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