AssimpJSONLoader.js 8.5 KB

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  1. /**
  2. * @author Alexander Gessler / http://www.greentoken.de/
  3. * https://github.com/acgessler
  4. *
  5. * Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
  6. * through assimp2json (https://github.com/acgessler/assimp2json).
  7. *
  8. * Supports any input format that assimp supports, including 3ds, obj, dae, blend,
  9. * fbx, x, ms3d, lwo (and many more).
  10. *
  11. * See webgl_loader_assimp2json example.
  12. */
  13. THREE.AssimpJSONLoader = function ( manager ) {
  14. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  15. };
  16. THREE.AssimpJSONLoader.prototype = {
  17. constructor: THREE.AssimpJSONLoader,
  18. load: function ( url, onLoad, onProgress, onError ) {
  19. var scope = this;
  20. this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
  21. var loader = new THREE.XHRLoader( this.manager );
  22. loader.setCrossOrigin( this.crossOrigin );
  23. loader.load( url, function ( text ) {
  24. var json = JSON.parse( text ), scene, metadata;
  25. // Check __metadata__ meta header if present
  26. // This header is used to disambiguate between
  27. // different JSON-based file formats.
  28. metadata = json.__metadata__;
  29. if ( typeof metadata !== 'undefined' ) {
  30. // Check if assimp2json at all
  31. if ( metadata.format !== 'assimp2json' ) {
  32. onError( 'Not an assimp2json scene' );
  33. return;
  34. }
  35. // Check major format version
  36. else if ( metadata.version < 100 && metadata.version >= 200 ) {
  37. onError( 'Unsupported assimp2json file format version' );
  38. return;
  39. }
  40. }
  41. scene = scope.parse( json );
  42. onLoad( scene );
  43. }, onProgress, onError );
  44. },
  45. setCrossOrigin: function ( value ) {
  46. this.crossOrigin = value;
  47. },
  48. setTexturePath: function ( value ) {
  49. this.texturePath = value;
  50. },
  51. extractUrlBase: function ( url ) {
  52. // from three/src/loaders/Loader.js
  53. var parts = url.split( '/' );
  54. parts.pop();
  55. return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
  56. },
  57. parse: function ( json ) {
  58. var meshes = this.parseList ( json.meshes, this.parseMesh );
  59. var materials = this.parseList ( json.materials, this.parseMaterial );
  60. return this.parseObject( json, json.rootnode, meshes, materials );
  61. },
  62. parseList : function( json, handler ) {
  63. var meshes = new Array( json.length );
  64. for ( var i = 0; i < json.length; ++ i ) {
  65. meshes[ i ] = handler.call( this, json[ i ] );
  66. }
  67. return meshes;
  68. },
  69. parseMesh : function( json ) {
  70. var vertex, geometry, i, e, in_data, src;
  71. geometry = new THREE.Geometry();
  72. // read vertex positions
  73. for ( in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
  74. geometry.vertices.push( new THREE.Vector3( in_data[ i ++ ], in_data[ i ++ ], in_data[ i ++ ] ) );
  75. }
  76. // read faces
  77. var cnt = 0;
  78. for ( in_data = json.faces, i = 0, e = in_data.length; i < e; ++ i ) {
  79. src = in_data[ i ];
  80. face = new THREE.Face3( src[ 0 ], src[ 1 ], src[ 2 ] );
  81. geometry.faces.push( face );
  82. }
  83. // read texture coordinates - three.js attaches them to its faces
  84. json.texturecoords = json.texturecoords || [];
  85. for ( i = 0, e = json.texturecoords.length; i < e; ++ i ) {
  86. function convertTextureCoords( in_uv, out_faces, out_vertex_uvs ) {
  87. var i, e, face, a, b, c;
  88. for ( i = 0, e = out_faces.length; i < e; ++ i ) {
  89. face = out_faces[ i ];
  90. a = face.a * 2;
  91. b = face.b * 2;
  92. c = face.c * 2;
  93. out_vertex_uvs.push( [
  94. new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
  95. new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
  96. new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
  97. ] );
  98. }
  99. }
  100. convertTextureCoords( json.texturecoords[ i ], geometry.faces, geometry.faceVertexUvs[ i ] );
  101. }
  102. // read normals - three.js also attaches them to its faces
  103. if ( json.normals ) {
  104. function convertNormals( in_nor, out_faces ) {
  105. var i, e, face, a, b, c;
  106. for ( i = 0, e = out_faces.length; i < e; ++ i ) {
  107. face = out_faces[ i ];
  108. a = face.a * 3;
  109. b = face.b * 3;
  110. c = face.c * 3;
  111. face.vertexNormals = [
  112. new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
  113. new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
  114. new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
  115. ];
  116. }
  117. }
  118. convertNormals( json.normals, geometry.faces );
  119. }
  120. // read vertex colors - three.js also attaches them to its faces
  121. if ( json.colors && json.colors[ 0 ] ) {
  122. function convertColors( in_color, out_faces ) {
  123. for ( var i = 0, e = out_faces.length; i < e; ++ i ) {
  124. var face = out_faces[ i ];
  125. var a = face.a * 4;
  126. var b = face.b * 4;
  127. var c = face.c * 4;
  128. face.vertexColors = [
  129. new THREE.Color().fromArray( a ),
  130. new THREE.Color().fromArray( b ),
  131. new THREE.Color().fromArray( c )
  132. ];
  133. }
  134. }
  135. convertColors( json.colors[ 0 ], geometry.faces );
  136. }
  137. //geometry.computeFaceNormals();
  138. //geometry.computeVertexNormals();
  139. //geometry.computeTangents();
  140. geometry.computeBoundingSphere();
  141. // TODO: tangents
  142. return geometry;
  143. },
  144. parseMaterial : function( json ) {
  145. var mat = null,
  146. scope = this, i, prop, has_textures = [],
  147. init_props = {
  148. shading : THREE.SmoothShading
  149. };
  150. function toColor( value_arr ) {
  151. var col = new THREE.Color();
  152. col.setRGB( value_arr[ 0 ], value_arr[ 1 ], value_arr[ 2 ] );
  153. return col;
  154. }
  155. function defaultTexture() {
  156. var im = new Image();
  157. im.width = 1;
  158. im.height = 1;
  159. return new THREE.Texture( im );
  160. }
  161. for ( var i in json.properties ) {
  162. prop = json.properties[ i ];
  163. if ( prop.key === '$tex.file' ) {
  164. // prop.semantic gives the type of the texture
  165. // 1: diffuse
  166. // 2: specular mao
  167. // 5: height map (bumps)
  168. // 6: normal map
  169. // more values (i.e. emissive, environment) are known by assimp and may be relevant
  170. if ( prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2 ) {
  171. ( function( semantic ) {
  172. var loader = new THREE.TextureLoader( scope.manager ),
  173. keyname;
  174. if ( semantic === 1 ) {
  175. keyname = 'map';
  176. } else if ( semantic === 5 ) {
  177. keyname = 'bumpMap';
  178. } else if ( semantic === 6 ) {
  179. keyname = 'normalMap';
  180. } else if ( semantic === 2 ) {
  181. keyname = 'specularMap';
  182. }
  183. has_textures.push( keyname );
  184. loader.setCrossOrigin( this.crossOrigin );
  185. var material_url = scope.texturePath + '/' + prop.value;
  186. material_url = material_url.replace( /\\/g, '/' );
  187. loader.load( material_url, function( tex ) {
  188. if ( tex ) {
  189. // TODO: read texture settings from assimp.
  190. // Wrapping is the default, though.
  191. tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
  192. mat[ keyname ] = tex;
  193. mat.needsUpdate = true;
  194. }
  195. } );
  196. } )( prop.semantic );
  197. }
  198. } else if ( prop.key === '?mat.name' ) {
  199. init_props.name = prop.value;
  200. } else if ( prop.key === '$clr.diffuse' ) {
  201. init_props.color = toColor( prop.value );
  202. } else if ( prop.key === '$clr.specular' ) {
  203. init_props.specular = toColor( prop.value );
  204. } else if ( prop.key === '$clr.emissive' ) {
  205. init_props.emissive = toColor( prop.value );
  206. } else if ( prop.key === '$mat.shadingm' ) {
  207. // aiShadingMode_Flat
  208. if ( prop.value === 1 ) {
  209. init_props.shading = THREE.FlatShading;
  210. }
  211. } else if ( prop.key === '$mat.shininess' ) {
  212. init_props.shininess = prop.value;
  213. }
  214. }
  215. // note: three.js does not like it when a texture is added after the geometry
  216. // has been rendered once, see http://stackoverflow.com/questions/16531759/.
  217. // for this reason we fill all slots upfront with default textures
  218. if ( has_textures.length ) {
  219. for ( i = has_textures.length - 1; i >= 0; -- i ) {
  220. init_props[ has_textures[ i ]] = defaultTexture();
  221. }
  222. }
  223. mat = new THREE.MeshPhongMaterial( init_props );
  224. return mat;
  225. },
  226. parseObject : function( json, node, meshes, materials ) {
  227. var obj = new THREE.Object3D()
  228. , i
  229. , idx
  230. ;
  231. obj.name = node.name || "";
  232. obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
  233. obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
  234. for ( i = 0; node.meshes && i < node.meshes.length; ++ i ) {
  235. idx = node.meshes[ i ];
  236. obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
  237. }
  238. for ( i = 0; node.children && i < node.children.length; ++ i ) {
  239. obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) );
  240. }
  241. return obj;
  242. },
  243. };