BabylonLoader.js 5.0 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Mugen87 / https://github.com/Mugen87
  4. */
  5. import {
  6. BufferGeometry,
  7. DefaultLoadingManager,
  8. DirectionalLight,
  9. FileLoader,
  10. Float32BufferAttribute,
  11. Group,
  12. HemisphereLight,
  13. Mesh,
  14. MeshPhongMaterial,
  15. PerspectiveCamera,
  16. PointLight,
  17. Scene,
  18. SpotLight
  19. } from "../../../build/three.module.js";
  20. var BabylonLoader = function ( manager ) {
  21. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22. };
  23. BabylonLoader.prototype = {
  24. constructor: BabylonLoader,
  25. load: function ( url, onLoad, onProgress, onError ) {
  26. var scope = this;
  27. var loader = new FileLoader( scope.manager );
  28. loader.setPath( scope.path );
  29. loader.load( url, function ( text ) {
  30. onLoad( scope.parse( JSON.parse( text ) ) );
  31. }, onProgress, onError );
  32. },
  33. setPath: function ( value ) {
  34. this.path = value;
  35. return this;
  36. },
  37. parse: function ( json ) {
  38. function parseMaterials( json ) {
  39. var materials = {};
  40. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  41. var data = json.materials[ i ];
  42. var material = new MeshPhongMaterial();
  43. material.name = data.name;
  44. material.color.fromArray( data.diffuse );
  45. material.emissive.fromArray( data.emissive );
  46. material.specular.fromArray( data.specular );
  47. material.shininess = data.specularPower;
  48. material.opacity = data.alpha;
  49. materials[ data.id ] = material;
  50. }
  51. if ( json.multiMaterials ) {
  52. for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
  53. var data = json.multiMaterials[ i ];
  54. console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
  55. materials[ data.id ] = new MeshPhongMaterial();
  56. }
  57. }
  58. return materials;
  59. }
  60. function parseGeometry( json ) {
  61. var geometry = new BufferGeometry();
  62. var indices = json.indices;
  63. var positions = json.positions;
  64. var normals = json.normals;
  65. var uvs = json.uvs;
  66. // indices
  67. geometry.setIndex( indices );
  68. // positions
  69. for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
  70. positions[ j ] = - positions[ j ];
  71. }
  72. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  73. // normals
  74. if ( normals ) {
  75. for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
  76. normals[ j ] = - normals[ j ];
  77. }
  78. geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  79. }
  80. // uvs
  81. if ( uvs ) {
  82. geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  83. }
  84. // offsets
  85. var subMeshes = json.subMeshes;
  86. if ( subMeshes ) {
  87. for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
  88. var subMesh = subMeshes[ j ];
  89. geometry.addGroup( subMesh.indexStart, subMesh.indexCount );
  90. }
  91. }
  92. return geometry;
  93. }
  94. function parseObjects( json, materials ) {
  95. var objects = {};
  96. var scene = new Scene();
  97. var cameras = json.cameras;
  98. for ( var i = 0, l = cameras.length; i < l; i ++ ) {
  99. var data = cameras[ i ];
  100. var camera = new PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
  101. camera.name = data.name;
  102. camera.position.fromArray( data.position );
  103. if ( data.rotation ) camera.rotation.fromArray( data.rotation );
  104. objects[ data.id ] = camera;
  105. }
  106. var lights = json.lights;
  107. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  108. var data = lights[ i ];
  109. var light;
  110. switch ( data.type ) {
  111. case 0:
  112. light = new PointLight();
  113. break;
  114. case 1:
  115. light = new DirectionalLight();
  116. break;
  117. case 2:
  118. light = new SpotLight();
  119. break;
  120. case 3:
  121. light = new HemisphereLight();
  122. break;
  123. }
  124. light.name = data.name;
  125. if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  126. light.color.fromArray( data.diffuse );
  127. if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
  128. if ( data.intensity ) light.intensity = data.intensity;
  129. objects[ data.id ] = light;
  130. scene.add( light );
  131. }
  132. var meshes = json.meshes;
  133. for ( var i = 0, l = meshes.length; i < l; i ++ ) {
  134. var data = meshes[ i ];
  135. var object;
  136. if ( data.indices ) {
  137. var geometry = parseGeometry( data );
  138. object = new Mesh( geometry, materials[ data.materialId ] );
  139. } else {
  140. object = new Group();
  141. }
  142. object.name = data.name;
  143. object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  144. object.rotation.fromArray( data.rotation );
  145. if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
  146. object.scale.fromArray( data.scaling );
  147. // object.visible = data.isVisible;
  148. if ( data.parentId ) {
  149. objects[ data.parentId ].add( object );
  150. } else {
  151. scene.add( object );
  152. }
  153. objects[ data.id ] = object;
  154. }
  155. return scene;
  156. }
  157. var materials = parseMaterials( json );
  158. var scene = parseObjects( json, materials );
  159. return scene;
  160. }
  161. };
  162. export { BabylonLoader };