CTMLoader.js 15 KB

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  1. /**
  2. * Loader for CTM encoded models generated by OpenCTM tools:
  3. * http://openctm.sourceforge.net/
  4. *
  5. * Uses js-openctm library by Juan Mellado
  6. * http://code.google.com/p/js-openctm/
  7. *
  8. * @author alteredq / http://alteredqualia.com/
  9. */
  10. THREE.CTMLoader = function ( showStatus ) {
  11. THREE.Loader.call( this, showStatus );
  12. };
  13. THREE.CTMLoader.prototype = Object.create( THREE.Loader.prototype );
  14. // Load multiple CTM parts defined in JSON
  15. THREE.CTMLoader.prototype.loadParts = function( url, callback, parameters ) {
  16. var scope = this;
  17. var xhr = new XMLHttpRequest();
  18. var basePath = parameters.basePath ? parameters.basePath : this.extractUrlBase( url );
  19. xhr.onreadystatechange = function() {
  20. if ( xhr.readyState === 4 ) {
  21. if ( xhr.status === 200 || xhr.status === 0 ) {
  22. var jsonObject = JSON.parse( xhr.responseText );
  23. var materials = [], geometries = [], counter = 0;
  24. function callbackFinal( geometry ) {
  25. counter += 1;
  26. geometries.push( geometry );
  27. if ( counter === jsonObject.offsets.length ) {
  28. callback( geometries, materials );
  29. }
  30. }
  31. // init materials
  32. for ( var i = 0; i < jsonObject.materials.length; i ++ ) {
  33. materials[ i ] = THREE.Loader.prototype.createMaterial( jsonObject.materials[ i ], basePath );
  34. }
  35. // load joined CTM file
  36. var partUrl = basePath + jsonObject.data;
  37. var parametersPart = { useWorker: parameters.useWorker, useBuffers: parameters.useBuffers, offsets: jsonObject.offsets };
  38. scope.load( partUrl, callbackFinal, parametersPart );
  39. }
  40. }
  41. }
  42. xhr.open( "GET", url, true );
  43. if ( xhr.overrideMimeType && !( 'FormData' in window ) ) xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  44. xhr.setRequestHeader( "Content-Type", "text/plain" );
  45. xhr.send( null );
  46. };
  47. // Load CTMLoader compressed models
  48. // - parameters
  49. // - url (required)
  50. // - callback (required)
  51. THREE.CTMLoader.prototype.load = function( url, callback, parameters ) {
  52. var scope = this;
  53. var offsets = parameters.offsets !== undefined ? parameters.offsets : [ 0 ];
  54. var useBuffers = parameters.useBuffers !== undefined ? parameters.useBuffers : true;
  55. var xhr = new XMLHttpRequest(),
  56. callbackProgress = null;
  57. var length = 0;
  58. xhr.onreadystatechange = function() {
  59. if ( xhr.readyState === 4 ) {
  60. if ( xhr.status === 200 || xhr.status === 0 ) {
  61. var binaryData;
  62. if( xhr.responseType === 'arraybuffer' ) {
  63. binaryData = new Uint8Array(xhr.response);
  64. } else {
  65. binaryData = xhr.responseText;
  66. }
  67. var s = Date.now();
  68. if ( parameters.useWorker ) {
  69. var worker = new Worker( "js/loaders/ctm/CTMWorker.js" );
  70. worker.onmessage = function( event ) {
  71. var files = event.data;
  72. for ( var i = 0; i < files.length; i ++ ) {
  73. var ctmFile = files[ i ];
  74. var e1 = Date.now();
  75. // console.log( "CTM data parse time [worker]: " + (e1-s) + " ms" );
  76. if ( useBuffers ) {
  77. scope.createModelBuffers( ctmFile, callback );
  78. } else {
  79. scope.createModelClassic( ctmFile, callback );
  80. }
  81. var e = Date.now();
  82. console.log( "model load time [worker]: " + (e-e1) + " ms, total: " + (e-s));
  83. }
  84. };
  85. worker.postMessage( { "data": binaryData, "offsets": offsets } );
  86. } else {
  87. for ( var i = 0; i < offsets.length; i ++ ) {
  88. var stream = new CTM.Stream( binaryData );
  89. stream.offset = offsets[ i ];
  90. var ctmFile = new CTM.File( stream );
  91. if ( useBuffers ) {
  92. scope.createModelBuffers( ctmFile, callback );
  93. } else {
  94. scope.createModelClassic( ctmFile, callback );
  95. }
  96. }
  97. //var e = Date.now();
  98. //console.log( "CTM data parse time [inline]: " + (e-s) + " ms" );
  99. }
  100. } else {
  101. console.error( "Couldn't load [" + url + "] [" + xhr.status + "]" );
  102. }
  103. } else if ( xhr.readyState === 3 ) {
  104. if ( callbackProgress ) {
  105. if ( length === 0 ) {
  106. length = xhr.getResponseHeader( "Content-Length" );
  107. }
  108. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  109. }
  110. } else if ( xhr.readyState === 2 ) {
  111. length = xhr.getResponseHeader( "Content-Length" );
  112. }
  113. }
  114. xhr.open( "GET", url, true );
  115. // check if xhr2 is available
  116. if ( 'FormData' in window ) {
  117. xhr.responseType = "arraybuffer";
  118. } else if ( xhr.overrideMimeType ) {
  119. xhr.overrideMimeType( "text/plain; charset=x-user-defined" );
  120. }
  121. xhr.send( null );
  122. };
  123. THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
  124. var Model = function ( ) {
  125. var scope = this;
  126. var reorderVertices = true;
  127. scope.materials = [];
  128. THREE.BufferGeometry.call( this );
  129. var s = Date.now();
  130. // init GL buffers
  131. var vertexIndexArray = file.body.indices,
  132. vertexPositionArray = file.body.vertices,
  133. vertexNormalArray = file.body.normals;
  134. var vertexUvArray, vertexColorArray;
  135. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 ) {
  136. vertexUvArray = file.body.uvMaps[ 0 ].uv;
  137. }
  138. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" ) {
  139. vertexColorArray = file.body.attrMaps[ 0 ].attr;
  140. }
  141. // reorder vertices
  142. // (needed for buffer splitting, to keep together face vertices)
  143. if ( reorderVertices ) {
  144. function copyVertexInfo(v, vt) {
  145. var sx = v * 3,
  146. sy = v * 3 + 1,
  147. sz = v * 3 + 2,
  148. dx = vt * 3,
  149. dy = vt * 3 + 1,
  150. dz = vt * 3 + 2;
  151. newVertices[ dx ] = vertexPositionArray[ sx ];
  152. newVertices[ dy ] = vertexPositionArray[ sy ];
  153. newVertices[ dz ] = vertexPositionArray[ sz ];
  154. if ( vertexNormalArray ) {
  155. newNormals[ dx ] = vertexNormalArray[ sx ];
  156. newNormals[ dy ] = vertexNormalArray[ sy ];
  157. newNormals[ dz ] = vertexNormalArray[ sz ];
  158. }
  159. if ( vertexUvArray ) {
  160. newUvs[ vt * 2 ] = vertexUvArray[ v * 2 ];
  161. newUvs[ vt * 2 + 1 ] = vertexUvArray[ v * 2 + 1 ];
  162. }
  163. if ( vertexColorArray ) {
  164. newColors[ vt * 4 ] = vertexColorArray[ v * 4 ];
  165. newColors[ vt * 4 + 1 ] = vertexColorArray[ v * 4 + 1 ];
  166. newColors[ vt * 4 + 2 ] = vertexColorArray[ v * 4 + 2 ];
  167. newColors[ vt * 4 + 3 ] = vertexColorArray[ v * 4 + 3 ];
  168. }
  169. }
  170. function handleVertex( v, iMap ) {
  171. if ( iMap[ v ] === undefined ) {
  172. iMap[ v ] = vertexCounter;
  173. reverseIndexMap[vertexCounter] = v;
  174. vertexCounter += 1;
  175. }
  176. return iMap[ v ];
  177. }
  178. var newFaces = new Uint32Array( vertexIndexArray.length );
  179. var indexMap = {}, reverseIndexMap = {}, vertexCounter = 0;
  180. var spawledFaceCount = 0,
  181. spawledFaceLimit = Math.ceil(vertexIndexArray.length/3000);
  182. var sprawledFaces = new Uint32Array( spawledFaceLimit ); // to store sprawled triangle indices
  183. for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
  184. var a = vertexIndexArray[ i ];
  185. var b = vertexIndexArray[ i + 1 ];
  186. var c = vertexIndexArray[ i + 2 ];
  187. handleVertex( a, indexMap );
  188. handleVertex( b, indexMap );
  189. handleVertex( c, indexMap );
  190. // check for sprawled triangles and put them aside to recreate later
  191. if ( Math.abs( indexMap[a] - indexMap[b] ) > 65535 ||
  192. Math.abs( indexMap[b] - indexMap[c] ) > 65535 ||
  193. Math.abs( indexMap[c] - indexMap[a] ) > 65535 ){
  194. // expand storage when neccessary
  195. if (spawledFaceCount >= spawledFaceLimit) {
  196. console.warn("reached sprawled faces limit: " + spawledFaceCount);
  197. spawledFaceLimit *= 2;
  198. var tArr = new Uint32Array( spawledFaceLimit );
  199. tArr.set(sprawledFaces);
  200. sprawledFaces = tArr;
  201. }
  202. sprawledFaces[ spawledFaceCount ] = i; // starting index in newFaces
  203. spawledFaceCount += 1;
  204. }
  205. else {
  206. newFaces[ i ] = indexMap[ a ];
  207. newFaces[ i + 1 ] = indexMap[ b ];
  208. newFaces[ i + 2 ] = indexMap[ c ];
  209. }
  210. }
  211. // console.log("Number of sprawled faces: " + spawledFaceCount + " current limit: " + spawledFaceLimit +
  212. // " total: " + vertexIndexArray.length/3 + " vertices: " + vertexCounter);
  213. // create dublicate vertices and update sprawled faces
  214. var indexMap2 = {},
  215. noov = vertexCounter; // # of original vertices
  216. for (var isf = 0; isf < spawledFaceCount; isf++ ) {
  217. var i = sprawledFaces[isf];
  218. for (var j = 0; j < 3; j++) {
  219. var v = vertexIndexArray[ i + j ];
  220. newFaces[ i + j] = handleVertex(v, indexMap2); // new vertex
  221. }
  222. }
  223. // console.log("Created duplicated vertices: " + (vertexCounter - noov));
  224. // copy xyz, uv, normals and colors into new arrays
  225. var newVertices = new Float32Array( 3*vertexCounter );
  226. var newNormals, newUvs, newColors;
  227. if ( vertexNormalArray ) newNormals = new Float32Array( 3*vertexCounter );
  228. if ( vertexUvArray ) newUvs = new Float32Array( 2*vertexCounter );
  229. if ( vertexColorArray ) newColors = new Float32Array( 4*vertexCounter );
  230. for (var iv = 0; iv < vertexCounter; iv++) {
  231. copyVertexInfo(reverseIndexMap[iv], iv);
  232. }
  233. vertexIndexArray = newFaces;
  234. vertexPositionArray = newVertices;
  235. if ( vertexNormalArray ) vertexNormalArray = newNormals;
  236. if ( vertexUvArray ) vertexUvArray = newUvs;
  237. if ( vertexColorArray ) vertexColorArray = newColors;
  238. }
  239. // compute offsets
  240. scope.offsets = [];
  241. var indices = vertexIndexArray;
  242. var start = 0,
  243. min = vertexPositionArray.length,
  244. max = 0,
  245. minPrev = min;
  246. for ( var i = 0; i < indices.length; ) {
  247. for ( var j = 0; j < 3; ++ j ) {
  248. var idx = indices[ i ++ ];
  249. if ( idx < min ) min = idx;
  250. if ( idx > max ) max = idx;
  251. }
  252. if ( max - min > 65535 ) {
  253. i -= 3;
  254. if ( minPrev > 0 ) {
  255. for ( var k = start; k < i; ++ k )
  256. indices[ k ] -= minPrev;
  257. }
  258. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  259. start = i;
  260. min = vertexPositionArray.length;
  261. max = 0;
  262. }
  263. minPrev = min;
  264. }
  265. if ( minPrev > 0 ) {
  266. for ( var k = start; k < i; ++ k )
  267. indices[ k ] -= minPrev;
  268. }
  269. scope.offsets.push( { start: start, count: i - start, index: minPrev } );
  270. // var e = Date.now();
  271. // console.log( "Vetex reordering time: " + (e-s) + " ms" );
  272. // recast CTM 32-bit indices as 16-bit WebGL indices
  273. var vertexIndexArray16 = new Uint16Array( vertexIndexArray );
  274. // attributes
  275. var attributes = scope.attributes;
  276. attributes[ "index" ] = { itemSize: 1, array: vertexIndexArray16, numItems: vertexIndexArray16.length };
  277. attributes[ "position" ] = { itemSize: 3, array: vertexPositionArray, numItems: vertexPositionArray.length };
  278. if ( vertexNormalArray !== undefined ) {
  279. attributes[ "normal" ] = { itemSize: 3, array: vertexNormalArray, numItems: vertexNormalArray.length };
  280. }
  281. if ( vertexUvArray !== undefined ) {
  282. attributes[ "uv" ] = { itemSize: 2, array: vertexUvArray, numItems: vertexUvArray.length };
  283. }
  284. if ( vertexColorArray !== undefined ) {
  285. attributes[ "color" ] = { itemSize: 4, array: vertexColorArray, numItems: vertexColorArray.length };
  286. }
  287. }
  288. Model.prototype = Object.create( THREE.BufferGeometry.prototype );
  289. var geometry = new Model();
  290. // compute vertex normals if not present in the CTM model
  291. if ( geometry.attributes[ "normal" ] === undefined ) {
  292. geometry.computeVertexNormals();
  293. }
  294. callback( geometry );
  295. };
  296. THREE.CTMLoader.prototype.createModelClassic = function ( file, callback ) {
  297. var Model = function ( ) {
  298. var scope = this;
  299. scope.materials = [];
  300. THREE.Geometry.call( this );
  301. var normals = [],
  302. uvs = [],
  303. colors = [];
  304. init_vertices( file.body.vertices );
  305. if ( file.body.normals !== undefined )
  306. init_normals( file.body.normals );
  307. if ( file.body.uvMaps !== undefined && file.body.uvMaps.length > 0 )
  308. init_uvs( file.body.uvMaps[ 0 ].uv );
  309. if ( file.body.attrMaps !== undefined && file.body.attrMaps.length > 0 && file.body.attrMaps[ 0 ].name === "Color" )
  310. init_colors( file.body.attrMaps[ 0 ].attr );
  311. var hasNormals = normals.length > 0 ? true : false,
  312. hasUvs = uvs.length > 0 ? true : false,
  313. hasColors = colors.length > 0 ? true : false;
  314. init_faces( file.body.indices );
  315. this.computeCentroids();
  316. this.computeFaceNormals();
  317. //this.computeTangents();
  318. function init_vertices( buffer ) {
  319. var x, y, z, i, il = buffer.length;
  320. for( i = 0; i < il; i += 3 ) {
  321. x = buffer[ i ];
  322. y = buffer[ i + 1 ];
  323. z = buffer[ i + 2 ];
  324. vertex( scope, x, y, z );
  325. }
  326. };
  327. function init_normals( buffer ) {
  328. var x, y, z, i, il = buffer.length;
  329. for( i = 0; i < il; i += 3 ) {
  330. x = buffer[ i ];
  331. y = buffer[ i + 1 ];
  332. z = buffer[ i + 2 ];
  333. normals.push( x, y, z );
  334. }
  335. };
  336. function init_colors( buffer ) {
  337. var r, g, b, a, i, il = buffer.length;
  338. for( i = 0; i < il; i += 4 ) {
  339. r = buffer[ i ];
  340. g = buffer[ i + 1 ];
  341. b = buffer[ i + 2 ];
  342. a = buffer[ i + 3 ];
  343. var color = new THREE.Color();
  344. color.setRGB( r, g, b );
  345. colors.push( color );
  346. }
  347. };
  348. function init_uvs( buffer ) {
  349. var u, v, i, il = buffer.length;
  350. for( i = 0; i < il; i += 2 ) {
  351. u = buffer[ i ];
  352. v = buffer[ i + 1 ];
  353. uvs.push( u, v );
  354. }
  355. };
  356. function init_faces( buffer ) {
  357. var a, b, c,
  358. u1, v1, u2, v2, u3, v3,
  359. m, face,
  360. i, il = buffer.length;
  361. m = 0; // all faces defaulting to material 0
  362. for( i = 0; i < il; i += 3 ) {
  363. a = buffer[ i ];
  364. b = buffer[ i + 1 ];
  365. c = buffer[ i + 2 ];
  366. if ( hasNormals ){
  367. face = f3n( scope, normals, a, b, c, m, a, b, c );
  368. } else {
  369. face = f3( scope, a, b, c, m );
  370. }
  371. if ( hasColors ) {
  372. face.vertexColors[ 0 ] = colors[ a ];
  373. face.vertexColors[ 1 ] = colors[ b ];
  374. face.vertexColors[ 2 ] = colors[ c ];
  375. }
  376. if ( hasUvs ) {
  377. u1 = uvs[ a * 2 ];
  378. v1 = uvs[ a * 2 + 1 ];
  379. u2 = uvs[ b * 2 ];
  380. v2 = uvs[ b * 2 + 1 ];
  381. u3 = uvs[ c * 2 ];
  382. v3 = uvs[ c * 2 + 1 ];
  383. uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
  384. }
  385. }
  386. }
  387. };
  388. function vertex ( scope, x, y, z ) {
  389. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  390. };
  391. function f3 ( scope, a, b, c, mi ) {
  392. var face = new THREE.Face3( a, b, c, null, null, mi );
  393. scope.faces.push( face );
  394. return face;
  395. };
  396. function f3n ( scope, normals, a, b, c, mi, nai, nbi, nci ) {
  397. var nax = normals[ nai * 3 ],
  398. nay = normals[ nai * 3 + 1 ],
  399. naz = normals[ nai * 3 + 2 ],
  400. nbx = normals[ nbi * 3 ],
  401. nby = normals[ nbi * 3 + 1 ],
  402. nbz = normals[ nbi * 3 + 2 ],
  403. ncx = normals[ nci * 3 ],
  404. ncy = normals[ nci * 3 + 1 ],
  405. ncz = normals[ nci * 3 + 2 ];
  406. var na = new THREE.Vector3( nax, nay, naz ),
  407. nb = new THREE.Vector3( nbx, nby, nbz ),
  408. nc = new THREE.Vector3( ncx, ncy, ncz );
  409. var face = new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi );
  410. scope.faces.push( face );
  411. return face;
  412. };
  413. function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
  414. var uv = [];
  415. uv.push( new THREE.Vector2( u1, v1 ) );
  416. uv.push( new THREE.Vector2( u2, v2 ) );
  417. uv.push( new THREE.Vector2( u3, v3 ) );
  418. where.push( uv );
  419. };
  420. Model.prototype = Object.create( THREE.Geometry.prototype );
  421. callback( new Model() );
  422. };