AssimpLoader.js 51 KB

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  1. THREE.AssimpLoader = function ( manager ) {
  2. THREE.Loader.call( this, manager );
  3. };
  4. THREE.AssimpLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  5. constructor: THREE.AssimpLoader,
  6. load: function ( url, onLoad, onProgress, onError ) {
  7. var scope = this;
  8. var path = ( scope.path === '' ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
  9. var loader = new THREE.FileLoader( scope.manager );
  10. loader.setPath( scope.path );
  11. loader.setResponseType( 'arraybuffer' );
  12. loader.setRequestHeader( scope.requestHeader );
  13. loader.setWithCredentials( scope.withCredentials );
  14. loader.load( url, function ( buffer ) {
  15. try {
  16. onLoad( scope.parse( buffer, path ) );
  17. } catch ( e ) {
  18. if ( onError ) {
  19. onError( e );
  20. } else {
  21. console.error( e );
  22. }
  23. scope.manager.itemError( url );
  24. }
  25. }, onProgress, onError );
  26. },
  27. parse: function ( buffer, path ) {
  28. var textureLoader = new THREE.TextureLoader( this.manager );
  29. textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  30. var Virtulous = {};
  31. Virtulous.KeyFrame = function ( time, matrix ) {
  32. this.time = time;
  33. this.matrix = matrix.clone();
  34. this.position = new THREE.Vector3();
  35. this.quaternion = new THREE.Quaternion();
  36. this.scale = new THREE.Vector3( 1, 1, 1 );
  37. this.matrix.decompose( this.position, this.quaternion, this.scale );
  38. this.clone = function () {
  39. var n = new Virtulous.KeyFrame( this.time, this.matrix );
  40. return n;
  41. };
  42. this.lerp = function ( nextKey, time ) {
  43. time -= this.time;
  44. var dist = ( nextKey.time - this.time );
  45. var l = time / dist;
  46. var l2 = 1 - l;
  47. var keypos = this.position;
  48. var keyrot = this.quaternion;
  49. // var keyscl = key.parentspaceScl || key.scl;
  50. var key2pos = nextKey.position;
  51. var key2rot = nextKey.quaternion;
  52. // var key2scl = key2.parentspaceScl || key2.scl;
  53. Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
  54. Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
  55. Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
  56. // tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
  57. // tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
  58. // tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
  59. Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
  60. Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
  61. return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
  62. };
  63. };
  64. Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
  65. Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
  66. Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
  67. Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
  68. Virtulous.KeyFrameTrack = function () {
  69. this.keys = [];
  70. this.target = null;
  71. this.time = 0;
  72. this.length = 0;
  73. this._accelTable = {};
  74. this.fps = 20;
  75. this.addKey = function ( key ) {
  76. this.keys.push( key );
  77. };
  78. this.init = function () {
  79. this.sortKeys();
  80. if ( this.keys.length > 0 )
  81. this.length = this.keys[ this.keys.length - 1 ].time;
  82. else
  83. this.length = 0;
  84. if ( ! this.fps ) return;
  85. for ( var j = 0; j < this.length * this.fps; j ++ ) {
  86. for ( var i = 0; i < this.keys.length; i ++ ) {
  87. if ( this.keys[ i ].time == j ) {
  88. this._accelTable[ j ] = i;
  89. break;
  90. } else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
  91. this._accelTable[ j ] = i;
  92. break;
  93. }
  94. }
  95. }
  96. };
  97. this.parseFromThree = function ( data ) {
  98. var fps = data.fps;
  99. this.target = data.node;
  100. var track = data.hierarchy[ 0 ].keys;
  101. for ( var i = 0; i < track.length; i ++ ) {
  102. this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) );
  103. }
  104. this.init();
  105. };
  106. this.parseFromCollada = function ( data ) {
  107. var track = data.keys;
  108. var fps = this.fps;
  109. for ( var i = 0; i < track.length; i ++ ) {
  110. this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) );
  111. }
  112. this.init();
  113. };
  114. this.sortKeys = function () {
  115. this.keys.sort( this.keySortFunc );
  116. };
  117. this.keySortFunc = function ( a, b ) {
  118. return a.time - b.time;
  119. };
  120. this.clone = function () {
  121. var t = new Virtulous.KeyFrameTrack();
  122. t.target = this.target;
  123. t.time = this.time;
  124. t.length = this.length;
  125. for ( var i = 0; i < this.keys.length; i ++ ) {
  126. t.addKey( this.keys[ i ].clone() );
  127. }
  128. t.init();
  129. return t;
  130. };
  131. this.reTarget = function ( root, compareitor ) {
  132. if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
  133. this.target = compareitor( root, this.target );
  134. };
  135. this.keySearchAccel = function ( time ) {
  136. time *= this.fps;
  137. time = Math.floor( time );
  138. return this._accelTable[ time ] || 0;
  139. };
  140. this.setTime = function ( time ) {
  141. time = Math.abs( time );
  142. if ( this.length )
  143. time = time % this.length + .05;
  144. var key0 = null;
  145. var key1 = null;
  146. for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) {
  147. if ( this.keys[ i ].time == time ) {
  148. key0 = this.keys[ i ];
  149. key1 = this.keys[ i ];
  150. break;
  151. } else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
  152. key0 = this.keys[ i ];
  153. key1 = this.keys[ i + 1 ];
  154. break;
  155. } else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
  156. key0 = this.keys[ i ];
  157. key1 = this.keys[ 0 ].clone();
  158. key1.time += this.length + .05;
  159. break;
  160. }
  161. }
  162. if ( key0 && key1 && key0 !== key1 ) {
  163. this.target.matrixAutoUpdate = false;
  164. this.target.matrix.copy( key0.lerp( key1, time ) );
  165. this.target.matrixWorldNeedsUpdate = true;
  166. return;
  167. }
  168. if ( key0 && key1 && key0 == key1 ) {
  169. this.target.matrixAutoUpdate = false;
  170. this.target.matrix.copy( key0.matrix );
  171. this.target.matrixWorldNeedsUpdate = true;
  172. return;
  173. }
  174. };
  175. };
  176. Virtulous.TrackTargetNodeNameCompare = function ( root, target ) {
  177. function find( node, name ) {
  178. if ( node.name == name )
  179. return node;
  180. for ( var i = 0; i < node.children.length; i ++ ) {
  181. var r = find( node.children[ i ], name );
  182. if ( r ) return r;
  183. }
  184. return null;
  185. }
  186. return find( root, target.name );
  187. };
  188. Virtulous.Animation = function () {
  189. this.tracks = [];
  190. this.length = 0;
  191. this.addTrack = function ( track ) {
  192. this.tracks.push( track );
  193. this.length = Math.max( track.length, this.length );
  194. };
  195. this.setTime = function ( time ) {
  196. this.time = time;
  197. for ( var i = 0; i < this.tracks.length; i ++ )
  198. this.tracks[ i ].setTime( time );
  199. };
  200. this.clone = function ( target, compareitor ) {
  201. if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
  202. var n = new Virtulous.Animation();
  203. n.target = target;
  204. for ( var i = 0; i < this.tracks.length; i ++ ) {
  205. var track = this.tracks[ i ].clone();
  206. track.reTarget( target, compareitor );
  207. n.addTrack( track );
  208. }
  209. return n;
  210. };
  211. };
  212. var ASSBIN_CHUNK_AICAMERA = 0x1234;
  213. var ASSBIN_CHUNK_AILIGHT = 0x1235;
  214. var ASSBIN_CHUNK_AITEXTURE = 0x1236;
  215. var ASSBIN_CHUNK_AIMESH = 0x1237;
  216. var ASSBIN_CHUNK_AINODEANIM = 0x1238;
  217. var ASSBIN_CHUNK_AISCENE = 0x1239;
  218. var ASSBIN_CHUNK_AIBONE = 0x123a;
  219. var ASSBIN_CHUNK_AIANIMATION = 0x123b;
  220. var ASSBIN_CHUNK_AINODE = 0x123c;
  221. var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
  222. var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
  223. var ASSBIN_MESH_HAS_POSITIONS = 0x1;
  224. var ASSBIN_MESH_HAS_NORMALS = 0x2;
  225. var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
  226. var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
  227. var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
  228. var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
  229. var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
  230. //var aiLightSource_UNDEFINED = 0x0;
  231. //! A directional light source has a well-defined direction
  232. //! but is infinitely far away. That's quite a good
  233. //! approximation for sun light.
  234. var aiLightSource_DIRECTIONAL = 0x1;
  235. //! A point light source has a well-defined position
  236. //! in space but no direction - it emits light in all
  237. //! directions. A normal bulb is a point light.
  238. //var aiLightSource_POINT = 0x2;
  239. //! A spot light source emits light in a specific
  240. //! angle. It has a position and a direction it is pointing to.
  241. //! A good example for a spot light is a light spot in
  242. //! sport arenas.
  243. var aiLightSource_SPOT = 0x3;
  244. //! The generic light level of the world, including the bounces
  245. //! of all other lightsources.
  246. //! Typically, there's at most one ambient light in a scene.
  247. //! This light type doesn't have a valid position, direction, or
  248. //! other properties, just a color.
  249. //var aiLightSource_AMBIENT = 0x4;
  250. /** Flat shading. Shading is done on per-face base,
  251. * diffuse only. Also known as 'faceted shading'.
  252. */
  253. //var aiShadingMode_Flat = 0x1;
  254. /** Simple Gouraud shading.
  255. */
  256. //var aiShadingMode_Gouraud = 0x2;
  257. /** Phong-Shading -
  258. */
  259. //var aiShadingMode_Phong = 0x3;
  260. /** Phong-Blinn-Shading
  261. */
  262. //var aiShadingMode_Blinn = 0x4;
  263. /** Toon-Shading per pixel
  264. *
  265. * Also known as 'comic' shader.
  266. */
  267. //var aiShadingMode_Toon = 0x5;
  268. /** OrenNayar-Shading per pixel
  269. *
  270. * Extension to standard Lambertian shading, taking the
  271. * roughness of the material into account
  272. */
  273. //var aiShadingMode_OrenNayar = 0x6;
  274. /** Minnaert-Shading per pixel
  275. *
  276. * Extension to standard Lambertian shading, taking the
  277. * "darkness" of the material into account
  278. */
  279. //var aiShadingMode_Minnaert = 0x7;
  280. /** CookTorrance-Shading per pixel
  281. *
  282. * Special shader for metallic surfaces.
  283. */
  284. //var aiShadingMode_CookTorrance = 0x8;
  285. /** No shading at all. Constant light influence of 1.0.
  286. */
  287. //var aiShadingMode_NoShading = 0x9;
  288. /** Fresnel shading
  289. */
  290. //var aiShadingMode_Fresnel = 0xa;
  291. //var aiTextureType_NONE = 0x0;
  292. /** The texture is combined with the result of the diffuse
  293. * lighting equation.
  294. */
  295. var aiTextureType_DIFFUSE = 0x1;
  296. /** The texture is combined with the result of the specular
  297. * lighting equation.
  298. */
  299. //var aiTextureType_SPECULAR = 0x2;
  300. /** The texture is combined with the result of the ambient
  301. * lighting equation.
  302. */
  303. //var aiTextureType_AMBIENT = 0x3;
  304. /** The texture is added to the result of the lighting
  305. * calculation. It isn't influenced by incoming light.
  306. */
  307. //var aiTextureType_EMISSIVE = 0x4;
  308. /** The texture is a height map.
  309. *
  310. * By convention, higher gray-scale values stand for
  311. * higher elevations from the base height.
  312. */
  313. //var aiTextureType_HEIGHT = 0x5;
  314. /** The texture is a (tangent space) normal-map.
  315. *
  316. * Again, there are several conventions for tangent-space
  317. * normal maps. Assimp does (intentionally) not
  318. * distinguish here.
  319. */
  320. var aiTextureType_NORMALS = 0x6;
  321. /** The texture defines the glossiness of the material.
  322. *
  323. * The glossiness is in fact the exponent of the specular
  324. * (phong) lighting equation. Usually there is a conversion
  325. * function defined to map the linear color values in the
  326. * texture to a suitable exponent. Have fun.
  327. */
  328. //var aiTextureType_SHININESS = 0x7;
  329. /** The texture defines per-pixel opacity.
  330. *
  331. * Usually 'white' means opaque and 'black' means
  332. * 'transparency'. Or quite the opposite. Have fun.
  333. */
  334. var aiTextureType_OPACITY = 0x8;
  335. /** Displacement texture
  336. *
  337. * The exact purpose and format is application-dependent.
  338. * Higher color values stand for higher vertex displacements.
  339. */
  340. //var aiTextureType_DISPLACEMENT = 0x9;
  341. /** Lightmap texture (aka Ambient Occlusion)
  342. *
  343. * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
  344. * covered by this material property. The texture contains a
  345. * scaling value for the final color value of a pixel. Its
  346. * intensity is not affected by incoming light.
  347. */
  348. var aiTextureType_LIGHTMAP = 0xA;
  349. /** Reflection texture
  350. *
  351. * Contains the color of a perfect mirror reflection.
  352. * Rarely used, almost never for real-time applications.
  353. */
  354. //var aiTextureType_REFLECTION = 0xB;
  355. /** Unknown texture
  356. *
  357. * A texture reference that does not match any of the definitions
  358. * above is considered to be 'unknown'. It is still imported,
  359. * but is excluded from any further postprocessing.
  360. */
  361. //var aiTextureType_UNKNOWN = 0xC;
  362. var BONESPERVERT = 4;
  363. function ASSBIN_MESH_HAS_TEXCOORD( n ) {
  364. return ASSBIN_MESH_HAS_TEXCOORD_BASE << n;
  365. }
  366. function ASSBIN_MESH_HAS_COLOR( n ) {
  367. return ASSBIN_MESH_HAS_COLOR_BASE << n;
  368. }
  369. function markBones( scene ) {
  370. for ( var i in scene.mMeshes ) {
  371. var mesh = scene.mMeshes[ i ];
  372. for ( var k in mesh.mBones ) {
  373. var boneNode = scene.findNode( mesh.mBones[ k ].mName );
  374. if ( boneNode )
  375. boneNode.isBone = true;
  376. }
  377. }
  378. }
  379. function cloneTreeToBones( root, scene ) {
  380. var rootBone = new THREE.Bone();
  381. rootBone.matrix.copy( root.matrix );
  382. rootBone.matrixWorld.copy( root.matrixWorld );
  383. rootBone.position.copy( root.position );
  384. rootBone.quaternion.copy( root.quaternion );
  385. rootBone.scale.copy( root.scale );
  386. scene.nodeCount ++;
  387. rootBone.name = 'bone_' + root.name + scene.nodeCount.toString();
  388. if ( ! scene.nodeToBoneMap[ root.name ] )
  389. scene.nodeToBoneMap[ root.name ] = [];
  390. scene.nodeToBoneMap[ root.name ].push( rootBone );
  391. for ( var i in root.children ) {
  392. var child = cloneTreeToBones( root.children[ i ], scene );
  393. rootBone.add( child );
  394. }
  395. return rootBone;
  396. }
  397. function sortWeights( indexes, weights ) {
  398. var pairs = [];
  399. for ( var i = 0; i < indexes.length; i ++ ) {
  400. pairs.push( {
  401. i: indexes[ i ],
  402. w: weights[ i ]
  403. } );
  404. }
  405. pairs.sort( function ( a, b ) {
  406. return b.w - a.w;
  407. } );
  408. while ( pairs.length < 4 ) {
  409. pairs.push( {
  410. i: 0,
  411. w: 0
  412. } );
  413. }
  414. if ( pairs.length > 4 )
  415. pairs.length = 4;
  416. var sum = 0;
  417. for ( var i = 0; i < 4; i ++ ) {
  418. sum += pairs[ i ].w * pairs[ i ].w;
  419. }
  420. sum = Math.sqrt( sum );
  421. for ( var i = 0; i < 4; i ++ ) {
  422. pairs[ i ].w = pairs[ i ].w / sum;
  423. indexes[ i ] = pairs[ i ].i;
  424. weights[ i ] = pairs[ i ].w;
  425. }
  426. }
  427. function findMatchingBone( root, name ) {
  428. if ( root.name.indexOf( 'bone_' + name ) == 0 )
  429. return root;
  430. for ( var i in root.children ) {
  431. var ret = findMatchingBone( root.children[ i ], name );
  432. if ( ret )
  433. return ret;
  434. }
  435. return undefined;
  436. }
  437. function aiMesh() {
  438. this.mPrimitiveTypes = 0;
  439. this.mNumVertices = 0;
  440. this.mNumFaces = 0;
  441. this.mNumBones = 0;
  442. this.mMaterialIndex = 0;
  443. this.mVertices = [];
  444. this.mNormals = [];
  445. this.mTangents = [];
  446. this.mBitangents = [];
  447. this.mColors = [
  448. []
  449. ];
  450. this.mTextureCoords = [
  451. []
  452. ];
  453. this.mFaces = [];
  454. this.mBones = [];
  455. this.hookupSkeletons = function ( scene ) {
  456. if ( this.mBones.length == 0 ) return;
  457. var allBones = [];
  458. var offsetMatrix = [];
  459. var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName );
  460. while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) {
  461. skeletonRoot = skeletonRoot.mParent;
  462. }
  463. var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
  464. var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
  465. this.threeNode.add( threeSkeletonRootBone );
  466. for ( var i = 0; i < this.mBones.length; i ++ ) {
  467. var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
  468. if ( bone ) {
  469. var tbone = bone;
  470. allBones.push( tbone );
  471. //tbone.matrixAutoUpdate = false;
  472. offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
  473. } else {
  474. var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
  475. if ( ! skeletonRoot ) return;
  476. var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
  477. var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
  478. this.threeNode.add( threeSkeletonRootBone );
  479. var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
  480. var tbone = bone;
  481. allBones.push( tbone );
  482. //tbone.matrixAutoUpdate = false;
  483. offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
  484. }
  485. }
  486. var skeleton = new THREE.Skeleton( allBones, offsetMatrix );
  487. this.threeNode.bind( skeleton, new THREE.Matrix4() );
  488. this.threeNode.material.skinning = true;
  489. };
  490. this.toTHREE = function ( scene ) {
  491. if ( this.threeNode ) return this.threeNode;
  492. var geometry = new THREE.BufferGeometry();
  493. var mat;
  494. if ( scene.mMaterials[ this.mMaterialIndex ] )
  495. mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
  496. else
  497. mat = new THREE.MeshLambertMaterial();
  498. geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
  499. geometry.setAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
  500. if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
  501. geometry.setAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
  502. if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
  503. geometry.setAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
  504. if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
  505. geometry.setAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
  506. if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 )
  507. geometry.setAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
  508. if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
  509. geometry.setAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
  510. if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
  511. geometry.setAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
  512. if ( this.mBones.length > 0 ) {
  513. var weights = [];
  514. var bones = [];
  515. for ( var i = 0; i < this.mBones.length; i ++ ) {
  516. for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) {
  517. var weight = this.mBones[ i ].mWeights[ j ];
  518. if ( weight ) {
  519. if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
  520. if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
  521. weights[ weight.mVertexId ].push( weight.mWeight );
  522. bones[ weight.mVertexId ].push( parseInt( i ) );
  523. }
  524. }
  525. }
  526. for ( var i in bones ) {
  527. sortWeights( bones[ i ], weights[ i ] );
  528. }
  529. var _weights = [];
  530. var _bones = [];
  531. for ( var i = 0; i < weights.length; i ++ ) {
  532. for ( var j = 0; j < 4; j ++ ) {
  533. if ( weights[ i ] && bones[ i ] ) {
  534. _weights.push( weights[ i ][ j ] );
  535. _bones.push( bones[ i ][ j ] );
  536. } else {
  537. _weights.push( 0 );
  538. _bones.push( 0 );
  539. }
  540. }
  541. }
  542. geometry.setAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
  543. geometry.setAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
  544. }
  545. var mesh;
  546. if ( this.mBones.length == 0 )
  547. mesh = new THREE.Mesh( geometry, mat );
  548. if ( this.mBones.length > 0 ) {
  549. mesh = new THREE.SkinnedMesh( geometry, mat );
  550. mesh.normalizeSkinWeights();
  551. }
  552. this.threeNode = mesh;
  553. //mesh.matrixAutoUpdate = false;
  554. return mesh;
  555. };
  556. }
  557. function aiFace() {
  558. this.mNumIndices = 0;
  559. this.mIndices = [];
  560. }
  561. function aiVector3D() {
  562. this.x = 0;
  563. this.y = 0;
  564. this.z = 0;
  565. this.toTHREE = function () {
  566. return new THREE.Vector3( this.x, this.y, this.z );
  567. };
  568. }
  569. function aiColor3D() {
  570. this.r = 0;
  571. this.g = 0;
  572. this.b = 0;
  573. this.a = 0;
  574. this.toTHREE = function () {
  575. return new THREE.Color( this.r, this.g, this.b );
  576. };
  577. }
  578. function aiQuaternion() {
  579. this.x = 0;
  580. this.y = 0;
  581. this.z = 0;
  582. this.w = 0;
  583. this.toTHREE = function () {
  584. return new THREE.Quaternion( this.x, this.y, this.z, this.w );
  585. };
  586. }
  587. function aiVertexWeight() {
  588. this.mVertexId = 0;
  589. this.mWeight = 0;
  590. }
  591. function aiString() {
  592. this.data = [];
  593. this.toString = function () {
  594. var str = '';
  595. this.data.forEach( function ( i ) {
  596. str += ( String.fromCharCode( i ) );
  597. } );
  598. return str.replace( /[^\x20-\x7E]+/g, '' );
  599. };
  600. }
  601. function aiVectorKey() {
  602. this.mTime = 0;
  603. this.mValue = null;
  604. }
  605. function aiQuatKey() {
  606. this.mTime = 0;
  607. this.mValue = null;
  608. }
  609. function aiNode() {
  610. this.mName = '';
  611. this.mTransformation = [];
  612. this.mNumChildren = 0;
  613. this.mNumMeshes = 0;
  614. this.mMeshes = [];
  615. this.mChildren = [];
  616. this.toTHREE = function ( scene ) {
  617. if ( this.threeNode ) return this.threeNode;
  618. var o = new THREE.Object3D();
  619. o.name = this.mName;
  620. o.matrix = this.mTransformation.toTHREE();
  621. for ( var i = 0; i < this.mChildren.length; i ++ ) {
  622. o.add( this.mChildren[ i ].toTHREE( scene ) );
  623. }
  624. for ( var i = 0; i < this.mMeshes.length; i ++ ) {
  625. o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
  626. }
  627. this.threeNode = o;
  628. //o.matrixAutoUpdate = false;
  629. o.matrix.decompose( o.position, o.quaternion, o.scale );
  630. return o;
  631. };
  632. }
  633. function aiBone() {
  634. this.mName = '';
  635. this.mNumWeights = 0;
  636. this.mOffsetMatrix = 0;
  637. }
  638. function aiMaterialProperty() {
  639. this.mKey = '';
  640. this.mSemantic = 0;
  641. this.mIndex = 0;
  642. this.mData = [];
  643. this.mDataLength = 0;
  644. this.mType = 0;
  645. this.dataAsColor = function () {
  646. var array = ( new Uint8Array( this.mData ) ).buffer;
  647. var reader = new DataView( array );
  648. var r = reader.getFloat32( 0, true );
  649. var g = reader.getFloat32( 4, true );
  650. var b = reader.getFloat32( 8, true );
  651. //var a = reader.getFloat32(12, true);
  652. return new THREE.Color( r, g, b );
  653. };
  654. this.dataAsFloat = function () {
  655. var array = ( new Uint8Array( this.mData ) ).buffer;
  656. var reader = new DataView( array );
  657. var r = reader.getFloat32( 0, true );
  658. return r;
  659. };
  660. this.dataAsBool = function () {
  661. var array = ( new Uint8Array( this.mData ) ).buffer;
  662. var reader = new DataView( array );
  663. var r = reader.getFloat32( 0, true );
  664. return !! r;
  665. };
  666. this.dataAsString = function () {
  667. var s = new aiString();
  668. s.data = this.mData;
  669. return s.toString();
  670. };
  671. this.dataAsMap = function () {
  672. var s = new aiString();
  673. s.data = this.mData;
  674. var path = s.toString();
  675. path = path.replace( /\\/g, '/' );
  676. if ( path.indexOf( '/' ) != - 1 ) {
  677. path = path.substr( path.lastIndexOf( '/' ) + 1 );
  678. }
  679. return textureLoader.load( path );
  680. };
  681. }
  682. var namePropMapping = {
  683. '?mat.name': 'name',
  684. '$mat.shadingm': 'shading',
  685. '$mat.twosided': 'twoSided',
  686. '$mat.wireframe': 'wireframe',
  687. '$clr.ambient': 'ambient',
  688. '$clr.diffuse': 'color',
  689. '$clr.specular': 'specular',
  690. '$clr.emissive': 'emissive',
  691. '$clr.transparent': 'transparent',
  692. '$clr.reflective': 'reflect',
  693. '$mat.shininess': 'shininess',
  694. '$mat.reflectivity': 'reflectivity',
  695. '$mat.refracti': 'refraction',
  696. '$tex.file': 'map'
  697. };
  698. var nameTypeMapping = {
  699. '?mat.name': 'string',
  700. '$mat.shadingm': 'bool',
  701. '$mat.twosided': 'bool',
  702. '$mat.wireframe': 'bool',
  703. '$clr.ambient': 'color',
  704. '$clr.diffuse': 'color',
  705. '$clr.specular': 'color',
  706. '$clr.emissive': 'color',
  707. '$clr.transparent': 'color',
  708. '$clr.reflective': 'color',
  709. '$mat.shininess': 'float',
  710. '$mat.reflectivity': 'float',
  711. '$mat.refracti': 'float',
  712. '$tex.file': 'map'
  713. };
  714. function aiMaterial() {
  715. this.mNumAllocated = 0;
  716. this.mNumProperties = 0;
  717. this.mProperties = [];
  718. this.toTHREE = function () {
  719. var mat = new THREE.MeshPhongMaterial();
  720. for ( var i = 0; i < this.mProperties.length; i ++ ) {
  721. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
  722. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
  723. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
  724. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
  725. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
  726. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
  727. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
  728. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
  729. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
  730. var prop = this.mProperties[ i ];
  731. if ( prop.mSemantic == aiTextureType_DIFFUSE )
  732. mat.map = this.mProperties[ i ].dataAsMap();
  733. if ( prop.mSemantic == aiTextureType_NORMALS )
  734. mat.normalMap = this.mProperties[ i ].dataAsMap();
  735. if ( prop.mSemantic == aiTextureType_LIGHTMAP )
  736. mat.lightMap = this.mProperties[ i ].dataAsMap();
  737. if ( prop.mSemantic == aiTextureType_OPACITY )
  738. mat.alphaMap = this.mProperties[ i ].dataAsMap();
  739. }
  740. }
  741. mat.ambient.r = .53;
  742. mat.ambient.g = .53;
  743. mat.ambient.b = .53;
  744. mat.color.r = 1;
  745. mat.color.g = 1;
  746. mat.color.b = 1;
  747. return mat;
  748. };
  749. }
  750. function veclerp( v1, v2, l ) {
  751. var v = new THREE.Vector3();
  752. var lm1 = 1 - l;
  753. v.x = v1.x * l + v2.x * lm1;
  754. v.y = v1.y * l + v2.y * lm1;
  755. v.z = v1.z * l + v2.z * lm1;
  756. return v;
  757. }
  758. function quatlerp( q1, q2, l ) {
  759. return q1.clone().slerp( q2, 1 - l );
  760. }
  761. function sampleTrack( keys, time, lne, lerp ) {
  762. if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE();
  763. var dist = Infinity;
  764. var key = null;
  765. var nextKey = null;
  766. for ( var i = 0; i < keys.length; i ++ ) {
  767. var timeDist = Math.abs( keys[ i ].mTime - time );
  768. if ( timeDist < dist && keys[ i ].mTime <= time ) {
  769. dist = timeDist;
  770. key = keys[ i ];
  771. nextKey = keys[ i + 1 ];
  772. }
  773. }
  774. if ( ! key ) {
  775. return null;
  776. } else if ( nextKey ) {
  777. var dT = nextKey.mTime - key.mTime;
  778. var T = key.mTime - time;
  779. var l = T / dT;
  780. return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
  781. } else {
  782. nextKey = keys[ 0 ].clone();
  783. nextKey.mTime += lne;
  784. var dT = nextKey.mTime - key.mTime;
  785. var T = key.mTime - time;
  786. var l = T / dT;
  787. return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
  788. }
  789. }
  790. function aiNodeAnim() {
  791. this.mNodeName = '';
  792. this.mNumPositionKeys = 0;
  793. this.mNumRotationKeys = 0;
  794. this.mNumScalingKeys = 0;
  795. this.mPositionKeys = [];
  796. this.mRotationKeys = [];
  797. this.mScalingKeys = [];
  798. this.mPreState = '';
  799. this.mPostState = '';
  800. this.init = function ( tps ) {
  801. if ( ! tps ) tps = 1;
  802. function t( t ) {
  803. t.mTime /= tps;
  804. }
  805. this.mPositionKeys.forEach( t );
  806. this.mRotationKeys.forEach( t );
  807. this.mScalingKeys.forEach( t );
  808. };
  809. this.sortKeys = function () {
  810. function comp( a, b ) {
  811. return a.mTime - b.mTime;
  812. }
  813. this.mPositionKeys.sort( comp );
  814. this.mRotationKeys.sort( comp );
  815. this.mScalingKeys.sort( comp );
  816. };
  817. this.getLength = function () {
  818. return Math.max(
  819. Math.max.apply( null, this.mPositionKeys.map( function ( a ) {
  820. return a.mTime;
  821. } ) ),
  822. Math.max.apply( null, this.mRotationKeys.map( function ( a ) {
  823. return a.mTime;
  824. } ) ),
  825. Math.max.apply( null, this.mScalingKeys.map( function ( a ) {
  826. return a.mTime;
  827. } ) )
  828. );
  829. };
  830. this.toTHREE = function ( o ) {
  831. this.sortKeys();
  832. var length = this.getLength();
  833. var track = new Virtulous.KeyFrameTrack();
  834. for ( var i = 0; i < length; i += .05 ) {
  835. var matrix = new THREE.Matrix4();
  836. var time = i;
  837. var pos = sampleTrack( this.mPositionKeys, time, length, veclerp );
  838. var scale = sampleTrack( this.mScalingKeys, time, length, veclerp );
  839. var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp );
  840. matrix.compose( pos, rotation, scale );
  841. var key = new Virtulous.KeyFrame( time, matrix );
  842. track.addKey( key );
  843. }
  844. track.target = o.findNode( this.mNodeName ).toTHREE();
  845. var tracks = [ track ];
  846. if ( o.nodeToBoneMap[ this.mNodeName ] ) {
  847. for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) {
  848. var t2 = track.clone();
  849. t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ];
  850. tracks.push( t2 );
  851. }
  852. }
  853. return tracks;
  854. };
  855. }
  856. function aiAnimation() {
  857. this.mName = '';
  858. this.mDuration = 0;
  859. this.mTicksPerSecond = 0;
  860. this.mNumChannels = 0;
  861. this.mChannels = [];
  862. this.toTHREE = function ( root ) {
  863. var animationHandle = new Virtulous.Animation();
  864. for ( var i in this.mChannels ) {
  865. this.mChannels[ i ].init( this.mTicksPerSecond );
  866. var tracks = this.mChannels[ i ].toTHREE( root );
  867. for ( var j in tracks ) {
  868. tracks[ j ].init();
  869. animationHandle.addTrack( tracks[ j ] );
  870. }
  871. }
  872. animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) {
  873. return e.length;
  874. } ) );
  875. return animationHandle;
  876. };
  877. }
  878. function aiTexture() {
  879. this.mWidth = 0;
  880. this.mHeight = 0;
  881. this.texAchFormatHint = [];
  882. this.pcData = [];
  883. }
  884. function aiLight() {
  885. this.mName = '';
  886. this.mType = 0;
  887. this.mAttenuationConstant = 0;
  888. this.mAttenuationLinear = 0;
  889. this.mAttenuationQuadratic = 0;
  890. this.mAngleInnerCone = 0;
  891. this.mAngleOuterCone = 0;
  892. this.mColorDiffuse = null;
  893. this.mColorSpecular = null;
  894. this.mColorAmbient = null;
  895. }
  896. function aiCamera() {
  897. this.mName = '';
  898. this.mPosition = null;
  899. this.mLookAt = null;
  900. this.mUp = null;
  901. this.mHorizontalFOV = 0;
  902. this.mClipPlaneNear = 0;
  903. this.mClipPlaneFar = 0;
  904. this.mAspect = 0;
  905. }
  906. function aiScene() {
  907. this.versionMajor = 0;
  908. this.versionMinor = 0;
  909. this.versionRevision = 0;
  910. this.compileFlags = 0;
  911. this.mFlags = 0;
  912. this.mNumMeshes = 0;
  913. this.mNumMaterials = 0;
  914. this.mNumAnimations = 0;
  915. this.mNumTextures = 0;
  916. this.mNumLights = 0;
  917. this.mNumCameras = 0;
  918. this.mRootNode = null;
  919. this.mMeshes = [];
  920. this.mMaterials = [];
  921. this.mAnimations = [];
  922. this.mLights = [];
  923. this.mCameras = [];
  924. this.nodeToBoneMap = {};
  925. this.findNode = function ( name, root ) {
  926. if ( ! root ) {
  927. root = this.mRootNode;
  928. }
  929. if ( root.mName == name ) {
  930. return root;
  931. }
  932. for ( var i = 0; i < root.mChildren.length; i ++ ) {
  933. var ret = this.findNode( name, root.mChildren[ i ] );
  934. if ( ret ) return ret;
  935. }
  936. return null;
  937. };
  938. this.toTHREE = function () {
  939. this.nodeCount = 0;
  940. markBones( this );
  941. var o = this.mRootNode.toTHREE( this );
  942. for ( var i in this.mMeshes )
  943. this.mMeshes[ i ].hookupSkeletons( this );
  944. if ( this.mAnimations.length > 0 ) {
  945. var a = this.mAnimations[ 0 ].toTHREE( this );
  946. }
  947. return { object: o, animation: a };
  948. };
  949. }
  950. function aiMatrix4() {
  951. this.elements = [
  952. [],
  953. [],
  954. [],
  955. []
  956. ];
  957. this.toTHREE = function () {
  958. var m = new THREE.Matrix4();
  959. for ( var i = 0; i < 4; ++ i ) {
  960. for ( var i2 = 0; i2 < 4; ++ i2 ) {
  961. m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];
  962. }
  963. }
  964. return m;
  965. };
  966. }
  967. var littleEndian = true;
  968. function readFloat( dataview ) {
  969. var val = dataview.getFloat32( dataview.readOffset, littleEndian );
  970. dataview.readOffset += 4;
  971. return val;
  972. }
  973. function Read_double( dataview ) {
  974. var val = dataview.getFloat64( dataview.readOffset, littleEndian );
  975. dataview.readOffset += 8;
  976. return val;
  977. }
  978. function Read_uint8_t( dataview ) {
  979. var val = dataview.getUint8( dataview.readOffset );
  980. dataview.readOffset += 1;
  981. return val;
  982. }
  983. function Read_uint16_t( dataview ) {
  984. var val = dataview.getUint16( dataview.readOffset, littleEndian );
  985. dataview.readOffset += 2;
  986. return val;
  987. }
  988. function Read_unsigned_int( dataview ) {
  989. var val = dataview.getUint32( dataview.readOffset, littleEndian );
  990. dataview.readOffset += 4;
  991. return val;
  992. }
  993. function Read_uint32_t( dataview ) {
  994. var val = dataview.getUint32( dataview.readOffset, littleEndian );
  995. dataview.readOffset += 4;
  996. return val;
  997. }
  998. function Read_aiVector3D( stream ) {
  999. var v = new aiVector3D();
  1000. v.x = readFloat( stream );
  1001. v.y = readFloat( stream );
  1002. v.z = readFloat( stream );
  1003. return v;
  1004. }
  1005. function Read_aiColor3D( stream ) {
  1006. var c = new aiColor3D();
  1007. c.r = readFloat( stream );
  1008. c.g = readFloat( stream );
  1009. c.b = readFloat( stream );
  1010. return c;
  1011. }
  1012. function Read_aiQuaternion( stream ) {
  1013. var v = new aiQuaternion();
  1014. v.w = readFloat( stream );
  1015. v.x = readFloat( stream );
  1016. v.y = readFloat( stream );
  1017. v.z = readFloat( stream );
  1018. return v;
  1019. }
  1020. function Read_aiString( stream ) {
  1021. var s = new aiString();
  1022. var stringlengthbytes = Read_unsigned_int( stream );
  1023. stream.ReadBytes( s.data, 1, stringlengthbytes );
  1024. return s.toString();
  1025. }
  1026. function Read_aiVertexWeight( stream ) {
  1027. var w = new aiVertexWeight();
  1028. w.mVertexId = Read_unsigned_int( stream );
  1029. w.mWeight = readFloat( stream );
  1030. return w;
  1031. }
  1032. function Read_aiMatrix4x4( stream ) {
  1033. var m = new aiMatrix4();
  1034. for ( var i = 0; i < 4; ++ i ) {
  1035. for ( var i2 = 0; i2 < 4; ++ i2 ) {
  1036. m.elements[ i ][ i2 ] = readFloat( stream );
  1037. }
  1038. }
  1039. return m;
  1040. }
  1041. function Read_aiVectorKey( stream ) {
  1042. var v = new aiVectorKey();
  1043. v.mTime = Read_double( stream );
  1044. v.mValue = Read_aiVector3D( stream );
  1045. return v;
  1046. }
  1047. function Read_aiQuatKey( stream ) {
  1048. var v = new aiQuatKey();
  1049. v.mTime = Read_double( stream );
  1050. v.mValue = Read_aiQuaternion( stream );
  1051. return v;
  1052. }
  1053. function ReadArray_aiVertexWeight( stream, data, size ) {
  1054. for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
  1055. }
  1056. function ReadArray_aiVectorKey( stream, data, size ) {
  1057. for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );
  1058. }
  1059. function ReadArray_aiQuatKey( stream, data, size ) {
  1060. for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );
  1061. }
  1062. function ReadBounds( stream, T /*p*/, n ) {
  1063. // not sure what to do here, the data isn't really useful.
  1064. return stream.Seek( sizeof( T ) * n, aiOrigin_CUR ); // eslint-disable-line no-undef
  1065. }
  1066. function ai_assert( bool ) {
  1067. if ( ! bool )
  1068. throw ( 'asset failed' );
  1069. }
  1070. function ReadBinaryNode( stream, parent, depth ) {
  1071. var chunkID = Read_uint32_t( stream );
  1072. ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
  1073. /*uint32_t size =*/
  1074. Read_uint32_t( stream );
  1075. var node = new aiNode();
  1076. node.mParent = parent;
  1077. node.mDepth = depth;
  1078. node.mName = Read_aiString( stream );
  1079. node.mTransformation = Read_aiMatrix4x4( stream );
  1080. node.mNumChildren = Read_unsigned_int( stream );
  1081. node.mNumMeshes = Read_unsigned_int( stream );
  1082. if ( node.mNumMeshes ) {
  1083. node.mMeshes = [];
  1084. for ( var i = 0; i < node.mNumMeshes; ++ i ) {
  1085. node.mMeshes[ i ] = Read_unsigned_int( stream );
  1086. }
  1087. }
  1088. if ( node.mNumChildren ) {
  1089. node.mChildren = [];
  1090. for ( var i = 0; i < node.mNumChildren; ++ i ) {
  1091. var node2 = ReadBinaryNode( stream, node, depth ++ );
  1092. node.mChildren[ i ] = node2;
  1093. }
  1094. }
  1095. return node;
  1096. }
  1097. // -----------------------------------------------------------------------------------
  1098. function ReadBinaryBone( stream, b ) {
  1099. var chunkID = Read_uint32_t( stream );
  1100. ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
  1101. /*uint32_t size =*/
  1102. Read_uint32_t( stream );
  1103. b.mName = Read_aiString( stream );
  1104. b.mNumWeights = Read_unsigned_int( stream );
  1105. b.mOffsetMatrix = Read_aiMatrix4x4( stream );
  1106. // for the moment we write dumb min/max values for the bones, too.
  1107. // maybe I'll add a better, hash-like solution later
  1108. if ( shortened ) {
  1109. ReadBounds( stream, b.mWeights, b.mNumWeights );
  1110. } else {
  1111. // else write as usual
  1112. b.mWeights = [];
  1113. ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
  1114. }
  1115. return b;
  1116. }
  1117. function ReadBinaryMesh( stream, mesh ) {
  1118. var chunkID = Read_uint32_t( stream );
  1119. ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
  1120. /*uint32_t size =*/
  1121. Read_uint32_t( stream );
  1122. mesh.mPrimitiveTypes = Read_unsigned_int( stream );
  1123. mesh.mNumVertices = Read_unsigned_int( stream );
  1124. mesh.mNumFaces = Read_unsigned_int( stream );
  1125. mesh.mNumBones = Read_unsigned_int( stream );
  1126. mesh.mMaterialIndex = Read_unsigned_int( stream );
  1127. mesh.mNumUVComponents = [];
  1128. // first of all, write bits for all existent vertex components
  1129. var c = Read_unsigned_int( stream );
  1130. if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
  1131. if ( shortened ) {
  1132. ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
  1133. } else {
  1134. // else write as usual
  1135. mesh.mVertices = [];
  1136. mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1137. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1138. }
  1139. }
  1140. if ( c & ASSBIN_MESH_HAS_NORMALS ) {
  1141. if ( shortened ) {
  1142. ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
  1143. } else {
  1144. // else write as usual
  1145. mesh.mNormals = [];
  1146. mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1147. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1148. }
  1149. }
  1150. if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
  1151. if ( shortened ) {
  1152. ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
  1153. ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
  1154. } else {
  1155. // else write as usual
  1156. mesh.mTangents = [];
  1157. mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1158. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1159. mesh.mBitangents = [];
  1160. mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1161. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1162. }
  1163. }
  1164. for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++ n ) {
  1165. if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;
  1166. if ( shortened ) {
  1167. ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
  1168. } else {
  1169. // else write as usual
  1170. mesh.mColors[ n ] = [];
  1171. mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
  1172. stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
  1173. }
  1174. }
  1175. mesh.mTexCoordsBuffers = [];
  1176. for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++ n ) {
  1177. if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break;
  1178. // write number of UV components
  1179. mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
  1180. if ( shortened ) {
  1181. ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
  1182. } else {
  1183. // else write as usual
  1184. mesh.mTextureCoords[ n ] = [];
  1185. //note that assbin always writes 3d texcoords
  1186. mesh.mTexCoordsBuffers[ n ] = [];
  1187. for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {
  1188. mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
  1189. mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
  1190. readFloat( stream );
  1191. }
  1192. }
  1193. }
  1194. // write faces. There are no floating-point calculations involved
  1195. // in these, so we can write a simple hash over the face data
  1196. // to the dump file. We generate a single 32 Bit hash for 512 faces
  1197. // using Assimp's standard hashing function.
  1198. if ( shortened ) {
  1199. Read_unsigned_int( stream );
  1200. } else {
  1201. // else write as usual
  1202. // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
  1203. mesh.mFaces = [];
  1204. mesh.mIndexArray = [];
  1205. for ( var i = 0; i < mesh.mNumFaces; ++ i ) {
  1206. var f = mesh.mFaces[ i ] = new aiFace();
  1207. // BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
  1208. f.mNumIndices = Read_uint16_t( stream );
  1209. f.mIndices = [];
  1210. for ( var a = 0; a < f.mNumIndices; ++ a ) {
  1211. if ( mesh.mNumVertices < ( 1 << 16 ) ) {
  1212. f.mIndices[ a ] = Read_uint16_t( stream );
  1213. } else {
  1214. f.mIndices[ a ] = Read_unsigned_int( stream );
  1215. }
  1216. }
  1217. if ( f.mNumIndices === 3 ) {
  1218. mesh.mIndexArray.push( f.mIndices[ 0 ] );
  1219. mesh.mIndexArray.push( f.mIndices[ 1 ] );
  1220. mesh.mIndexArray.push( f.mIndices[ 2 ] );
  1221. } else if ( f.mNumIndices === 4 ) {
  1222. mesh.mIndexArray.push( f.mIndices[ 0 ] );
  1223. mesh.mIndexArray.push( f.mIndices[ 1 ] );
  1224. mesh.mIndexArray.push( f.mIndices[ 2 ] );
  1225. mesh.mIndexArray.push( f.mIndices[ 2 ] );
  1226. mesh.mIndexArray.push( f.mIndices[ 3 ] );
  1227. mesh.mIndexArray.push( f.mIndices[ 0 ] );
  1228. } else {
  1229. throw ( new Error( 'Sorry, can\'t currently triangulate polys. Use the triangulate preprocessor in Assimp.' ) );
  1230. }
  1231. }
  1232. }
  1233. // write bones
  1234. if ( mesh.mNumBones ) {
  1235. mesh.mBones = [];
  1236. for ( var a = 0; a < mesh.mNumBones; ++ a ) {
  1237. mesh.mBones[ a ] = new aiBone();
  1238. ReadBinaryBone( stream, mesh.mBones[ a ] );
  1239. }
  1240. }
  1241. }
  1242. function ReadBinaryMaterialProperty( stream, prop ) {
  1243. var chunkID = Read_uint32_t( stream );
  1244. ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
  1245. /*uint32_t size =*/
  1246. Read_uint32_t( stream );
  1247. prop.mKey = Read_aiString( stream );
  1248. prop.mSemantic = Read_unsigned_int( stream );
  1249. prop.mIndex = Read_unsigned_int( stream );
  1250. prop.mDataLength = Read_unsigned_int( stream );
  1251. prop.mType = Read_unsigned_int( stream );
  1252. prop.mData = [];
  1253. stream.ReadBytes( prop.mData, 1, prop.mDataLength );
  1254. }
  1255. // -----------------------------------------------------------------------------------
  1256. function ReadBinaryMaterial( stream, mat ) {
  1257. var chunkID = Read_uint32_t( stream );
  1258. ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
  1259. /*uint32_t size =*/
  1260. Read_uint32_t( stream );
  1261. mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
  1262. if ( mat.mNumProperties ) {
  1263. if ( mat.mProperties ) {
  1264. delete mat.mProperties;
  1265. }
  1266. mat.mProperties = [];
  1267. for ( var i = 0; i < mat.mNumProperties; ++ i ) {
  1268. mat.mProperties[ i ] = new aiMaterialProperty();
  1269. ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
  1270. }
  1271. }
  1272. }
  1273. function ReadBinaryNodeAnim( stream, nd ) {
  1274. var chunkID = Read_uint32_t( stream );
  1275. ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
  1276. /*uint32_t size =*/
  1277. Read_uint32_t( stream );
  1278. nd.mNodeName = Read_aiString( stream );
  1279. nd.mNumPositionKeys = Read_unsigned_int( stream );
  1280. nd.mNumRotationKeys = Read_unsigned_int( stream );
  1281. nd.mNumScalingKeys = Read_unsigned_int( stream );
  1282. nd.mPreState = Read_unsigned_int( stream );
  1283. nd.mPostState = Read_unsigned_int( stream );
  1284. if ( nd.mNumPositionKeys ) {
  1285. if ( shortened ) {
  1286. ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
  1287. } else {
  1288. // else write as usual
  1289. nd.mPositionKeys = [];
  1290. ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
  1291. }
  1292. }
  1293. if ( nd.mNumRotationKeys ) {
  1294. if ( shortened ) {
  1295. ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
  1296. } else {
  1297. // else write as usual
  1298. nd.mRotationKeys = [];
  1299. ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
  1300. }
  1301. }
  1302. if ( nd.mNumScalingKeys ) {
  1303. if ( shortened ) {
  1304. ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
  1305. } else {
  1306. // else write as usual
  1307. nd.mScalingKeys = [];
  1308. ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
  1309. }
  1310. }
  1311. }
  1312. function ReadBinaryAnim( stream, anim ) {
  1313. var chunkID = Read_uint32_t( stream );
  1314. ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
  1315. /*uint32_t size =*/
  1316. Read_uint32_t( stream );
  1317. anim.mName = Read_aiString( stream );
  1318. anim.mDuration = Read_double( stream );
  1319. anim.mTicksPerSecond = Read_double( stream );
  1320. anim.mNumChannels = Read_unsigned_int( stream );
  1321. if ( anim.mNumChannels ) {
  1322. anim.mChannels = [];
  1323. for ( var a = 0; a < anim.mNumChannels; ++ a ) {
  1324. anim.mChannels[ a ] = new aiNodeAnim();
  1325. ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
  1326. }
  1327. }
  1328. }
  1329. function ReadBinaryTexture( stream, tex ) {
  1330. var chunkID = Read_uint32_t( stream );
  1331. ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
  1332. /*uint32_t size =*/
  1333. Read_uint32_t( stream );
  1334. tex.mWidth = Read_unsigned_int( stream );
  1335. tex.mHeight = Read_unsigned_int( stream );
  1336. stream.ReadBytes( tex.achFormatHint, 1, 4 );
  1337. if ( ! shortened ) {
  1338. if ( ! tex.mHeight ) {
  1339. tex.pcData = [];
  1340. stream.ReadBytes( tex.pcData, 1, tex.mWidth );
  1341. } else {
  1342. tex.pcData = [];
  1343. stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
  1344. }
  1345. }
  1346. }
  1347. function ReadBinaryLight( stream, l ) {
  1348. var chunkID = Read_uint32_t( stream );
  1349. ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
  1350. /*uint32_t size =*/
  1351. Read_uint32_t( stream );
  1352. l.mName = Read_aiString( stream );
  1353. l.mType = Read_unsigned_int( stream );
  1354. if ( l.mType != aiLightSource_DIRECTIONAL ) {
  1355. l.mAttenuationConstant = readFloat( stream );
  1356. l.mAttenuationLinear = readFloat( stream );
  1357. l.mAttenuationQuadratic = readFloat( stream );
  1358. }
  1359. l.mColorDiffuse = Read_aiColor3D( stream );
  1360. l.mColorSpecular = Read_aiColor3D( stream );
  1361. l.mColorAmbient = Read_aiColor3D( stream );
  1362. if ( l.mType == aiLightSource_SPOT ) {
  1363. l.mAngleInnerCone = readFloat( stream );
  1364. l.mAngleOuterCone = readFloat( stream );
  1365. }
  1366. }
  1367. function ReadBinaryCamera( stream, cam ) {
  1368. var chunkID = Read_uint32_t( stream );
  1369. ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
  1370. /*uint32_t size =*/
  1371. Read_uint32_t( stream );
  1372. cam.mName = Read_aiString( stream );
  1373. cam.mPosition = Read_aiVector3D( stream );
  1374. cam.mLookAt = Read_aiVector3D( stream );
  1375. cam.mUp = Read_aiVector3D( stream );
  1376. cam.mHorizontalFOV = readFloat( stream );
  1377. cam.mClipPlaneNear = readFloat( stream );
  1378. cam.mClipPlaneFar = readFloat( stream );
  1379. cam.mAspect = readFloat( stream );
  1380. }
  1381. function ReadBinaryScene( stream, scene ) {
  1382. var chunkID = Read_uint32_t( stream );
  1383. ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
  1384. /*uint32_t size =*/
  1385. Read_uint32_t( stream );
  1386. scene.mFlags = Read_unsigned_int( stream );
  1387. scene.mNumMeshes = Read_unsigned_int( stream );
  1388. scene.mNumMaterials = Read_unsigned_int( stream );
  1389. scene.mNumAnimations = Read_unsigned_int( stream );
  1390. scene.mNumTextures = Read_unsigned_int( stream );
  1391. scene.mNumLights = Read_unsigned_int( stream );
  1392. scene.mNumCameras = Read_unsigned_int( stream );
  1393. // Read node graph
  1394. scene.mRootNode = new aiNode();
  1395. scene.mRootNode = ReadBinaryNode( stream, null, 0 );
  1396. // Read all meshes
  1397. if ( scene.mNumMeshes ) {
  1398. scene.mMeshes = [];
  1399. for ( var i = 0; i < scene.mNumMeshes; ++ i ) {
  1400. scene.mMeshes[ i ] = new aiMesh();
  1401. ReadBinaryMesh( stream, scene.mMeshes[ i ] );
  1402. }
  1403. }
  1404. // Read materials
  1405. if ( scene.mNumMaterials ) {
  1406. scene.mMaterials = [];
  1407. for ( var i = 0; i < scene.mNumMaterials; ++ i ) {
  1408. scene.mMaterials[ i ] = new aiMaterial();
  1409. ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
  1410. }
  1411. }
  1412. // Read all animations
  1413. if ( scene.mNumAnimations ) {
  1414. scene.mAnimations = [];
  1415. for ( var i = 0; i < scene.mNumAnimations; ++ i ) {
  1416. scene.mAnimations[ i ] = new aiAnimation();
  1417. ReadBinaryAnim( stream, scene.mAnimations[ i ] );
  1418. }
  1419. }
  1420. // Read all textures
  1421. if ( scene.mNumTextures ) {
  1422. scene.mTextures = [];
  1423. for ( var i = 0; i < scene.mNumTextures; ++ i ) {
  1424. scene.mTextures[ i ] = new aiTexture();
  1425. ReadBinaryTexture( stream, scene.mTextures[ i ] );
  1426. }
  1427. }
  1428. // Read lights
  1429. if ( scene.mNumLights ) {
  1430. scene.mLights = [];
  1431. for ( var i = 0; i < scene.mNumLights; ++ i ) {
  1432. scene.mLights[ i ] = new aiLight();
  1433. ReadBinaryLight( stream, scene.mLights[ i ] );
  1434. }
  1435. }
  1436. // Read cameras
  1437. if ( scene.mNumCameras ) {
  1438. scene.mCameras = [];
  1439. for ( var i = 0; i < scene.mNumCameras; ++ i ) {
  1440. scene.mCameras[ i ] = new aiCamera();
  1441. ReadBinaryCamera( stream, scene.mCameras[ i ] );
  1442. }
  1443. }
  1444. }
  1445. var aiOrigin_CUR = 0;
  1446. var aiOrigin_BEG = 1;
  1447. function extendStream( stream ) {
  1448. stream.readOffset = 0;
  1449. stream.Seek = function ( off, ori ) {
  1450. if ( ori == aiOrigin_CUR ) {
  1451. stream.readOffset += off;
  1452. }
  1453. if ( ori == aiOrigin_BEG ) {
  1454. stream.readOffset = off;
  1455. }
  1456. };
  1457. stream.ReadBytes = function ( buff, size, n ) {
  1458. var bytes = size * n;
  1459. for ( var i = 0; i < bytes; i ++ )
  1460. buff[ i ] = Read_uint8_t( this );
  1461. };
  1462. stream.subArray32 = function ( start, end ) {
  1463. var buff = this.buffer;
  1464. var newbuff = buff.slice( start, end );
  1465. return new Float32Array( newbuff );
  1466. };
  1467. stream.subArrayUint16 = function ( start, end ) {
  1468. var buff = this.buffer;
  1469. var newbuff = buff.slice( start, end );
  1470. return new Uint16Array( newbuff );
  1471. };
  1472. stream.subArrayUint8 = function ( start, end ) {
  1473. var buff = this.buffer;
  1474. var newbuff = buff.slice( start, end );
  1475. return new Uint8Array( newbuff );
  1476. };
  1477. stream.subArrayUint32 = function ( start, end ) {
  1478. var buff = this.buffer;
  1479. var newbuff = buff.slice( start, end );
  1480. return new Uint32Array( newbuff );
  1481. };
  1482. }
  1483. var shortened, compressed;
  1484. function InternReadFile( pFiledata ) {
  1485. var pScene = new aiScene();
  1486. var stream = new DataView( pFiledata );
  1487. extendStream( stream );
  1488. stream.Seek( 44, aiOrigin_CUR ); // signature
  1489. /*unsigned int versionMajor =*/
  1490. pScene.versionMajor = Read_unsigned_int( stream );
  1491. /*unsigned int versionMinor =*/
  1492. pScene.versionMinor = Read_unsigned_int( stream );
  1493. /*unsigned int versionRevision =*/
  1494. pScene.versionRevision = Read_unsigned_int( stream );
  1495. /*unsigned int compileFlags =*/
  1496. pScene.compileFlags = Read_unsigned_int( stream );
  1497. shortened = Read_uint16_t( stream ) > 0;
  1498. compressed = Read_uint16_t( stream ) > 0;
  1499. if ( shortened )
  1500. throw 'Shortened binaries are not supported!';
  1501. stream.Seek( 256, aiOrigin_CUR ); // original filename
  1502. stream.Seek( 128, aiOrigin_CUR ); // options
  1503. stream.Seek( 64, aiOrigin_CUR ); // padding
  1504. if ( compressed ) {
  1505. var uncompressedSize = Read_uint32_t( stream );
  1506. var compressedSize = stream.FileSize() - stream.Tell();
  1507. var compressedData = [];
  1508. stream.Read( compressedData, 1, compressedSize );
  1509. var uncompressedData = [];
  1510. uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize ); // eslint-disable-line no-undef
  1511. var buff = new ArrayBuffer( uncompressedData );
  1512. ReadBinaryScene( buff, pScene );
  1513. } else {
  1514. ReadBinaryScene( stream, pScene );
  1515. }
  1516. return pScene.toTHREE();
  1517. }
  1518. return InternReadFile( buffer );
  1519. }
  1520. } );