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