COVERAGE':
  735. break;
  736. default:
  737. throw new Error( "Unknown technique.states.enable: " + enable );
  738. }
  739. }
  740. if ( enableCullFace ) {
  741. materialParams.side = functions.cullFace !== undefined ? WEBGL_SIDES[ functions.cullFace ] : THREE.FrontSide;
  742. } else {
  743. materialParams.side = THREE.DoubleSide;
  744. }
  745. materialParams.depthTest = enableDepthTest;
  746. materialParams.depthFunc = functions.depthFunc !== undefined ? WEBGL_DEPTH_FUNCS[ functions.depthFunc ] : THREE.LessDepth;
  747. materialParams.blending = enableBlend ? THREE.CustomBlending : THREE.NoBlending;
  748. materialParams.transparent = enableBlend;
  749. var blendEquationSeparate = functions.blendEquationSeparate;
  750. if ( blendEquationSeparate !== undefined ) {
  751. materialParams.blendEquation = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 0 ] ];
  752. materialParams.blendEquationAlpha = WEBGL_BLEND_EQUATIONS[ blendEquationSeparate[ 1 ] ];
  753. } else {
  754. materialParams.blendEquation = THREE.AddEquation;
  755. materialParams.blendEquationAlpha = THREE.AddEquation;
  756. }
  757. var blendFuncSeparate = functions.blendFuncSeparate;
  758. if ( blendFuncSeparate !== undefined ) {
  759. materialParams.blendSrc = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 0 ] ];
  760. materialParams.blendDst = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 1 ] ];
  761. materialParams.blendSrcAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 2 ] ];
  762. materialParams.blendDstAlpha = WEBGL_BLEND_FUNCS[ blendFuncSeparate[ 3 ] ];
  763. } else {
  764. materialParams.blendSrc = THREE.OneFactor;
  765. materialParams.blendDst = THREE.ZeroFactor;
  766. materialParams.blendSrcAlpha = THREE.OneFactor;
  767. materialParams.blendDstAlpha = THREE.ZeroFactor;
  768. }
  769. }
  770. }
  771. if ( Array.isArray( materialValues.diffuse ) ) {
  772. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  773. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  774. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  775. }
  776. delete materialParams.diffuse;
  777. if ( typeof( materialValues.reflective ) === 'string' ) {
  778. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  779. }
  780. if ( typeof( materialValues.bump ) === 'string' ) {
  781. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  782. }
  783. if ( Array.isArray( materialValues.emission ) ) {
  784. if ( materialType === THREE.MeshBasicMaterial ) {
  785. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  786. } else {
  787. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  788. }
  789. } else if ( typeof( materialValues.emission ) === 'string' ) {
  790. if ( materialType === THREE.MeshBasicMaterial ) {
  791. materialParams.map = dependencies.textures[ materialValues.emission ];
  792. } else {
  793. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  794. }
  795. }
  796. if ( Array.isArray( materialValues.specular ) ) {
  797. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  798. } else if ( typeof( materialValues.specular ) === 'string' ) {
  799. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  800. }
  801. if ( materialValues.shininess !== undefined ) {
  802. materialParams.shininess = materialValues.shininess;
  803. }
  804. var _material = new materialType( materialParams );
  805. if ( material.name !== undefined ) _material.name = material.name;
  806. return _material;
  807. } );
  808. } );
  809. };
  810. GLTFParser.prototype.loadMeshes = function () {
  811. var json = this.json;
  812. return this._withDependencies( [
  813. "accessors",
  814. "materials"
  815. ] ).then( function ( dependencies ) {
  816. return _each( json.meshes, function ( mesh ) {
  817. var group = new THREE.Object3D();
  818. if ( mesh.name !== undefined ) group.name = mesh.name;
  819. if ( mesh.extras ) group.userData = mesh.extras;
  820. var primitives = mesh.primitives;
  821. for ( var name in primitives ) {
  822. var primitive = primitives[ name ];
  823. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  824. var geometry = new THREE.BufferGeometry();
  825. var attributes = primitive.attributes;
  826. for ( var attributeId in attributes ) {
  827. var attributeEntry = attributes[ attributeId ];
  828. if ( ! attributeEntry ) return;
  829. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  830. switch ( attributeId ) {
  831. case 'POSITION':
  832. geometry.addAttribute( 'position', bufferAttribute );
  833. break;
  834. case 'NORMAL':
  835. geometry.addAttribute( 'normal', bufferAttribute );
  836. break;
  837. case 'TEXCOORD_0':
  838. case 'TEXCOORD0':
  839. case 'TEXCOORD':
  840. geometry.addAttribute( 'uv', bufferAttribute );
  841. break;
  842. case 'WEIGHT':
  843. geometry.addAttribute( 'skinWeight', bufferAttribute );
  844. break;
  845. case 'JOINT':
  846. geometry.addAttribute( 'skinIndex', bufferAttribute );
  847. break;
  848. }
  849. }
  850. if ( primitive.indices ) {
  851. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  852. }
  853. var material = dependencies.materials !== undefined ? dependencies.materials[ primitive.material ] : createDefaultMaterial();
  854. var meshNode = new THREE.Mesh( geometry, material );
  855. meshNode.castShadow = true;
  856. if ( primitive.extras ) meshNode.userData = primitive.extras;
  857. group.add( meshNode );
  858. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  859. var geometry = new THREE.BufferGeometry();
  860. var attributes = primitive.attributes;
  861. _each( attributes, function ( attributeEntry, attributeId ) {
  862. if ( ! attributeEntry ) return;
  863. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  864. switch ( attributeId ) {
  865. case 'POSITION':
  866. geometry.addAttribute( 'position', bufferAttribute );
  867. break;
  868. case 'COLOR':
  869. geometry.addAttribute( 'color', bufferAttribute );
  870. break;
  871. }
  872. } );
  873. var material = dependencies.materials[ primitive.material ];
  874. var meshNode;
  875. if ( primitive.indices ) {
  876. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  877. meshNode = new THREE.LineSegments( geometry, material );
  878. } else {
  879. meshNode = new THREE.Line( geometry, material );
  880. }
  881. if ( primitive.extras ) meshNode.userData = primitive.extras;
  882. group.add( meshNode );
  883. } else {
  884. console.warn( "Only triangular and line primitives are supported" );
  885. }
  886. }
  887. return group;
  888. } );
  889. } );
  890. };
  891. GLTFParser.prototype.loadCameras = function () {
  892. var json = this.json;
  893. return _each( json.cameras, function ( camera ) {
  894. if ( camera.type == "perspective" && camera.perspective ) {
  895. var yfov = camera.perspective.yfov;
  896. var xfov = camera.perspective.xfov;
  897. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  898. // According to COLLADA spec...
  899. // aspect_ratio = xfov / yfov
  900. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  901. // According to COLLADA spec...
  902. // aspect_ratio = xfov / yfov
  903. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  904. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  905. if ( camera.name !== undefined ) _camera.name = camera.name;
  906. if ( camera.extras ) _camera.userData = camera.extras;
  907. return _camera;
  908. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  909. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  910. if ( camera.name !== undefined ) _camera.name = camera.name;
  911. if ( camera.extras ) _camera.userData = camera.extras;
  912. return _camera;
  913. }
  914. } );
  915. };
  916. GLTFParser.prototype.loadSkins = function () {
  917. var json = this.json;
  918. return this._withDependencies( [
  919. "accessors"
  920. ] ).then( function ( dependencies ) {
  921. return _each( json.skins, function ( skin ) {
  922. var _skin = {
  923. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  924. jointNames: skin.jointNames,
  925. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  926. };
  927. return _skin;
  928. } );
  929. } );
  930. };
  931. GLTFParser.prototype.loadAnimations = function () {
  932. var json = this.json;
  933. return this._withDependencies( [
  934. "accessors",
  935. "nodes"
  936. ] ).then( function ( dependencies ) {
  937. return _each( json.animations, function ( animation, animationId ) {
  938. var interps = [];
  939. for ( var channelId in animation.channels ) {
  940. var channel = animation.channels[ channelId ];
  941. var sampler = animation.samplers[ channel.sampler ];
  942. if ( sampler ) {
  943. var target = channel.target;
  944. var name = target.id;
  945. var input = animation.parameters !== undefined ? animation.parameters[ sampler.input ] : sampler.input;
  946. var output = animation.parameters !== undefined ? animation.parameters[ sampler.output ] : sampler.output;
  947. var inputAccessor = dependencies.accessors[ input ];
  948. var outputAccessor = dependencies.accessors[ output ];
  949. var node = dependencies.nodes[ name ];
  950. if ( node ) {
  951. var targetName = node.name ? node.name : node.uuid;
  952. var interp = {
  953. times: inputAccessor.array,
  954. values: outputAccessor.array,
  955. target: node,
  956. type: INTERPOLATION[ sampler.interpolation ],
  957. name: targetName + '.' + PATH_PROPERTIES[ target.path ]
  958. };
  959. interps.push( interp );
  960. }
  961. }
  962. }
  963. return createAnimation( "animation_" + animationId, interps );
  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. } )();