BabylonLoader.js 4.8 KB

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