GLTFLoader.js 35 KB

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  1. /**
  2. * @author Rich Tibbett / https://github.com/richtr
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author Tony Parisi / http://www.tonyparisi.com/
  5. */
  6. THREE.GLTFLoader = ( function () {
  7. function GLTFLoader( manager ) {
  8. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  9. }
  10. GLTFLoader.prototype = {
  11. constructor: GLTFLoader,
  12. load: function ( url, onLoad, onProgress, onError ) {
  13. var scope = this;
  14. var path = this.path && ( typeof this.path === "string" ) ? this.path : THREE.Loader.prototype.extractUrlBase( url );
  15. var loader = new THREE.FileLoader( scope.manager );
  16. loader.load( url, function ( text ) {
  17. scope.parse( JSON.parse( text ), onLoad, path );
  18. }, onProgress, onError );
  19. },
  20. setCrossOrigin: function ( value ) {
  21. this.crossOrigin = value;
  22. },
  23. setPath: function ( value ) {
  24. this.path = value;
  25. },
  26. parse: function ( json, callback, path ) {
  27. console.time( 'GLTFLoader' );
  28. var parser = new GLTFParser( json, {
  29. path: path || this.path,
  30. crossOrigin: this.crossOrigin
  31. } );
  32. parser.parse( function ( scene, scenes, cameras, animations ) {
  33. console.timeEnd( 'GLTFLoader' );
  34. var glTF = {
  35. "scene": scene,
  36. "scenes": scenes,
  37. "cameras": cameras,
  38. "animations": animations
  39. };
  40. callback( glTF );
  41. } );
  42. }
  43. };
  44. /* GLTFREGISTRY */
  45. function GLTFRegistry() {
  46. var objects = {};
  47. return {
  48. get: function ( key ) {
  49. return objects[ key ];
  50. },
  51. add: function ( key, object ) {
  52. objects[ key ] = object;
  53. },
  54. remove: function ( key ) {
  55. delete objects[ key ];
  56. },
  57. removeAll: function () {
  58. objects = {};
  59. },
  60. update: function ( scene, camera ) {
  61. for ( var name in objects ) {
  62. var object = objects[ name ];
  63. if ( object.update ) {
  64. object.update( scene, camera );
  65. }
  66. }
  67. }
  68. };
  69. }
  70. /* GLTFSHADERS */
  71. GLTFLoader.Shaders = new GLTFRegistry();
  72. /* GLTFSHADER */
  73. function GLTFShader( targetNode, allNodes ) {
  74. var boundUniforms = {};
  75. // bind each uniform to its source node
  76. var uniforms = targetNode.material.uniforms;
  77. for ( var uniformId in uniforms ) {
  78. var uniform = uniforms[ uniformId ];
  79. if ( uniform.semantic ) {
  80. var sourceNodeRef = uniform.node;
  81. var sourceNode = targetNode;
  82. if ( sourceNodeRef ) {
  83. sourceNode = allNodes[ sourceNodeRef ];
  84. }
  85. boundUniforms[ uniformId ] = {
  86. semantic: uniform.semantic,
  87. sourceNode: sourceNode,
  88. targetNode: targetNode,
  89. uniform: uniform
  90. };
  91. }
  92. }
  93. this.boundUniforms = boundUniforms;
  94. this._m4 = new THREE.Matrix4();
  95. }
  96. // Update - update all the uniform values
  97. GLTFShader.prototype.update = function ( scene, camera ) {
  98. // update scene graph
  99. scene.updateMatrixWorld();
  100. // update camera matrices and frustum
  101. camera.updateMatrixWorld();
  102. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  103. var boundUniforms = this.boundUniforms;
  104. for ( var name in boundUniforms ) {
  105. var boundUniform = boundUniforms[ name ];
  106. switch ( boundUniform.semantic ) {
  107. case "MODELVIEW":
  108. var m4 = boundUniform.uniform.value;
  109. m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  110. break;
  111. case "MODELVIEWINVERSETRANSPOSE":
  112. var m3 = boundUniform.uniform.value;
  113. this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
  114. m3.getNormalMatrix( this._m4 );
  115. break;
  116. case "PROJECTION":
  117. var m4 = boundUniform.uniform.value;
  118. m4.copy( camera.projectionMatrix );
  119. break;
  120. case "JOINTMATRIX":
  121. var m4v = boundUniform.uniform.value;
  122. for ( var mi = 0; mi < m4v.length; mi ++ ) {
  123. // So it goes like this:
  124. // SkinnedMesh world matrix is already baked into MODELVIEW;
  125. // transform joints to local space,
  126. // then transform using joint's inverse
  127. m4v[ mi ]
  128. .getInverse( boundUniform.sourceNode.matrixWorld )
  129. .multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
  130. .multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
  131. .multiply( boundUniform.targetNode.bindMatrix );
  132. }
  133. break;
  134. default :
  135. console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
  136. break;
  137. }
  138. }
  139. };
  140. /* ANIMATION */
  141. GLTFLoader.Animations = {
  142. update: function () {
  143. console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );
  144. }
  145. };
  146. function createAnimation( name, interps ) {
  147. var tracks = [];
  148. for ( var i = 0, len = interps.length; i < len; i ++ ) {
  149. var interp = interps[ i ];
  150. // KeyframeTrack.optimize() will modify given 'times' and 'values'
  151. // buffers before creating a truncated copy to keep. Because buffers may
  152. // be reused by other tracks, make copies here.
  153. interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
  154. interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );
  155. interp.target.updateMatrix();
  156. interp.target.matrixAutoUpdate = true;
  157. tracks.push( new THREE.KeyframeTrack(
  158. interp.name,
  159. interp.times,
  160. interp.values,
  161. interp.type
  162. ) );
  163. }
  164. return new THREE.AnimationClip( name, undefined, tracks );
  165. }
  166. /*********************************/
  167. /********** INTERNALS ************/
  168. /*********************************/
  169. /* CONSTANTS */
  170. var WEBGL_CONSTANTS = {
  171. FLOAT: 5126,
  172. //FLOAT_MAT2: 35674,
  173. FLOAT_MAT3: 35675,
  174. FLOAT_MAT4: 35676,
  175. FLOAT_VEC2: 35664,
  176. FLOAT_VEC3: 35665,
  177. FLOAT_VEC4: 35666,
  178. LINEAR: 9729,
  179. REPEAT: 10497,
  180. SAMPLER_2D: 35678,
  181. TRIANGLES: 4,
  182. LINES: 1,
  183. UNSIGNED_BYTE: 5121,
  184. UNSIGNED_SHORT: 5123,
  185. VERTEX_SHADER: 35633,
  186. FRAGMENT_SHADER: 35632
  187. };
  188. var WEBGL_TYPE = {
  189. 5126: Number,
  190. //35674: THREE.Matrix2,
  191. 35675: THREE.Matrix3,
  192. 35676: THREE.Matrix4,
  193. 35664: THREE.Vector2,
  194. 35665: THREE.Vector3,
  195. 35666: THREE.Vector4,
  196. 35678: THREE.Texture
  197. };
  198. var WEBGL_COMPONENT_TYPES = {
  199. 5120: Int8Array,
  200. 5121: Uint8Array,
  201. 5122: Int16Array,
  202. 5123: Uint16Array,
  203. 5125: Uint32Array,
  204. 5126: Float32Array
  205. };
  206. var WEBGL_FILTERS = {
  207. 9728: THREE.NearestFilter,
  208. 9729: THREE.LinearFilter,
  209. 9984: THREE.NearestMipMapNearestFilter,
  210. 9985: THREE.LinearMipMapNearestFilter,
  211. 9986: THREE.NearestMipMapLinearFilter,
  212. 9987: THREE.LinearMipMapLinearFilter
  213. };
  214. var WEBGL_WRAPPINGS = {
  215. 33071: THREE.ClampToEdgeWrapping,
  216. 33648: THREE.MirroredRepeatWrapping,
  217. 10497: THREE.RepeatWrapping
  218. };
  219. var WEBGL_TYPE_SIZES = {
  220. 'SCALAR': 1,
  221. 'VEC2': 2,
  222. 'VEC3': 3,
  223. 'VEC4': 4,
  224. 'MAT2': 4,
  225. 'MAT3': 9,
  226. 'MAT4': 16
  227. };
  228. var PATH_PROPERTIES = {
  229. scale: 'scale',
  230. translation: 'position',
  231. rotation: 'quaternion'
  232. };
  233. var INTERPOLATION = {
  234. LINEAR: THREE.InterpolateLinear,
  235. STEP: THREE.InterpolateDiscrete
  236. };
  237. /* UTILITY FUNCTIONS */
  238. function _each( object, callback, thisObj ) {
  239. if ( !object ) {
  240. return Promise.resolve();
  241. }
  242. var results;
  243. var fns = [];
  244. if ( Object.prototype.toString.call( object ) === '[object Array]' ) {
  245. results = [];
  246. var length = object.length;
  247. for ( var idx = 0; idx < length; idx ++ ) {
  248. var value = callback.call( thisObj || this, object[ idx ], idx );
  249. if ( value ) {
  250. fns.push( value );
  251. if ( value instanceof Promise ) {
  252. value.then( function( key, value ) {
  253. results[ idx ] = value;
  254. }.bind( this, key ));
  255. } else {
  256. results[ idx ] = value;
  257. }
  258. }
  259. }
  260. } else {
  261. results = {};
  262. for ( var key in object ) {
  263. if ( object.hasOwnProperty( key ) ) {
  264. var value = callback.call( thisObj || this, object[ key ], key );
  265. if ( value ) {
  266. fns.push( value );
  267. if ( value instanceof Promise ) {
  268. value.then( function( key, value ) {
  269. results[ key ] = value;
  270. }.bind( this, key ));
  271. } else {
  272. results[ key ] = value;
  273. }
  274. }
  275. }
  276. }
  277. }
  278. return Promise.all( fns ).then( function() {
  279. return results;
  280. });
  281. }
  282. function resolveURL( url, path ) {
  283. // Invalid URL
  284. if ( typeof url !== 'string' || url === '' )
  285. return '';
  286. // Absolute URL
  287. if ( /^https?:\/\//i.test( url ) ) {
  288. return url;
  289. }
  290. // Data URI
  291. if ( /^data:.*,.*$/i.test( url ) ) {
  292. return url;
  293. }
  294. // Relative URL
  295. return ( path || '' ) + url;
  296. }
  297. // Three.js seems too dependent on attribute names so globally
  298. // replace those in the shader code
  299. function replaceTHREEShaderAttributes( shaderText, technique ) {
  300. // Expected technique attributes
  301. var attributes = {};
  302. for ( var attributeId in technique.attributes ) {
  303. var pname = technique.attributes[ attributeId ];
  304. var param = technique.parameters[ pname ];
  305. var atype = param.type;
  306. var semantic = param.semantic;
  307. attributes[ attributeId ] = {
  308. type: atype,
  309. semantic: semantic
  310. };
  311. }
  312. // Figure out which attributes to change in technique
  313. var shaderParams = technique.parameters;
  314. var shaderAttributes = technique.attributes;
  315. var params = {};
  316. for ( var attributeId in attributes ) {
  317. var pname = shaderAttributes[ attributeId ];
  318. var shaderParam = shaderParams[ pname ];
  319. var semantic = shaderParam.semantic;
  320. if ( semantic ) {
  321. params[ attributeId ] = shaderParam;
  322. }
  323. }
  324. for ( var pname in params ) {
  325. var param = params[ pname ];
  326. var semantic = param.semantic;
  327. var regEx = new RegExp( "\\b" + pname + "\\b", "g" );
  328. switch ( semantic ) {
  329. case "POSITION":
  330. shaderText = shaderText.replace( regEx, 'position' );
  331. break;
  332. case "NORMAL":
  333. shaderText = shaderText.replace( regEx, 'normal' );
  334. break;
  335. case 'TEXCOORD_0':
  336. case 'TEXCOORD0':
  337. case 'TEXCOORD':
  338. shaderText = shaderText.replace( regEx, 'uv' );
  339. break;
  340. case "WEIGHT":
  341. shaderText = shaderText.replace( regEx, 'skinWeight' );
  342. break;
  343. case "JOINT":
  344. shaderText = shaderText.replace( regEx, 'skinIndex' );
  345. break;
  346. }
  347. }
  348. return shaderText;
  349. }
  350. // Deferred constructor for RawShaderMaterial types
  351. function DeferredShaderMaterial( params ) {
  352. this.isDeferredShaderMaterial = true;
  353. this.params = params;
  354. }
  355. DeferredShaderMaterial.prototype.create = function () {
  356. var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );
  357. for ( var uniformId in this.params.uniforms ) {
  358. var originalUniform = this.params.uniforms[ uniformId ];
  359. if ( originalUniform.value instanceof THREE.Texture ) {
  360. uniforms[ uniformId ].value = originalUniform.value;
  361. uniforms[ uniformId ].value.needsUpdate = true;
  362. }
  363. uniforms[ uniformId ].semantic = originalUniform.semantic;
  364. uniforms[ uniformId ].node = originalUniform.node;
  365. }
  366. this.params.uniforms = uniforms;
  367. return new THREE.RawShaderMaterial( this.params );
  368. };
  369. /* GLTF PARSER */
  370. function GLTFParser( json, options ) {
  371. this.json = json || {};
  372. this.options = options || {};
  373. // loader object cache
  374. this.cache = new GLTFRegistry();
  375. }
  376. GLTFParser.prototype._withDependencies = function ( dependencies ) {
  377. var _dependencies = {};
  378. for ( var i = 0; i < dependencies.length; i ++ ) {
  379. var dependency = dependencies[ i ];
  380. var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );
  381. var cached = this.cache.get( dependency );
  382. if ( cached !== undefined ) {
  383. _dependencies[ dependency ] = cached;
  384. } else if ( this[ fnName ] ) {
  385. var fn = this[ fnName ]();
  386. this.cache.add( dependency, fn );
  387. _dependencies[ dependency ] = fn;
  388. }
  389. }
  390. return _each( _dependencies, function ( dependency ) {
  391. return dependency;
  392. } );
  393. };
  394. GLTFParser.prototype.parse = function ( callback ) {
  395. var json = this.json;
  396. // Clear the loader cache
  397. this.cache.removeAll();
  398. // Fire the callback on complete
  399. this._withDependencies( [
  400. "scenes",
  401. "cameras",
  402. "animations"
  403. ] ).then( function ( dependencies ) {
  404. var scene = dependencies.scenes[ json.scene ];
  405. var scenes = [];
  406. for ( var name in dependencies.scenes ) {
  407. scenes.push( dependencies.scenes[ name ] );
  408. }
  409. var cameras = [];
  410. for ( var name in dependencies.cameras ) {
  411. var camera = dependencies.cameras[ name ];
  412. cameras.push( camera );
  413. }
  414. var animations = [];
  415. for ( var name in dependencies.animations ) {
  416. animations.push( dependencies.animations[ name ] );
  417. }
  418. callback( scene, scenes, cameras, animations );
  419. } );
  420. };
  421. GLTFParser.prototype.loadShaders = function () {
  422. var json = this.json;
  423. var options = this.options;
  424. return _each( json.shaders, function ( shader ) {
  425. return new Promise( function ( resolve ) {
  426. var loader = new THREE.FileLoader();
  427. loader.setResponseType( 'text' );
  428. loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {
  429. resolve( shaderText );
  430. } );
  431. } );
  432. } );
  433. };
  434. GLTFParser.prototype.loadBuffers = function () {
  435. var json = this.json;
  436. var options = this.options;
  437. return _each( json.buffers, function ( buffer ) {
  438. if ( buffer.type === 'arraybuffer' || buffer.type === undefined ) {
  439. return new Promise( function ( resolve ) {
  440. var loader = new THREE.FileLoader();
  441. loader.setResponseType( 'arraybuffer' );
  442. loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {
  443. resolve( buffer );
  444. } );
  445. } );
  446. } else {
  447. console.warn( 'THREE.GLTFLoader: ' + buffer.type + ' buffer type is not supported' );
  448. }
  449. } );
  450. };
  451. GLTFParser.prototype.loadBufferViews = function () {
  452. var json = this.json;
  453. return this._withDependencies( [
  454. "buffers"
  455. ] ).then( function ( dependencies ) {
  456. return _each( json.bufferViews, function ( bufferView ) {
  457. var arraybuffer = dependencies.buffers[ bufferView.buffer ];
  458. return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );
  459. } );
  460. } );
  461. };
  462. GLTFParser.prototype.loadAccessors = function () {
  463. var json = this.json;
  464. return this._withDependencies( [
  465. "bufferViews"
  466. ] ).then( function ( dependencies ) {
  467. return _each( json.accessors, function ( accessor ) {
  468. var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
  469. var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
  470. var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];
  471. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  472. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  473. var itemBytes = elementBytes * itemSize;
  474. // The buffer is not interleaved if the stride is the item size in bytes.
  475. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {
  476. // Use the full buffer if it's interleaved.
  477. var array = new TypedArray( arraybuffer );
  478. // Integer parameters to IB/IBA are in array elements, not bytes.
  479. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );
  480. return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );
  481. } else {
  482. array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );
  483. return new THREE.BufferAttribute( array, itemSize );
  484. }
  485. } );
  486. } );
  487. };
  488. GLTFParser.prototype.loadTextures = function () {
  489. var json = this.json;
  490. var options = this.options;
  491. return _each( json.textures, function ( texture ) {
  492. if ( texture.source ) {
  493. return new Promise( function ( resolve ) {
  494. var source = json.images[ texture.source ];
  495. var textureLoader = THREE.Loader.Handlers.get( source.uri );
  496. if ( textureLoader === null ) {
  497. textureLoader = new THREE.TextureLoader();
  498. }
  499. textureLoader.setCrossOrigin( options.crossOrigin );
  500. textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {
  501. _texture.flipY = false;
  502. if ( texture.sampler ) {
  503. var sampler = json.samplers[ texture.sampler ];
  504. _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
  505. _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
  506. _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
  507. _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];
  508. }
  509. resolve( _texture );
  510. }, undefined, function () {
  511. resolve();
  512. } );
  513. } );
  514. }
  515. } );
  516. };
  517. GLTFParser.prototype.loadMaterials = function () {
  518. var json = this.json;
  519. return this._withDependencies( [
  520. "shaders",
  521. "textures"
  522. ] ).then( function ( dependencies ) {
  523. return _each( json.materials, function ( material ) {
  524. var materialType;
  525. var materialValues = {};
  526. var materialParams = {};
  527. var khr_material;
  528. if ( material.extensions && material.extensions.KHR_materials_common ) {
  529. khr_material = material.extensions.KHR_materials_common;
  530. } else if ( json.extensions && json.extensions.KHR_materials_common ) {
  531. khr_material = json.extensions.KHR_materials_common;
  532. }
  533. if ( khr_material ) {
  534. switch ( khr_material.technique ) {
  535. case 'BLINN' :
  536. case 'PHONG' :
  537. materialType = THREE.MeshPhongMaterial;
  538. break;
  539. case 'LAMBERT' :
  540. materialType = THREE.MeshLambertMaterial;
  541. break;
  542. case 'CONSTANT' :
  543. default :
  544. materialType = THREE.MeshBasicMaterial;
  545. break;
  546. }
  547. Object.assign( materialValues, khr_material.values );
  548. if ( khr_material.doubleSided || materialValues.doubleSided ) {
  549. materialParams.side = THREE.DoubleSide;
  550. }
  551. if ( khr_material.transparent || materialValues.transparent ) {
  552. materialParams.transparent = true;
  553. materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;
  554. }
  555. } else if ( material.technique === undefined ) {
  556. materialType = THREE.MeshPhongMaterial;
  557. Object.assign( materialValues, material.values );
  558. } else {
  559. materialType = DeferredShaderMaterial;
  560. var technique = json.techniques[ material.technique ];
  561. materialParams.uniforms = {};
  562. var program = json.programs[ technique.program ];
  563. if ( program ) {
  564. materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];
  565. if ( ! materialParams.fragmentShader ) {
  566. console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
  567. materialType = THREE.MeshPhongMaterial;
  568. }
  569. var vertexShader = dependencies.shaders[ program.vertexShader ];
  570. if ( ! vertexShader ) {
  571. console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
  572. materialType = THREE.MeshPhongMaterial;
  573. }
  574. // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
  575. materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );
  576. var uniforms = technique.uniforms;
  577. for ( var uniformId in uniforms ) {
  578. var pname = uniforms[ uniformId ];
  579. var shaderParam = technique.parameters[ pname ];
  580. var ptype = shaderParam.type;
  581. if ( WEBGL_TYPE[ ptype ] ) {
  582. var pcount = shaderParam.count;
  583. var value = material.values[ pname ];
  584. var uvalue = new WEBGL_TYPE[ ptype ]();
  585. var usemantic = shaderParam.semantic;
  586. var unode = shaderParam.node;
  587. switch ( ptype ) {
  588. case WEBGL_CONSTANTS.FLOAT:
  589. uvalue = shaderParam.value;
  590. if ( pname == "transparency" ) {
  591. materialParams.transparent = true;
  592. }
  593. if ( value !== undefined ) {
  594. uvalue = value;
  595. }
  596. break;
  597. case WEBGL_CONSTANTS.FLOAT_VEC2:
  598. case WEBGL_CONSTANTS.FLOAT_VEC3:
  599. case WEBGL_CONSTANTS.FLOAT_VEC4:
  600. case WEBGL_CONSTANTS.FLOAT_MAT3:
  601. if ( shaderParam && shaderParam.value ) {
  602. uvalue.fromArray( shaderParam.value );
  603. }
  604. if ( value ) {
  605. uvalue.fromArray( value );
  606. }
  607. break;
  608. case WEBGL_CONSTANTS.FLOAT_MAT2:
  609. // what to do?
  610. console.warn( "FLOAT_MAT2 is not a supported uniform type" );
  611. break;
  612. case WEBGL_CONSTANTS.FLOAT_MAT4:
  613. if ( pcount ) {
  614. uvalue = new Array( pcount );
  615. for ( var mi = 0; mi < pcount; mi ++ ) {
  616. uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();
  617. }
  618. if ( shaderParam && shaderParam.value ) {
  619. var m4v = shaderParam.value;
  620. uvalue.fromArray( m4v );
  621. }
  622. if ( value ) {
  623. uvalue.fromArray( value );
  624. }
  625. } else {
  626. if ( shaderParam && shaderParam.value ) {
  627. var m4 = shaderParam.value;
  628. uvalue.fromArray( m4 );
  629. }
  630. if ( value ) {
  631. uvalue.fromArray( value );
  632. }
  633. }
  634. break;
  635. case WEBGL_CONSTANTS.SAMPLER_2D:
  636. uvalue = value ? dependencies.textures[ value ] : null;
  637. break;
  638. }
  639. materialParams.uniforms[ uniformId ] = {
  640. value: uvalue,
  641. semantic: usemantic,
  642. node: unode
  643. };
  644. } else {
  645. throw new Error( "Unknown shader uniform param type: " + ptype );
  646. }
  647. }
  648. }
  649. }
  650. if ( Array.isArray( materialValues.diffuse ) ) {
  651. materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );
  652. } else if ( typeof( materialValues.diffuse ) === 'string' ) {
  653. materialParams.map = dependencies.textures[ materialValues.diffuse ];
  654. }
  655. delete materialParams.diffuse;
  656. if ( typeof( materialValues.reflective ) === 'string' ) {
  657. materialParams.envMap = dependencies.textures[ materialValues.reflective ];
  658. }
  659. if ( typeof( materialValues.bump ) === 'string' ) {
  660. materialParams.bumpMap = dependencies.textures[ materialValues.bump ];
  661. }
  662. if ( Array.isArray( materialValues.emission ) ) {
  663. if ( materialType === THREE.MeshBasicMaterial ) {
  664. materialParams.color = new THREE.Color().fromArray( materialValues.emission );
  665. } else {
  666. materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );
  667. }
  668. } else if ( typeof( materialValues.emission ) === 'string' ) {
  669. if ( materialType === THREE.MeshBasicMaterial ) {
  670. materialParams.map = dependencies.textures[ materialValues.emission ];
  671. } else {
  672. materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];
  673. }
  674. }
  675. if ( Array.isArray( materialValues.specular ) ) {
  676. materialParams.specular = new THREE.Color().fromArray( materialValues.specular );
  677. } else if ( typeof( materialValues.specular ) === 'string' ) {
  678. materialParams.specularMap = dependencies.textures[ materialValues.specular ];
  679. }
  680. if ( materialValues.shininess !== undefined ) {
  681. materialParams.shininess = materialValues.shininess;
  682. }
  683. var _material = new materialType( materialParams );
  684. if ( material.name !== undefined ) _material.name = material.name;
  685. return _material;
  686. } );
  687. } );
  688. };
  689. GLTFParser.prototype.loadMeshes = function () {
  690. var json = this.json;
  691. return this._withDependencies( [
  692. "accessors",
  693. "materials"
  694. ] ).then( function ( dependencies ) {
  695. return _each( json.meshes, function ( mesh ) {
  696. var group = new THREE.Object3D();
  697. if ( mesh.name !== undefined ) group.name = mesh.name;
  698. if ( mesh.extras ) group.userData = mesh.extras;
  699. var primitives = mesh.primitives;
  700. for ( var name in primitives ) {
  701. var primitive = primitives[ name ];
  702. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {
  703. var geometry = new THREE.BufferGeometry();
  704. var attributes = primitive.attributes;
  705. for ( var attributeId in attributes ) {
  706. var attributeEntry = attributes[ attributeId ];
  707. if ( ! attributeEntry ) return;
  708. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  709. switch ( attributeId ) {
  710. case 'POSITION':
  711. geometry.addAttribute( 'position', bufferAttribute );
  712. break;
  713. case 'NORMAL':
  714. geometry.addAttribute( 'normal', bufferAttribute );
  715. break;
  716. case 'TEXCOORD_0':
  717. case 'TEXCOORD0':
  718. case 'TEXCOORD':
  719. geometry.addAttribute( 'uv', bufferAttribute );
  720. break;
  721. case 'WEIGHT':
  722. geometry.addAttribute( 'skinWeight', bufferAttribute );
  723. break;
  724. case 'JOINT':
  725. geometry.addAttribute( 'skinIndex', bufferAttribute );
  726. break;
  727. }
  728. }
  729. if ( primitive.indices ) {
  730. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  731. }
  732. var material = dependencies.materials[ primitive.material ];
  733. var meshNode = new THREE.Mesh( geometry, material );
  734. meshNode.castShadow = true;
  735. if ( primitive.extras ) meshNode.userData = primitive.extras;
  736. group.add( meshNode );
  737. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  738. var geometry = new THREE.BufferGeometry();
  739. var attributes = primitive.attributes;
  740. _each( attributes, function ( attributeEntry, attributeId ) {
  741. if ( ! attributeEntry ) return;
  742. var bufferAttribute = dependencies.accessors[ attributeEntry ];
  743. switch ( attributeId ) {
  744. case 'POSITION':
  745. geometry.addAttribute( 'position', bufferAttribute );
  746. break;
  747. case 'COLOR':
  748. geometry.addAttribute( 'color', bufferAttribute );
  749. break;
  750. }
  751. } );
  752. var material = dependencies.materials[ primitive.material ];
  753. var meshNode;
  754. if ( primitive.indices ) {
  755. geometry.setIndex( dependencies.accessors[ primitive.indices ] );
  756. meshNode = new THREE.LineSegments( geometry, material );
  757. } else {
  758. meshNode = new THREE.Line( geometry, material );
  759. }
  760. if ( primitive.extras ) meshNode.userData = primitive.extras;
  761. group.add( meshNode );
  762. } else {
  763. console.warn( "Only triangular and line primitives are supported" );
  764. }
  765. }
  766. return group;
  767. } );
  768. } );
  769. };
  770. GLTFParser.prototype.loadCameras = function () {
  771. var json = this.json;
  772. return _each( json.cameras, function ( camera ) {
  773. if ( camera.type == "perspective" && camera.perspective ) {
  774. var yfov = camera.perspective.yfov;
  775. var xfov = camera.perspective.xfov;
  776. var aspect_ratio = camera.perspective.aspect_ratio || 1;
  777. // According to COLLADA spec...
  778. // aspect_ratio = xfov / yfov
  779. xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;
  780. // According to COLLADA spec...
  781. // aspect_ratio = xfov / yfov
  782. // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;
  783. var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
  784. if ( camera.name !== undefined ) _camera.name = camera.name;
  785. if ( camera.extras ) _camera.userData = camera.extras;
  786. return _camera;
  787. } else if ( camera.type == "orthographic" && camera.orthographic ) {
  788. var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
  789. if ( camera.name !== undefined ) _camera.name = camera.name;
  790. if ( camera.extras ) _camera.userData = camera.extras;
  791. return _camera;
  792. }
  793. } );
  794. };
  795. GLTFParser.prototype.loadSkins = function () {
  796. var json = this.json;
  797. return this._withDependencies( [
  798. "accessors"
  799. ] ).then( function ( dependencies ) {
  800. return _each( json.skins, function ( skin ) {
  801. var _skin = {
  802. bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
  803. jointNames: skin.jointNames,
  804. inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
  805. };
  806. return _skin;
  807. } );
  808. } );
  809. };
  810. GLTFParser.prototype.loadAnimations = function () {
  811. var json = this.json;
  812. return this._withDependencies( [
  813. "accessors",
  814. "nodes"
  815. ] ).then( function ( dependencies ) {
  816. return _each( json.animations, function ( animation, animationId ) {
  817. var interps = [];
  818. for ( var channelId in animation.channels ) {
  819. var channel = animation.channels[ channelId ];
  820. var sampler = animation.samplers[ channel.sampler ];
  821. if ( sampler && animation.parameters ) {
  822. var target = channel.target;
  823. var name = target.id;
  824. var input = animation.parameters[ sampler.input ];
  825. var output = animation.parameters[ sampler.output ];
  826. var inputAccessor = dependencies.accessors[ input ];
  827. var outputAccessor = dependencies.accessors[ output ];
  828. var node = dependencies.nodes[ name ];
  829. if ( node ) {
  830. var interp = {
  831. times: inputAccessor.array,
  832. values: outputAccessor.array,
  833. target: node,
  834. type: INTERPOLATION[ sampler.interpolation ],
  835. name: node.name + '.' + PATH_PROPERTIES[ target.path ]
  836. };
  837. interps.push( interp );
  838. }
  839. }
  840. }
  841. return createAnimation( "animation_" + animationId, interps );
  842. } );
  843. } );
  844. };
  845. GLTFParser.prototype.loadNodes = function () {
  846. var json = this.json;
  847. var scope = this;
  848. return _each( json.nodes, function ( node ) {
  849. var matrix = new THREE.Matrix4();
  850. var _node;
  851. if ( node.jointName ) {
  852. _node = new THREE.Bone();
  853. _node.name = node.name !== undefined ? node.name : node.jointName;
  854. _node.jointName = node.jointName;
  855. } else {
  856. _node = new THREE.Object3D();
  857. if ( node.name !== undefined ) _node.name = node.name;
  858. }
  859. if ( node.extras ) _node.userData = node.extras;
  860. if ( node.matrix !== undefined ) {
  861. matrix.fromArray( node.matrix );
  862. _node.applyMatrix( matrix );
  863. } else {
  864. if ( node.translation !== undefined ) {
  865. _node.position.fromArray( node.translation );
  866. }
  867. if ( node.rotation !== undefined ) {
  868. _node.quaternion.fromArray( node.rotation );
  869. }
  870. if ( node.scale !== undefined ) {
  871. _node.scale.fromArray( node.scale );
  872. }
  873. }
  874. return _node;
  875. } ).then( function ( __nodes ) {
  876. return scope._withDependencies( [
  877. "meshes",
  878. "skins",
  879. "cameras",
  880. "extensions"
  881. ] ).then( function ( dependencies ) {
  882. return _each( __nodes, function ( _node, nodeId ) {
  883. var node = json.nodes[ nodeId ];
  884. if ( node.meshes !== undefined ) {
  885. for ( var meshId in node.meshes ) {
  886. var mesh = node.meshes[ meshId ];
  887. var group = dependencies.meshes[ mesh ];
  888. if ( group === undefined ) {
  889. console.warn( 'GLTFLoader: Couldn\'t find node "' + mesh + '".' );
  890. continue;
  891. }
  892. for ( var childrenId in group.children ) {
  893. var child = group.children[ childrenId ];
  894. // clone Mesh to add to _node
  895. var originalMaterial = child.material;
  896. var originalGeometry = child.geometry;
  897. var originalUserData = child.userData;
  898. var material;
  899. if ( originalMaterial.isDeferredShaderMaterial ) {
  900. originalMaterial = material = originalMaterial.create();
  901. } else {
  902. material = originalMaterial;
  903. }
  904. switch ( child.type ) {
  905. case 'LineSegments':
  906. child = new THREE.LineSegments( originalGeometry, material );
  907. break;
  908. case 'Line':
  909. child = new THREE.Line( originalGeometry, material );
  910. break;
  911. default:
  912. child = new THREE.Mesh( originalGeometry, material );
  913. }
  914. child.castShadow = true;
  915. child.userData = originalUserData;
  916. var skinEntry;
  917. if ( node.skin ) {
  918. skinEntry = dependencies.skins[ node.skin ];
  919. }
  920. // Replace Mesh with SkinnedMesh in library
  921. if ( skinEntry ) {
  922. var geometry = originalGeometry;
  923. var material = originalMaterial;
  924. material.skinning = true;
  925. child = new THREE.SkinnedMesh( geometry, material, false );
  926. child.castShadow = true;
  927. child.userData = originalUserData;
  928. var bones = [];
  929. var boneInverses = [];
  930. var keys = Object.keys( __nodes );
  931. for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
  932. var jointId = skinEntry.jointNames[ i ];
  933. var jointNode;
  934. for ( var j = 0, jl = keys.length; j < jl; j ++ ) {
  935. var n = __nodes[ keys[ j ] ];
  936. if ( n.jointName === jointId ) {
  937. jointNode = n;
  938. break;
  939. }
  940. }
  941. if ( jointNode ) {
  942. bones.push( jointNode );
  943. var m = skinEntry.inverseBindMatrices.array;
  944. var mat = new THREE.Matrix4().fromArray( m, i * 16 );
  945. boneInverses.push( mat );
  946. } else {
  947. console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );
  948. }
  949. }
  950. child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );
  951. }
  952. _node.add( child );
  953. }
  954. }
  955. }
  956. if ( node.camera !== undefined ) {
  957. var camera = dependencies.cameras[ node.camera ];
  958. _node.add( camera );
  959. }
  960. if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {
  961. var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];
  962. _node.add( light );
  963. }
  964. return _node;
  965. } );
  966. } );
  967. } );
  968. };
  969. GLTFParser.prototype.loadExtensions = function () {
  970. var json = this.json;
  971. return _each( json.extensions, function ( extension, extensionId ) {
  972. switch ( extensionId ) {
  973. case "KHR_materials_common":
  974. var extensionNode = {
  975. lights: {}
  976. };
  977. var lights = extension.lights;
  978. for ( var lightId in lights ) {
  979. var light = lights[ lightId ];
  980. var lightNode;
  981. var lightParams = light[ light.type ];
  982. var color = new THREE.Color().fromArray( lightParams.color );
  983. switch ( light.type ) {
  984. case "directional":
  985. lightNode = new THREE.DirectionalLight( color );
  986. lightNode.position.set( 0, 0, 1 );
  987. break;
  988. case "point":
  989. lightNode = new THREE.PointLight( color );
  990. break;
  991. case "spot":
  992. lightNode = new THREE.SpotLight( color );
  993. lightNode.position.set( 0, 0, 1 );
  994. break;
  995. case "ambient":
  996. lightNode = new THREE.AmbientLight( color );
  997. break;
  998. }
  999. if ( lightNode ) {
  1000. extensionNode.lights[ lightId ] = lightNode;
  1001. }
  1002. }
  1003. return extensionNode;
  1004. break;
  1005. }
  1006. } );
  1007. };
  1008. GLTFParser.prototype.loadScenes = function () {
  1009. var json = this.json;
  1010. // scene node hierachy builder
  1011. function buildNodeHierachy( nodeId, parentObject, allNodes ) {
  1012. var _node = allNodes[ nodeId ];
  1013. parentObject.add( _node );
  1014. var node = json.nodes[ nodeId ];
  1015. if ( node.children ) {
  1016. var children = node.children;
  1017. for ( var i = 0, l = children.length; i < l; i ++ ) {
  1018. var child = children[ i ];
  1019. buildNodeHierachy( child, _node, allNodes );
  1020. }
  1021. }
  1022. }
  1023. return this._withDependencies( [
  1024. "nodes"
  1025. ] ).then( function ( dependencies ) {
  1026. return _each( json.scenes, function ( scene ) {
  1027. var _scene = new THREE.Scene();
  1028. if ( scene.name !== undefined ) _scene.name = scene.name;
  1029. if ( scene.extras ) _scene.userData = scene.extras;
  1030. var nodes = scene.nodes;
  1031. for ( var i = 0, l = nodes.length; i < l; i ++ ) {
  1032. var nodeId = nodes[ i ];
  1033. buildNodeHierachy( nodeId, _scene, dependencies.nodes );
  1034. }
  1035. _scene.traverse( function ( child ) {
  1036. // Register raw material meshes with GLTFLoader.Shaders
  1037. if ( child.material && child.material.isRawShaderMaterial ) {
  1038. var xshader = new GLTFShader( child, dependencies.nodes );
  1039. GLTFLoader.Shaders.add( child.uuid, xshader );
  1040. }
  1041. } );
  1042. return _scene;
  1043. } );
  1044. } );
  1045. };
  1046. return GLTFLoader;
  1047. } )();