PlayCanvasLoader.js 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Mugen87 / https://github.com/Mugen87
  4. */
  5. THREE.PlayCanvasLoader = function ( manager ) {
  6. THREE.Loader.call( this, manager );
  7. };
  8. THREE.PlayCanvasLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  9. constructor: THREE.PlayCanvasLoader,
  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 parseVertices( data ) {
  20. var attributes = {};
  21. // create a buffer attribute for each array that contains vertex information
  22. for ( var name in data ) {
  23. var array = data[ name ];
  24. var type = array.type;
  25. var size = array.components;
  26. var attribute;
  27. switch ( type ) {
  28. case 'float32':
  29. attribute = new THREE.Float32BufferAttribute( array.data, size );
  30. break;
  31. case 'uint8':
  32. attribute = new THREE.Uint8BufferAttribute( array.data, size );
  33. break;
  34. case 'uint16':
  35. attribute = new THREE.Uint16BufferAttribute( array.data, size );
  36. break;
  37. default:
  38. console.log( 'THREE.PlayCanvasLoader: Array type "%s" not yet supported.', type );
  39. }
  40. attributes[ name ] = attribute;
  41. }
  42. data._attributes = attributes;
  43. }
  44. function parseMeshes( data ) {
  45. // create buffer geometry
  46. var geometry = new THREE.BufferGeometry();
  47. geometry.setIndex( data.indices );
  48. var attributes = model.vertices[ data.vertices ]._attributes;
  49. for ( var name in attributes ) {
  50. var attribute = attributes[ name ];
  51. if ( name === 'texCoord0' ) name = 'uv';
  52. geometry.addAttribute( name, attribute );
  53. }
  54. data._geometry = geometry;
  55. }
  56. function parseMeshInstances( data ) {
  57. var node = model.nodes[ data.node ];
  58. var mesh = model.meshes[ data.mesh ];
  59. if ( node._geometries === undefined ) {
  60. node._geometries = [];
  61. }
  62. node._geometries.push( mesh._geometry );
  63. }
  64. function parseNodes( data ) {
  65. var object = new THREE.Group();
  66. var geometries = data._geometries;
  67. if ( geometries !== undefined ) {
  68. var material = new THREE.MeshPhongMaterial();
  69. for ( var i = 0, l = geometries.length; i < l; i ++ ) {
  70. var geometry = geometries[ i ];
  71. object.add( new THREE.Mesh( geometry, material ) );
  72. }
  73. }
  74. for ( var i = 0, l = data.rotation.length; i < l; i ++ ) {
  75. data.rotation[ i ] *= Math.PI / 180;
  76. }
  77. //
  78. object.name = data.name;
  79. object.position.fromArray( data.position );
  80. object.quaternion.setFromEuler( new THREE.Euler().fromArray( data.rotation ) );
  81. object.scale.fromArray( data.scale );
  82. data._object = object;
  83. }
  84. //
  85. var model = json.model;
  86. for ( var i = 0, l = model.vertices.length; i < l; i ++ ) {
  87. parseVertices( model.vertices[ i ] );
  88. }
  89. for ( var i = 0, l = model.meshes.length; i < l; i ++ ) {
  90. parseMeshes( model.meshes[ i ] );
  91. }
  92. for ( var i = 0, l = model.meshInstances.length; i < l; i ++ ) {
  93. parseMeshInstances( model.meshInstances[ i ] );
  94. }
  95. for ( var i = 0, l = model.nodes.length; i < l; i ++ ) {
  96. parseNodes( model.nodes[ i ] );
  97. }
  98. // setup scene hierarchy
  99. for ( var i = 0, l = model.parents.length; i < l; i ++ ) {
  100. var parent = model.parents[ i ];
  101. if ( parent === - 1 ) continue;
  102. model.nodes[ parent ]._object.add( model.nodes[ i ]._object );
  103. }
  104. return model.nodes[ 0 ]._object;
  105. }
  106. } );