AssimpLoader.js 51 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273
  1. /**
  2. * @author Virtulous / https://virtulo.us/
  3. */
  4. THREE.AssimpLoader = function ( manager ) {
  5. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6. };
  7. THREE.AssimpLoader.prototype = {
  8. constructor: THREE.AssimpLoader,
  9. crossOrigin: 'anonymous',
  10. load: function ( url, onLoad, onProgress, onError ) {
  11. var scope = this;
  12. var path = ( scope.path === undefined ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
  13. var loader = new THREE.FileLoader( this.manager );
  14. loader.setPath( scope.path );
  15. loader.setResponseType( 'arraybuffer' );
  16. loader.load( url, function ( buffer ) {
  17. onLoad( scope.parse( buffer, path ) );
  18. }, onProgress, onError );
  19. },
  20. setPath: function ( value ) {
  21. this.path = value;
  22. return this;
  23. },
  24. setResourcePath: function ( value ) {
  25. this.resourcePath = value;
  26. return this;
  27. },
  28. setCrossOrigin: function ( value ) {
  29. this.crossOrigin = value;
  30. return this;
  31. },
  32. parse: function ( buffer, path ) {
  33. var textureLoader = new THREE.TextureLoader( this.manager );
  34. textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  35. var Virtulous = {};
  36. Virtulous.KeyFrame = function ( time, matrix ) {
  37. this.time = time;
  38. this.matrix = matrix.clone();
  39. this.position = new THREE.Vector3();
  40. this.quaternion = new THREE.Quaternion();
  41. this.scale = new THREE.Vector3( 1, 1, 1 );
  42. this.matrix.decompose( this.position, this.quaternion, this.scale );
  43. this.clone = function () {
  44. var n = new Virtulous.KeyFrame( this.time, this.matrix );
  45. return n;
  46. };
  47. this.lerp = function ( nextKey, time ) {
  48. time -= this.time;
  49. var dist = ( nextKey.time - this.time );
  50. var l = time / dist;
  51. var l2 = 1 - l;
  52. var keypos = this.position;
  53. var keyrot = this.quaternion;
  54. // var keyscl = key.parentspaceScl || key.scl;
  55. var key2pos = nextKey.position;
  56. var key2rot = nextKey.quaternion;
  57. // var key2scl = key2.parentspaceScl || key2.scl;
  58. Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l;
  59. Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l;
  60. Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l;
  61. // tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l;
  62. // tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l;
  63. // tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l;
  64. Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w );
  65. Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l );
  66. return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale );
  67. };
  68. };
  69. Virtulous.KeyFrame.tempAniPos = new THREE.Vector3();
  70. Virtulous.KeyFrame.tempAniQuat = new THREE.Quaternion();
  71. Virtulous.KeyFrame.tempAniScale = new THREE.Vector3( 1, 1, 1 );
  72. Virtulous.KeyFrame.tempAniMatrix = new THREE.Matrix4();
  73. Virtulous.KeyFrameTrack = function () {
  74. this.keys = [];
  75. this.target = null;
  76. this.time = 0;
  77. this.length = 0;
  78. this._accelTable = {};
  79. this.fps = 20;
  80. this.addKey = function ( key ) {
  81. this.keys.push( key );
  82. };
  83. this.init = function () {
  84. this.sortKeys();
  85. if ( this.keys.length > 0 )
  86. this.length = this.keys[ this.keys.length - 1 ].time;
  87. else
  88. this.length = 0;
  89. if ( ! this.fps ) return;
  90. for ( var j = 0; j < this.length * this.fps; j ++ ) {
  91. for ( var i = 0; i < this.keys.length; i ++ ) {
  92. if ( this.keys[ i ].time == j ) {
  93. this._accelTable[ j ] = i;
  94. break;
  95. } else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) {
  96. this._accelTable[ j ] = i;
  97. break;
  98. }
  99. }
  100. }
  101. };
  102. this.parseFromThree = function ( data ) {
  103. var fps = data.fps;
  104. this.target = data.node;
  105. var track = data.hierarchy[ 0 ].keys;
  106. for ( var i = 0; i < track.length; i ++ ) {
  107. this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) );
  108. }
  109. this.init();
  110. };
  111. this.parseFromCollada = function ( data ) {
  112. var track = data.keys;
  113. var fps = this.fps;
  114. for ( var i = 0; i < track.length; i ++ ) {
  115. this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) );
  116. }
  117. this.init();
  118. };
  119. this.sortKeys = function () {
  120. this.keys.sort( this.keySortFunc );
  121. };
  122. this.keySortFunc = function ( a, b ) {
  123. return a.time - b.time;
  124. };
  125. this.clone = function () {
  126. var t = new Virtulous.KeyFrameTrack();
  127. t.target = this.target;
  128. t.time = this.time;
  129. t.length = this.length;
  130. for ( var i = 0; i < this.keys.length; i ++ ) {
  131. t.addKey( this.keys[ i ].clone() );
  132. }
  133. t.init();
  134. return t;
  135. };
  136. this.reTarget = function ( root, compareitor ) {
  137. if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
  138. this.target = compareitor( root, this.target );
  139. };
  140. this.keySearchAccel = function ( time ) {
  141. time *= this.fps;
  142. time = Math.floor( time );
  143. return this._accelTable[ time ] || 0;
  144. };
  145. this.setTime = function ( time ) {
  146. time = Math.abs( time );
  147. if ( this.length )
  148. time = time % this.length + .05;
  149. var key0 = null;
  150. var key1 = null;
  151. for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) {
  152. if ( this.keys[ i ].time == time ) {
  153. key0 = this.keys[ i ];
  154. key1 = this.keys[ i ];
  155. break;
  156. } else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) {
  157. key0 = this.keys[ i ];
  158. key1 = this.keys[ i + 1 ];
  159. break;
  160. } else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) {
  161. key0 = this.keys[ i ];
  162. key1 = this.keys[ 0 ].clone();
  163. key1.time += this.length + .05;
  164. break;
  165. }
  166. }
  167. if ( key0 && key1 && key0 !== key1 ) {
  168. this.target.matrixAutoUpdate = false;
  169. this.target.matrix.copy( key0.lerp( key1, time ) );
  170. this.target.matrixWorldNeedsUpdate = true;
  171. return;
  172. }
  173. if ( key0 && key1 && key0 == key1 ) {
  174. this.target.matrixAutoUpdate = false;
  175. this.target.matrix.copy( key0.matrix );
  176. this.target.matrixWorldNeedsUpdate = true;
  177. return;
  178. }
  179. };
  180. };
  181. Virtulous.TrackTargetNodeNameCompare = function ( root, target ) {
  182. function find( node, name ) {
  183. if ( node.name == name )
  184. return node;
  185. for ( var i = 0; i < node.children.length; i ++ ) {
  186. var r = find( node.children[ i ], name );
  187. if ( r ) return r;
  188. }
  189. return null;
  190. }
  191. return find( root, target.name );
  192. };
  193. Virtulous.Animation = function () {
  194. this.tracks = [];
  195. this.length = 0;
  196. this.addTrack = function ( track ) {
  197. this.tracks.push( track );
  198. this.length = Math.max( track.length, this.length );
  199. };
  200. this.setTime = function ( time ) {
  201. this.time = time;
  202. for ( var i = 0; i < this.tracks.length; i ++ )
  203. this.tracks[ i ].setTime( time );
  204. };
  205. this.clone = function ( target, compareitor ) {
  206. if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare;
  207. var n = new Virtulous.Animation();
  208. n.target = target;
  209. for ( var i = 0; i < this.tracks.length; i ++ ) {
  210. var track = this.tracks[ i ].clone();
  211. track.reTarget( target, compareitor );
  212. n.addTrack( track );
  213. }
  214. return n;
  215. };
  216. };
  217. var ASSBIN_CHUNK_AICAMERA = 0x1234;
  218. var ASSBIN_CHUNK_AILIGHT = 0x1235;
  219. var ASSBIN_CHUNK_AITEXTURE = 0x1236;
  220. var ASSBIN_CHUNK_AIMESH = 0x1237;
  221. var ASSBIN_CHUNK_AINODEANIM = 0x1238;
  222. var ASSBIN_CHUNK_AISCENE = 0x1239;
  223. var ASSBIN_CHUNK_AIBONE = 0x123a;
  224. var ASSBIN_CHUNK_AIANIMATION = 0x123b;
  225. var ASSBIN_CHUNK_AINODE = 0x123c;
  226. var ASSBIN_CHUNK_AIMATERIAL = 0x123d;
  227. var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e;
  228. var ASSBIN_MESH_HAS_POSITIONS = 0x1;
  229. var ASSBIN_MESH_HAS_NORMALS = 0x2;
  230. var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4;
  231. var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100;
  232. var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000;
  233. var AI_MAX_NUMBER_OF_COLOR_SETS = 1;
  234. var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4;
  235. //var aiLightSource_UNDEFINED = 0x0;
  236. //! A directional light source has a well-defined direction
  237. //! but is infinitely far away. That's quite a good
  238. //! approximation for sun light.
  239. var aiLightSource_DIRECTIONAL = 0x1;
  240. //! A point light source has a well-defined position
  241. //! in space but no direction - it emits light in all
  242. //! directions. A normal bulb is a point light.
  243. //var aiLightSource_POINT = 0x2;
  244. //! A spot light source emits light in a specific
  245. //! angle. It has a position and a direction it is pointing to.
  246. //! A good example for a spot light is a light spot in
  247. //! sport arenas.
  248. var aiLightSource_SPOT = 0x3;
  249. //! The generic light level of the world, including the bounces
  250. //! of all other lightsources.
  251. //! Typically, there's at most one ambient light in a scene.
  252. //! This light type doesn't have a valid position, direction, or
  253. //! other properties, just a color.
  254. //var aiLightSource_AMBIENT = 0x4;
  255. /** Flat shading. Shading is done on per-face base,
  256. * diffuse only. Also known as 'faceted shading'.
  257. */
  258. //var aiShadingMode_Flat = 0x1;
  259. /** Simple Gouraud shading.
  260. */
  261. //var aiShadingMode_Gouraud = 0x2;
  262. /** Phong-Shading -
  263. */
  264. //var aiShadingMode_Phong = 0x3;
  265. /** Phong-Blinn-Shading
  266. */
  267. //var aiShadingMode_Blinn = 0x4;
  268. /** Toon-Shading per pixel
  269. *
  270. * Also known as 'comic' shader.
  271. */
  272. //var aiShadingMode_Toon = 0x5;
  273. /** OrenNayar-Shading per pixel
  274. *
  275. * Extension to standard Lambertian shading, taking the
  276. * roughness of the material into account
  277. */
  278. //var aiShadingMode_OrenNayar = 0x6;
  279. /** Minnaert-Shading per pixel
  280. *
  281. * Extension to standard Lambertian shading, taking the
  282. * "darkness" of the material into account
  283. */
  284. //var aiShadingMode_Minnaert = 0x7;
  285. /** CookTorrance-Shading per pixel
  286. *
  287. * Special shader for metallic surfaces.
  288. */
  289. //var aiShadingMode_CookTorrance = 0x8;
  290. /** No shading at all. Constant light influence of 1.0.
  291. */
  292. //var aiShadingMode_NoShading = 0x9;
  293. /** Fresnel shading
  294. */
  295. //var aiShadingMode_Fresnel = 0xa;
  296. //var aiTextureType_NONE = 0x0;
  297. /** The texture is combined with the result of the diffuse
  298. * lighting equation.
  299. */
  300. var aiTextureType_DIFFUSE = 0x1;
  301. /** The texture is combined with the result of the specular
  302. * lighting equation.
  303. */
  304. //var aiTextureType_SPECULAR = 0x2;
  305. /** The texture is combined with the result of the ambient
  306. * lighting equation.
  307. */
  308. //var aiTextureType_AMBIENT = 0x3;
  309. /** The texture is added to the result of the lighting
  310. * calculation. It isn't influenced by incoming light.
  311. */
  312. //var aiTextureType_EMISSIVE = 0x4;
  313. /** The texture is a height map.
  314. *
  315. * By convention, higher gray-scale values stand for
  316. * higher elevations from the base height.
  317. */
  318. //var aiTextureType_HEIGHT = 0x5;
  319. /** The texture is a (tangent space) normal-map.
  320. *
  321. * Again, there are several conventions for tangent-space
  322. * normal maps. Assimp does (intentionally) not
  323. * distinguish here.
  324. */
  325. var aiTextureType_NORMALS = 0x6;
  326. /** The texture defines the glossiness of the material.
  327. *
  328. * The glossiness is in fact the exponent of the specular
  329. * (phong) lighting equation. Usually there is a conversion
  330. * function defined to map the linear color values in the
  331. * texture to a suitable exponent. Have fun.
  332. */
  333. //var aiTextureType_SHININESS = 0x7;
  334. /** The texture defines per-pixel opacity.
  335. *
  336. * Usually 'white' means opaque and 'black' means
  337. * 'transparency'. Or quite the opposite. Have fun.
  338. */
  339. var aiTextureType_OPACITY = 0x8;
  340. /** Displacement texture
  341. *
  342. * The exact purpose and format is application-dependent.
  343. * Higher color values stand for higher vertex displacements.
  344. */
  345. //var aiTextureType_DISPLACEMENT = 0x9;
  346. /** Lightmap texture (aka Ambient Occlusion)
  347. *
  348. * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
  349. * covered by this material property. The texture contains a
  350. * scaling value for the final color value of a pixel. Its
  351. * intensity is not affected by incoming light.
  352. */
  353. var aiTextureType_LIGHTMAP = 0xA;
  354. /** Reflection texture
  355. *
  356. * Contains the color of a perfect mirror reflection.
  357. * Rarely used, almost never for real-time applications.
  358. */
  359. //var aiTextureType_REFLECTION = 0xB;
  360. /** Unknown texture
  361. *
  362. * A texture reference that does not match any of the definitions
  363. * above is considered to be 'unknown'. It is still imported,
  364. * but is excluded from any further postprocessing.
  365. */
  366. //var aiTextureType_UNKNOWN = 0xC;
  367. var BONESPERVERT = 4;
  368. function ASSBIN_MESH_HAS_TEXCOORD( n ) {
  369. return ASSBIN_MESH_HAS_TEXCOORD_BASE << n;
  370. }
  371. function ASSBIN_MESH_HAS_COLOR( n ) {
  372. return ASSBIN_MESH_HAS_COLOR_BASE << n;
  373. }
  374. function markBones( scene ) {
  375. for ( var i in scene.mMeshes ) {
  376. var mesh = scene.mMeshes[ i ];
  377. for ( var k in mesh.mBones ) {
  378. var boneNode = scene.findNode( mesh.mBones[ k ].mName );
  379. if ( boneNode )
  380. boneNode.isBone = true;
  381. }
  382. }
  383. }
  384. function cloneTreeToBones( root, scene ) {
  385. var rootBone = new THREE.Bone();
  386. rootBone.matrix.copy( root.matrix );
  387. rootBone.matrixWorld.copy( root.matrixWorld );
  388. rootBone.position.copy( root.position );
  389. rootBone.quaternion.copy( root.quaternion );
  390. rootBone.scale.copy( root.scale );
  391. scene.nodeCount ++;
  392. rootBone.name = "bone_" + root.name + scene.nodeCount.toString();
  393. if ( ! scene.nodeToBoneMap[ root.name ] )
  394. scene.nodeToBoneMap[ root.name ] = [];
  395. scene.nodeToBoneMap[ root.name ].push( rootBone );
  396. for ( var i in root.children ) {
  397. var child = cloneTreeToBones( root.children[ i ], scene );
  398. if ( child )
  399. rootBone.add( child );
  400. }
  401. return rootBone;
  402. }
  403. function sortWeights( indexes, weights ) {
  404. var pairs = [];
  405. for ( var i = 0; i < indexes.length; i ++ ) {
  406. pairs.push( {
  407. i: indexes[ i ],
  408. w: weights[ i ]
  409. } );
  410. }
  411. pairs.sort( function ( a, b ) {
  412. return b.w - a.w;
  413. } );
  414. while ( pairs.length < 4 ) {
  415. pairs.push( {
  416. i: 0,
  417. w: 0
  418. } );
  419. }
  420. if ( pairs.length > 4 )
  421. pairs.length = 4;
  422. var sum = 0;
  423. for ( var i = 0; i < 4; i ++ ) {
  424. sum += pairs[ i ].w * pairs[ i ].w;
  425. }
  426. sum = Math.sqrt( sum );
  427. for ( var i = 0; i < 4; i ++ ) {
  428. pairs[ i ].w = pairs[ i ].w / sum;
  429. indexes[ i ] = pairs[ i ].i;
  430. weights[ i ] = pairs[ i ].w;
  431. }
  432. }
  433. function findMatchingBone( root, name ) {
  434. if ( root.name.indexOf( "bone_" + name ) == 0 )
  435. return root;
  436. for ( var i in root.children ) {
  437. var ret = findMatchingBone( root.children[ i ], name );
  438. if ( ret )
  439. return ret;
  440. }
  441. return undefined;
  442. }
  443. function aiMesh() {
  444. this.mPrimitiveTypes = 0;
  445. this.mNumVertices = 0;
  446. this.mNumFaces = 0;
  447. this.mNumBones = 0;
  448. this.mMaterialIndex = 0;
  449. this.mVertices = [];
  450. this.mNormals = [];
  451. this.mTangents = [];
  452. this.mBitangents = [];
  453. this.mColors = [
  454. []
  455. ];
  456. this.mTextureCoords = [
  457. []
  458. ];
  459. this.mFaces = [];
  460. this.mBones = [];
  461. this.hookupSkeletons = function ( scene ) {
  462. if ( this.mBones.length == 0 ) return;
  463. var allBones = [];
  464. var offsetMatrix = [];
  465. var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName );
  466. while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) {
  467. skeletonRoot = skeletonRoot.mParent;
  468. }
  469. var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
  470. var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
  471. this.threeNode.add( threeSkeletonRootBone );
  472. for ( var i = 0; i < this.mBones.length; i ++ ) {
  473. var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
  474. if ( bone ) {
  475. var tbone = bone;
  476. allBones.push( tbone );
  477. //tbone.matrixAutoUpdate = false;
  478. offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
  479. } else {
  480. var skeletonRoot = scene.findNode( this.mBones[ i ].mName );
  481. if ( ! skeletonRoot ) return;
  482. var threeSkeletonRoot = skeletonRoot.toTHREE( scene );
  483. var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene );
  484. this.threeNode.add( threeSkeletonRootBone );
  485. var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName );
  486. var tbone = bone;
  487. allBones.push( tbone );
  488. //tbone.matrixAutoUpdate = false;
  489. offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() );
  490. }
  491. }
  492. var skeleton = new THREE.Skeleton( allBones, offsetMatrix );
  493. this.threeNode.bind( skeleton, new THREE.Matrix4() );
  494. this.threeNode.material.skinning = true;
  495. };
  496. this.toTHREE = function ( scene ) {
  497. if ( this.threeNode ) return this.threeNode;
  498. var geometry = new THREE.BufferGeometry();
  499. var mat;
  500. if ( scene.mMaterials[ this.mMaterialIndex ] )
  501. mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene );
  502. else
  503. mat = new THREE.MeshLambertMaterial();
  504. geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) );
  505. geometry.addAttribute( 'position', new THREE.BufferAttribute( this.mVertexBuffer, 3 ) );
  506. if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 )
  507. geometry.addAttribute( 'normal', new THREE.BufferAttribute( this.mNormalBuffer, 3 ) );
  508. if ( this.mColorBuffer && this.mColorBuffer.length > 0 )
  509. geometry.addAttribute( 'color', new THREE.BufferAttribute( this.mColorBuffer, 4 ) );
  510. if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 )
  511. geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) );
  512. if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 )
  513. geometry.addAttribute( 'uv1', new THREE.BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) );
  514. if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 )
  515. geometry.addAttribute( 'tangents', new THREE.BufferAttribute( this.mTangentBuffer, 3 ) );
  516. if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 )
  517. geometry.addAttribute( 'bitangents', new THREE.BufferAttribute( this.mBitangentBuffer, 3 ) );
  518. if ( this.mBones.length > 0 ) {
  519. var weights = [];
  520. var bones = [];
  521. for ( var i = 0; i < this.mBones.length; i ++ ) {
  522. for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) {
  523. var weight = this.mBones[ i ].mWeights[ j ];
  524. if ( weight ) {
  525. if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = [];
  526. if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = [];
  527. weights[ weight.mVertexId ].push( weight.mWeight );
  528. bones[ weight.mVertexId ].push( parseInt( i ) );
  529. }
  530. }
  531. }
  532. for ( var i in bones ) {
  533. sortWeights( bones[ i ], weights[ i ] );
  534. }
  535. var _weights = [];
  536. var _bones = [];
  537. for ( var i = 0; i < weights.length; i ++ ) {
  538. for ( var j = 0; j < 4; j ++ ) {
  539. if ( weights[ i ] && bones[ i ] ) {
  540. _weights.push( weights[ i ][ j ] );
  541. _bones.push( bones[ i ][ j ] );
  542. } else {
  543. _weights.push( 0 );
  544. _bones.push( 0 );
  545. }
  546. }
  547. }
  548. geometry.addAttribute( 'skinWeight', new THREE.BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) );
  549. geometry.addAttribute( 'skinIndex', new THREE.BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) );
  550. }
  551. var mesh;
  552. if ( this.mBones.length == 0 )
  553. mesh = new THREE.Mesh( geometry, mat );
  554. if ( this.mBones.length > 0 ) {
  555. mesh = new THREE.SkinnedMesh( geometry, mat );
  556. mesh.normalizeSkinWeights();
  557. }
  558. this.threeNode = mesh;
  559. //mesh.matrixAutoUpdate = false;
  560. return mesh;
  561. };
  562. }
  563. function aiFace() {
  564. this.mNumIndices = 0;
  565. this.mIndices = [];
  566. }
  567. function aiVector3D() {
  568. this.x = 0;
  569. this.y = 0;
  570. this.z = 0;
  571. this.toTHREE = function () {
  572. return new THREE.Vector3( this.x, this.y, this.z );
  573. };
  574. }
  575. function aiColor3D() {
  576. this.r = 0;
  577. this.g = 0;
  578. this.b = 0;
  579. this.a = 0;
  580. this.toTHREE = function () {
  581. return new THREE.Color( this.r, this.g, this.b );
  582. };
  583. }
  584. function aiQuaternion() {
  585. this.x = 0;
  586. this.y = 0;
  587. this.z = 0;
  588. this.w = 0;
  589. this.toTHREE = function () {
  590. return new THREE.Quaternion( this.x, this.y, this.z, this.w );
  591. };
  592. }
  593. function aiVertexWeight() {
  594. this.mVertexId = 0;
  595. this.mWeight = 0;
  596. }
  597. function aiString() {
  598. this.data = [];
  599. this.toString = function () {
  600. var str = '';
  601. this.data.forEach( function ( i ) {
  602. str += ( String.fromCharCode( i ) );
  603. } );
  604. return str.replace( /[^\x20-\x7E]+/g, '' );
  605. };
  606. }
  607. function aiVectorKey() {
  608. this.mTime = 0;
  609. this.mValue = null;
  610. }
  611. function aiQuatKey() {
  612. this.mTime = 0;
  613. this.mValue = null;
  614. }
  615. function aiNode() {
  616. this.mName = '';
  617. this.mTransformation = [];
  618. this.mNumChildren = 0;
  619. this.mNumMeshes = 0;
  620. this.mMeshes = [];
  621. this.mChildren = [];
  622. this.toTHREE = function ( scene ) {
  623. if ( this.threeNode ) return this.threeNode;
  624. var o = new THREE.Object3D();
  625. o.name = this.mName;
  626. o.matrix = this.mTransformation.toTHREE();
  627. for ( var i = 0; i < this.mChildren.length; i ++ ) {
  628. o.add( this.mChildren[ i ].toTHREE( scene ) );
  629. }
  630. for ( var i = 0; i < this.mMeshes.length; i ++ ) {
  631. o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) );
  632. }
  633. this.threeNode = o;
  634. //o.matrixAutoUpdate = false;
  635. o.matrix.decompose( o.position, o.quaternion, o.scale );
  636. return o;
  637. };
  638. }
  639. function aiBone() {
  640. this.mName = '';
  641. this.mNumWeights = 0;
  642. this.mOffsetMatrix = 0;
  643. }
  644. function aiMaterialProperty() {
  645. this.mKey = "";
  646. this.mSemantic = 0;
  647. this.mIndex = 0;
  648. this.mData = [];
  649. this.mDataLength = 0;
  650. this.mType = 0;
  651. this.dataAsColor = function () {
  652. var array = ( new Uint8Array( this.mData ) ).buffer;
  653. var reader = new DataView( array );
  654. var r = reader.getFloat32( 0, true );
  655. var g = reader.getFloat32( 4, true );
  656. var b = reader.getFloat32( 8, true );
  657. //var a = reader.getFloat32(12, true);
  658. return new THREE.Color( r, g, b );
  659. };
  660. this.dataAsFloat = 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.dataAsBool = function () {
  667. var array = ( new Uint8Array( this.mData ) ).buffer;
  668. var reader = new DataView( array );
  669. var r = reader.getFloat32( 0, true );
  670. return !! r;
  671. };
  672. this.dataAsString = function () {
  673. var s = new aiString();
  674. s.data = this.mData;
  675. return s.toString();
  676. };
  677. this.dataAsMap = function () {
  678. var s = new aiString();
  679. s.data = this.mData;
  680. var path = s.toString();
  681. path = path.replace( /\\/g, '/' );
  682. if ( path.indexOf( '/' ) != - 1 ) {
  683. path = path.substr( path.lastIndexOf( '/' ) + 1 );
  684. }
  685. return textureLoader.load( path );
  686. };
  687. }
  688. var namePropMapping = {
  689. "?mat.name": "name",
  690. "$mat.shadingm": "shading",
  691. "$mat.twosided": "twoSided",
  692. "$mat.wireframe": "wireframe",
  693. "$clr.ambient": "ambient",
  694. "$clr.diffuse": "color",
  695. "$clr.specular": "specular",
  696. "$clr.emissive": "emissive",
  697. "$clr.transparent": "transparent",
  698. "$clr.reflective": "reflect",
  699. "$mat.shininess": "shininess",
  700. "$mat.reflectivity": "reflectivity",
  701. "$mat.refracti": "refraction",
  702. "$tex.file": "map"
  703. };
  704. var nameTypeMapping = {
  705. "?mat.name": "string",
  706. "$mat.shadingm": "bool",
  707. "$mat.twosided": "bool",
  708. "$mat.wireframe": "bool",
  709. "$clr.ambient": "color",
  710. "$clr.diffuse": "color",
  711. "$clr.specular": "color",
  712. "$clr.emissive": "color",
  713. "$clr.transparent": "color",
  714. "$clr.reflective": "color",
  715. "$mat.shininess": "float",
  716. "$mat.reflectivity": "float",
  717. "$mat.refracti": "float",
  718. "$tex.file": "map"
  719. };
  720. function aiMaterial() {
  721. this.mNumAllocated = 0;
  722. this.mNumProperties = 0;
  723. this.mProperties = [];
  724. this.toTHREE = function () {
  725. var mat = new THREE.MeshPhongMaterial();
  726. for ( var i = 0; i < this.mProperties.length; i ++ ) {
  727. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' )
  728. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat();
  729. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' )
  730. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor();
  731. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' )
  732. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool();
  733. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' )
  734. mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString();
  735. if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) {
  736. var prop = this.mProperties[ i ];
  737. if ( prop.mSemantic == aiTextureType_DIFFUSE )
  738. mat.map = this.mProperties[ i ].dataAsMap();
  739. if ( prop.mSemantic == aiTextureType_NORMALS )
  740. mat.normalMap = this.mProperties[ i ].dataAsMap();
  741. if ( prop.mSemantic == aiTextureType_LIGHTMAP )
  742. mat.lightMap = this.mProperties[ i ].dataAsMap();
  743. if ( prop.mSemantic == aiTextureType_OPACITY )
  744. mat.alphaMap = this.mProperties[ i ].dataAsMap();
  745. }
  746. }
  747. mat.ambient.r = .53;
  748. mat.ambient.g = .53;
  749. mat.ambient.b = .53;
  750. mat.color.r = 1;
  751. mat.color.g = 1;
  752. mat.color.b = 1;
  753. return mat;
  754. };
  755. }
  756. function veclerp( v1, v2, l ) {
  757. var v = new THREE.Vector3();
  758. var lm1 = 1 - l;
  759. v.x = v1.x * l + v2.x * lm1;
  760. v.y = v1.y * l + v2.y * lm1;
  761. v.z = v1.z * l + v2.z * lm1;
  762. return v;
  763. }
  764. function quatlerp( q1, q2, l ) {
  765. return q1.clone().slerp( q2, 1 - l );
  766. }
  767. function sampleTrack( keys, time, lne, lerp ) {
  768. if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE();
  769. var dist = Infinity;
  770. var key = null;
  771. var nextKey = null;
  772. for ( var i = 0; i < keys.length; i ++ ) {
  773. var timeDist = Math.abs( keys[ i ].mTime - time );
  774. if ( timeDist < dist && keys[ i ].mTime <= time ) {
  775. dist = timeDist;
  776. key = keys[ i ];
  777. nextKey = keys[ i + 1 ];
  778. }
  779. }
  780. if ( ! key ) {
  781. return null;
  782. } else if ( nextKey ) {
  783. var dT = nextKey.mTime - key.mTime;
  784. var T = key.mTime - time;
  785. var l = T / dT;
  786. return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
  787. } else {
  788. nextKey = keys[ 0 ].clone();
  789. nextKey.mTime += lne;
  790. var dT = nextKey.mTime - key.mTime;
  791. var T = key.mTime - time;
  792. var l = T / dT;
  793. return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l );
  794. }
  795. }
  796. function aiNodeAnim() {
  797. this.mNodeName = "";
  798. this.mNumPositionKeys = 0;
  799. this.mNumRotationKeys = 0;
  800. this.mNumScalingKeys = 0;
  801. this.mPositionKeys = [];
  802. this.mRotationKeys = [];
  803. this.mScalingKeys = [];
  804. this.mPreState = "";
  805. this.mPostState = "";
  806. this.init = function ( tps ) {
  807. if ( ! tps ) tps = 1;
  808. function t( t ) {
  809. t.mTime /= tps;
  810. }
  811. this.mPositionKeys.forEach( t );
  812. this.mRotationKeys.forEach( t );
  813. this.mScalingKeys.forEach( t );
  814. };
  815. this.sortKeys = function () {
  816. function comp( a, b ) {
  817. return a.mTime - b.mTime;
  818. }
  819. this.mPositionKeys.sort( comp );
  820. this.mRotationKeys.sort( comp );
  821. this.mScalingKeys.sort( comp );
  822. };
  823. this.getLength = function () {
  824. return Math.max(
  825. Math.max.apply( null, this.mPositionKeys.map( function ( a ) {
  826. return a.mTime;
  827. } ) ),
  828. Math.max.apply( null, this.mRotationKeys.map( function ( a ) {
  829. return a.mTime;
  830. } ) ),
  831. Math.max.apply( null, this.mScalingKeys.map( function ( a ) {
  832. return a.mTime;
  833. } ) )
  834. );
  835. };
  836. this.toTHREE = function ( o ) {
  837. this.sortKeys();
  838. var length = this.getLength();
  839. var track = new Virtulous.KeyFrameTrack();
  840. for ( var i = 0; i < length; i += .05 ) {
  841. var matrix = new THREE.Matrix4();
  842. var time = i;
  843. var pos = sampleTrack( this.mPositionKeys, time, length, veclerp );
  844. var scale = sampleTrack( this.mScalingKeys, time, length, veclerp );
  845. var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp );
  846. matrix.compose( pos, rotation, scale );
  847. var key = new Virtulous.KeyFrame( time, matrix );
  848. track.addKey( key );
  849. }
  850. track.target = o.findNode( this.mNodeName ).toTHREE();
  851. var tracks = [ track ];
  852. if ( o.nodeToBoneMap[ this.mNodeName ] ) {
  853. for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) {
  854. var t2 = track.clone();
  855. t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ];
  856. tracks.push( t2 );
  857. }
  858. }
  859. return tracks;
  860. };
  861. }
  862. function aiAnimation() {
  863. this.mName = "";
  864. this.mDuration = 0;
  865. this.mTicksPerSecond = 0;
  866. this.mNumChannels = 0;
  867. this.mChannels = [];
  868. this.toTHREE = function ( root ) {
  869. var animationHandle = new Virtulous.Animation();
  870. for ( var i in this.mChannels ) {
  871. this.mChannels[ i ].init( this.mTicksPerSecond );
  872. var tracks = this.mChannels[ i ].toTHREE( root );
  873. for ( var j in tracks ) {
  874. tracks[ j ].init();
  875. animationHandle.addTrack( tracks[ j ] );
  876. }
  877. }
  878. animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) {
  879. return e.length;
  880. } ) );
  881. return animationHandle;
  882. };
  883. }
  884. function aiTexture() {
  885. this.mWidth = 0;
  886. this.mHeight = 0;
  887. this.texAchFormatHint = [];
  888. this.pcData = [];
  889. }
  890. function aiLight() {
  891. this.mName = '';
  892. this.mType = 0;
  893. this.mAttenuationConstant = 0;
  894. this.mAttenuationLinear = 0;
  895. this.mAttenuationQuadratic = 0;
  896. this.mAngleInnerCone = 0;
  897. this.mAngleOuterCone = 0;
  898. this.mColorDiffuse = null;
  899. this.mColorSpecular = null;
  900. this.mColorAmbient = null;
  901. }
  902. function aiCamera() {
  903. this.mName = '';
  904. this.mPosition = null;
  905. this.mLookAt = null;
  906. this.mUp = null;
  907. this.mHorizontalFOV = 0;
  908. this.mClipPlaneNear = 0;
  909. this.mClipPlaneFar = 0;
  910. this.mAspect = 0;
  911. }
  912. function aiScene() {
  913. this.mFlags = 0;
  914. this.mNumMeshes = 0;
  915. this.mNumMaterials = 0;
  916. this.mNumAnimations = 0;
  917. this.mNumTextures = 0;
  918. this.mNumLights = 0;
  919. this.mNumCameras = 0;
  920. this.mRootNode = null;
  921. this.mMeshes = [];
  922. this.mMaterials = [];
  923. this.mAnimations = [];
  924. this.mLights = [];
  925. this.mCameras = [];
  926. this.nodeToBoneMap = {};
  927. this.findNode = function ( name, root ) {
  928. if ( ! root ) {
  929. root = this.mRootNode;
  930. }
  931. if ( root.mName == name ) {
  932. return root;
  933. }
  934. for ( var i = 0; i < root.mChildren.length; i ++ ) {
  935. var ret = this.findNode( name, root.mChildren[ i ] );
  936. if ( ret ) return ret;
  937. }
  938. return null;
  939. };
  940. this.toTHREE = function () {
  941. this.nodeCount = 0;
  942. markBones( this );
  943. var o = this.mRootNode.toTHREE( this );
  944. for ( var i in this.mMeshes )
  945. this.mMeshes[ i ].hookupSkeletons( this );
  946. if ( this.mAnimations.length > 0 ) {
  947. var a = this.mAnimations[ 0 ].toTHREE( this );
  948. }
  949. return { object: o, animation: a };
  950. };
  951. }
  952. function aiMatrix4() {
  953. this.elements = [
  954. [],
  955. [],
  956. [],
  957. []
  958. ];
  959. this.toTHREE = function () {
  960. var m = new THREE.Matrix4();
  961. for ( var i = 0; i < 4; ++ i ) {
  962. for ( var i2 = 0; i2 < 4; ++ i2 ) {
  963. m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ];
  964. }
  965. }
  966. return m;
  967. };
  968. }
  969. var littleEndian = true;
  970. function readFloat( dataview ) {
  971. var val = dataview.getFloat32( dataview.readOffset, littleEndian );
  972. dataview.readOffset += 4;
  973. return val;
  974. }
  975. function Read_double( dataview ) {
  976. var val = dataview.getFloat64( dataview.readOffset, littleEndian );
  977. dataview.readOffset += 8;
  978. return val;
  979. }
  980. function Read_uint8_t( dataview ) {
  981. var val = dataview.getUint8( dataview.readOffset );
  982. dataview.readOffset += 1;
  983. return val;
  984. }
  985. function Read_uint16_t( dataview ) {
  986. var val = dataview.getUint16( dataview.readOffset, littleEndian );
  987. dataview.readOffset += 2;
  988. return val;
  989. }
  990. function Read_unsigned_int( dataview ) {
  991. var val = dataview.getUint32( dataview.readOffset, littleEndian );
  992. dataview.readOffset += 4;
  993. return val;
  994. }
  995. function Read_uint32_t( dataview ) {
  996. var val = dataview.getUint32( dataview.readOffset, littleEndian );
  997. dataview.readOffset += 4;
  998. return val;
  999. }
  1000. function Read_aiVector3D( stream ) {
  1001. var v = new aiVector3D();
  1002. v.x = readFloat( stream );
  1003. v.y = readFloat( stream );
  1004. v.z = readFloat( stream );
  1005. return v;
  1006. }
  1007. function Read_aiColor3D( stream ) {
  1008. var c = new aiColor3D();
  1009. c.r = readFloat( stream );
  1010. c.g = readFloat( stream );
  1011. c.b = readFloat( stream );
  1012. return c;
  1013. }
  1014. function Read_aiQuaternion( stream ) {
  1015. var v = new aiQuaternion();
  1016. v.w = readFloat( stream );
  1017. v.x = readFloat( stream );
  1018. v.y = readFloat( stream );
  1019. v.z = readFloat( stream );
  1020. return v;
  1021. }
  1022. function Read_aiString( stream ) {
  1023. var s = new aiString();
  1024. var stringlengthbytes = Read_unsigned_int( stream );
  1025. stream.ReadBytes( s.data, 1, stringlengthbytes );
  1026. return s.toString();
  1027. }
  1028. function Read_aiVertexWeight( stream ) {
  1029. var w = new aiVertexWeight();
  1030. w.mVertexId = Read_unsigned_int( stream );
  1031. w.mWeight = readFloat( stream );
  1032. return w;
  1033. }
  1034. function Read_aiMatrix4x4( stream ) {
  1035. var m = new aiMatrix4();
  1036. for ( var i = 0; i < 4; ++ i ) {
  1037. for ( var i2 = 0; i2 < 4; ++ i2 ) {
  1038. m.elements[ i ][ i2 ] = readFloat( stream );
  1039. }
  1040. }
  1041. return m;
  1042. }
  1043. function Read_aiVectorKey( stream ) {
  1044. var v = new aiVectorKey();
  1045. v.mTime = Read_double( stream );
  1046. v.mValue = Read_aiVector3D( stream );
  1047. return v;
  1048. }
  1049. function Read_aiQuatKey( stream ) {
  1050. var v = new aiQuatKey();
  1051. v.mTime = Read_double( stream );
  1052. v.mValue = Read_aiQuaternion( stream );
  1053. return v;
  1054. }
  1055. function ReadArray_aiVertexWeight( stream, data, size ) {
  1056. for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream );
  1057. }
  1058. function ReadArray_aiVectorKey( stream, data, size ) {
  1059. for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream );
  1060. }
  1061. function ReadArray_aiQuatKey( stream, data, size ) {
  1062. for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream );
  1063. }
  1064. function ReadBounds( stream, T /*p*/, n ) {
  1065. // not sure what to do here, the data isn't really useful.
  1066. return stream.Seek( sizeof( T ) * n, aiOrigin_CUR );
  1067. }
  1068. function ai_assert( bool ) {
  1069. if ( ! bool )
  1070. throw ( "asset failed" );
  1071. }
  1072. function ReadBinaryNode( stream, parent, depth ) {
  1073. var chunkID = Read_uint32_t( stream );
  1074. ai_assert( chunkID == ASSBIN_CHUNK_AINODE );
  1075. /*uint32_t size =*/
  1076. Read_uint32_t( stream );
  1077. var node = new aiNode();
  1078. node.mParent = parent;
  1079. node.mDepth = depth;
  1080. node.mName = Read_aiString( stream );
  1081. node.mTransformation = Read_aiMatrix4x4( stream );
  1082. node.mNumChildren = Read_unsigned_int( stream );
  1083. node.mNumMeshes = Read_unsigned_int( stream );
  1084. if ( node.mNumMeshes ) {
  1085. node.mMeshes = [];
  1086. for ( var i = 0; i < node.mNumMeshes; ++ i ) {
  1087. node.mMeshes[ i ] = Read_unsigned_int( stream );
  1088. }
  1089. }
  1090. if ( node.mNumChildren ) {
  1091. node.mChildren = [];
  1092. for ( var i = 0; i < node.mNumChildren; ++ i ) {
  1093. var node2 = ReadBinaryNode( stream, node, depth ++ );
  1094. node.mChildren[ i ] = node2;
  1095. }
  1096. }
  1097. return node;
  1098. }
  1099. // -----------------------------------------------------------------------------------
  1100. function ReadBinaryBone( stream, b ) {
  1101. var chunkID = Read_uint32_t( stream );
  1102. ai_assert( chunkID == ASSBIN_CHUNK_AIBONE );
  1103. /*uint32_t size =*/
  1104. Read_uint32_t( stream );
  1105. b.mName = Read_aiString( stream );
  1106. b.mNumWeights = Read_unsigned_int( stream );
  1107. b.mOffsetMatrix = Read_aiMatrix4x4( stream );
  1108. // for the moment we write dumb min/max values for the bones, too.
  1109. // maybe I'll add a better, hash-like solution later
  1110. if ( shortened ) {
  1111. ReadBounds( stream, b.mWeights, b.mNumWeights );
  1112. } else {
  1113. // else write as usual
  1114. b.mWeights = [];
  1115. ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights );
  1116. }
  1117. return b;
  1118. }
  1119. function ReadBinaryMesh( stream, mesh ) {
  1120. var chunkID = Read_uint32_t( stream );
  1121. ai_assert( chunkID == ASSBIN_CHUNK_AIMESH );
  1122. /*uint32_t size =*/
  1123. Read_uint32_t( stream );
  1124. mesh.mPrimitiveTypes = Read_unsigned_int( stream );
  1125. mesh.mNumVertices = Read_unsigned_int( stream );
  1126. mesh.mNumFaces = Read_unsigned_int( stream );
  1127. mesh.mNumBones = Read_unsigned_int( stream );
  1128. mesh.mMaterialIndex = Read_unsigned_int( stream );
  1129. mesh.mNumUVComponents = [];
  1130. // first of all, write bits for all existent vertex components
  1131. var c = Read_unsigned_int( stream );
  1132. if ( c & ASSBIN_MESH_HAS_POSITIONS ) {
  1133. if ( shortened ) {
  1134. ReadBounds( stream, mesh.mVertices, mesh.mNumVertices );
  1135. } else {
  1136. // else write as usual
  1137. mesh.mVertices = [];
  1138. mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1139. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1140. }
  1141. }
  1142. if ( c & ASSBIN_MESH_HAS_NORMALS ) {
  1143. if ( shortened ) {
  1144. ReadBounds( stream, mesh.mNormals, mesh.mNumVertices );
  1145. } else {
  1146. // else write as usual
  1147. mesh.mNormals = [];
  1148. mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1149. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1150. }
  1151. }
  1152. if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) {
  1153. if ( shortened ) {
  1154. ReadBounds( stream, mesh.mTangents, mesh.mNumVertices );
  1155. ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices );
  1156. } else {
  1157. // else write as usual
  1158. mesh.mTangents = [];
  1159. mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1160. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1161. mesh.mBitangents = [];
  1162. mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 );
  1163. stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR );
  1164. }
  1165. }
  1166. for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++ n ) {
  1167. if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break;
  1168. if ( shortened ) {
  1169. ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices );
  1170. } else {
  1171. // else write as usual
  1172. mesh.mColors[ n ] = [];
  1173. mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 );
  1174. stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR );
  1175. }
  1176. }
  1177. mesh.mTexCoordsBuffers = [];
  1178. for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++ n ) {
  1179. if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break;
  1180. // write number of UV components
  1181. mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream );
  1182. if ( shortened ) {
  1183. ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices );
  1184. } else {
  1185. // else write as usual
  1186. mesh.mTextureCoords[ n ] = [];
  1187. //note that assbin always writes 3d texcoords
  1188. mesh.mTexCoordsBuffers[ n ] = [];
  1189. for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) {
  1190. mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
  1191. mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) );
  1192. readFloat( stream );
  1193. }
  1194. }
  1195. }
  1196. // write faces. There are no floating-point calculations involved
  1197. // in these, so we can write a simple hash over the face data
  1198. // to the dump file. We generate a single 32 Bit hash for 512 faces
  1199. // using Assimp's standard hashing function.
  1200. if ( shortened ) {
  1201. Read_unsigned_int( stream );
  1202. } else {
  1203. // else write as usual
  1204. // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
  1205. mesh.mFaces = [];
  1206. mesh.mIndexArray = [];
  1207. for ( var i = 0; i < mesh.mNumFaces; ++ i ) {
  1208. var f = mesh.mFaces[ i ] = new aiFace();
  1209. // BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
  1210. f.mNumIndices = Read_uint16_t( stream );
  1211. f.mIndices = [];
  1212. for ( var a = 0; a < f.mNumIndices; ++ a ) {
  1213. if ( mesh.mNumVertices < ( 1 << 16 ) ) {
  1214. f.mIndices[ a ] = Read_uint16_t( stream );
  1215. } else {
  1216. f.mIndices[ a ] = Read_unsigned_int( stream );
  1217. }
  1218. }
  1219. if ( f.mNumIndices === 3 ) {
  1220. mesh.mIndexArray.push( f.mIndices[ 0 ] );
  1221. mesh.mIndexArray.push( f.mIndices[ 1 ] );
  1222. mesh.mIndexArray.push( f.mIndices[ 2 ] );
  1223. } else if ( f.mNumIndices === 4 ) {
  1224. mesh.mIndexArray.push( f.mIndices[ 0 ] );
  1225. mesh.mIndexArray.push( f.mIndices[ 1 ] );
  1226. mesh.mIndexArray.push( f.mIndices[ 2 ] );
  1227. mesh.mIndexArray.push( f.mIndices[ 2 ] );
  1228. mesh.mIndexArray.push( f.mIndices[ 3 ] );
  1229. mesh.mIndexArray.push( f.mIndices[ 0 ] );
  1230. } else {
  1231. throw ( new Error( "Sorry, can't currently triangulate polys. Use the triangulate preprocessor in Assimp." ) );
  1232. }
  1233. }
  1234. }
  1235. // write bones
  1236. if ( mesh.mNumBones ) {
  1237. mesh.mBones = [];
  1238. for ( var a = 0; a < mesh.mNumBones; ++ a ) {
  1239. mesh.mBones[ a ] = new aiBone();
  1240. ReadBinaryBone( stream, mesh.mBones[ a ] );
  1241. }
  1242. }
  1243. }
  1244. function ReadBinaryMaterialProperty( stream, prop ) {
  1245. var chunkID = Read_uint32_t( stream );
  1246. ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY );
  1247. /*uint32_t size =*/
  1248. Read_uint32_t( stream );
  1249. prop.mKey = Read_aiString( stream );
  1250. prop.mSemantic = Read_unsigned_int( stream );
  1251. prop.mIndex = Read_unsigned_int( stream );
  1252. prop.mDataLength = Read_unsigned_int( stream );
  1253. prop.mType = Read_unsigned_int( stream );
  1254. prop.mData = [];
  1255. stream.ReadBytes( prop.mData, 1, prop.mDataLength );
  1256. }
  1257. // -----------------------------------------------------------------------------------
  1258. function ReadBinaryMaterial( stream, mat ) {
  1259. var chunkID = Read_uint32_t( stream );
  1260. ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL );
  1261. /*uint32_t size =*/
  1262. Read_uint32_t( stream );
  1263. mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream );
  1264. if ( mat.mNumProperties ) {
  1265. if ( mat.mProperties ) {
  1266. delete mat.mProperties;
  1267. }
  1268. mat.mProperties = [];
  1269. for ( var i = 0; i < mat.mNumProperties; ++ i ) {
  1270. mat.mProperties[ i ] = new aiMaterialProperty();
  1271. ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] );
  1272. }
  1273. }
  1274. }
  1275. // -----------------------------------------------------------------------------------
  1276. function ReadBinaryNodeAnim( stream, nd ) {
  1277. var chunkID = Read_uint32_t( stream );
  1278. ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM );
  1279. /*uint32_t size =*/
  1280. Read_uint32_t( stream );
  1281. nd.mNodeName = Read_aiString( stream );
  1282. nd.mNumPositionKeys = Read_unsigned_int( stream );
  1283. nd.mNumRotationKeys = Read_unsigned_int( stream );
  1284. nd.mNumScalingKeys = Read_unsigned_int( stream );
  1285. nd.mPreState = Read_unsigned_int( stream );
  1286. nd.mPostState = Read_unsigned_int( stream );
  1287. if ( nd.mNumPositionKeys ) {
  1288. if ( shortened ) {
  1289. ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys );
  1290. } else {
  1291. // else write as usual
  1292. nd.mPositionKeys = [];
  1293. ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys );
  1294. }
  1295. }
  1296. if ( nd.mNumRotationKeys ) {
  1297. if ( shortened ) {
  1298. ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys );
  1299. } else {
  1300. // else write as usual
  1301. nd.mRotationKeys = [];
  1302. ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys );
  1303. }
  1304. }
  1305. if ( nd.mNumScalingKeys ) {
  1306. if ( shortened ) {
  1307. ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys );
  1308. } else {
  1309. // else write as usual
  1310. nd.mScalingKeys = [];
  1311. ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys );
  1312. }
  1313. }
  1314. }
  1315. // -----------------------------------------------------------------------------------
  1316. function ReadBinaryAnim( stream, anim ) {
  1317. var chunkID = Read_uint32_t( stream );
  1318. ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION );
  1319. /*uint32_t size =*/
  1320. Read_uint32_t( stream );
  1321. anim.mName = Read_aiString( stream );
  1322. anim.mDuration = Read_double( stream );
  1323. anim.mTicksPerSecond = Read_double( stream );
  1324. anim.mNumChannels = Read_unsigned_int( stream );
  1325. if ( anim.mNumChannels ) {
  1326. anim.mChannels = [];
  1327. for ( var a = 0; a < anim.mNumChannels; ++ a ) {
  1328. anim.mChannels[ a ] = new aiNodeAnim();
  1329. ReadBinaryNodeAnim( stream, anim.mChannels[ a ] );
  1330. }
  1331. }
  1332. }
  1333. function ReadBinaryTexture( stream, tex ) {
  1334. var chunkID = Read_uint32_t( stream );
  1335. ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE );
  1336. /*uint32_t size =*/
  1337. Read_uint32_t( stream );
  1338. tex.mWidth = Read_unsigned_int( stream );
  1339. tex.mHeight = Read_unsigned_int( stream );
  1340. stream.ReadBytes( tex.achFormatHint, 1, 4 );
  1341. if ( ! shortened ) {
  1342. if ( ! tex.mHeight ) {
  1343. tex.pcData = [];
  1344. stream.ReadBytes( tex.pcData, 1, tex.mWidth );
  1345. } else {
  1346. tex.pcData = [];
  1347. stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 );
  1348. }
  1349. }
  1350. }
  1351. // -----------------------------------------------------------------------------------
  1352. function ReadBinaryLight( stream, l ) {
  1353. var chunkID = Read_uint32_t( stream );
  1354. ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT );
  1355. /*uint32_t size =*/
  1356. Read_uint32_t( stream );
  1357. l.mName = Read_aiString( stream );
  1358. l.mType = Read_unsigned_int( stream );
  1359. if ( l.mType != aiLightSource_DIRECTIONAL ) {
  1360. l.mAttenuationConstant = readFloat( stream );
  1361. l.mAttenuationLinear = readFloat( stream );
  1362. l.mAttenuationQuadratic = readFloat( stream );
  1363. }
  1364. l.mColorDiffuse = Read_aiColor3D( stream );
  1365. l.mColorSpecular = Read_aiColor3D( stream );
  1366. l.mColorAmbient = Read_aiColor3D( stream );
  1367. if ( l.mType == aiLightSource_SPOT ) {
  1368. l.mAngleInnerCone = readFloat( stream );
  1369. l.mAngleOuterCone = readFloat( stream );
  1370. }
  1371. }
  1372. // -----------------------------------------------------------------------------------
  1373. function ReadBinaryCamera( stream, cam ) {
  1374. var chunkID = Read_uint32_t( stream );
  1375. ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA );
  1376. /*uint32_t size =*/
  1377. Read_uint32_t( stream );
  1378. cam.mName = Read_aiString( stream );
  1379. cam.mPosition = Read_aiVector3D( stream );
  1380. cam.mLookAt = Read_aiVector3D( stream );
  1381. cam.mUp = Read_aiVector3D( stream );
  1382. cam.mHorizontalFOV = readFloat( stream );
  1383. cam.mClipPlaneNear = readFloat( stream );
  1384. cam.mClipPlaneFar = readFloat( stream );
  1385. cam.mAspect = readFloat( stream );
  1386. }
  1387. function ReadBinaryScene( stream, scene ) {
  1388. var chunkID = Read_uint32_t( stream );
  1389. ai_assert( chunkID == ASSBIN_CHUNK_AISCENE );
  1390. /*uint32_t size =*/
  1391. Read_uint32_t( stream );
  1392. scene.mFlags = Read_unsigned_int( stream );
  1393. scene.mNumMeshes = Read_unsigned_int( stream );
  1394. scene.mNumMaterials = Read_unsigned_int( stream );
  1395. scene.mNumAnimations = Read_unsigned_int( stream );
  1396. scene.mNumTextures = Read_unsigned_int( stream );
  1397. scene.mNumLights = Read_unsigned_int( stream );
  1398. scene.mNumCameras = Read_unsigned_int( stream );
  1399. // Read node graph
  1400. scene.mRootNode = new aiNode();
  1401. scene.mRootNode = ReadBinaryNode( stream, null, 0 );
  1402. // Read all meshes
  1403. if ( scene.mNumMeshes ) {
  1404. scene.mMeshes = [];
  1405. for ( var i = 0; i < scene.mNumMeshes; ++ i ) {
  1406. scene.mMeshes[ i ] = new aiMesh();
  1407. ReadBinaryMesh( stream, scene.mMeshes[ i ] );
  1408. }
  1409. }
  1410. // Read materials
  1411. if ( scene.mNumMaterials ) {
  1412. scene.mMaterials = [];
  1413. for ( var i = 0; i < scene.mNumMaterials; ++ i ) {
  1414. scene.mMaterials[ i ] = new aiMaterial();
  1415. ReadBinaryMaterial( stream, scene.mMaterials[ i ] );
  1416. }
  1417. }
  1418. // Read all animations
  1419. if ( scene.mNumAnimations ) {
  1420. scene.mAnimations = [];
  1421. for ( var i = 0; i < scene.mNumAnimations; ++ i ) {
  1422. scene.mAnimations[ i ] = new aiAnimation();
  1423. ReadBinaryAnim( stream, scene.mAnimations[ i ] );
  1424. }
  1425. }
  1426. // Read all textures
  1427. if ( scene.mNumTextures ) {
  1428. scene.mTextures = [];
  1429. for ( var i = 0; i < scene.mNumTextures; ++ i ) {
  1430. scene.mTextures[ i ] = new aiTexture();
  1431. ReadBinaryTexture( stream, scene.mTextures[ i ] );
  1432. }
  1433. }
  1434. // Read lights
  1435. if ( scene.mNumLights ) {
  1436. scene.mLights = [];
  1437. for ( var i = 0; i < scene.mNumLights; ++ i ) {
  1438. scene.mLights[ i ] = new aiLight();
  1439. ReadBinaryLight( stream, scene.mLights[ i ] );
  1440. }
  1441. }
  1442. // Read cameras
  1443. if ( scene.mNumCameras ) {
  1444. scene.mCameras = [];
  1445. for ( var i = 0; i < scene.mNumCameras; ++ i ) {
  1446. scene.mCameras[ i ] = new aiCamera();
  1447. ReadBinaryCamera( stream, scene.mCameras[ i ] );
  1448. }
  1449. }
  1450. }
  1451. var aiOrigin_CUR = 0;
  1452. var aiOrigin_BEG = 1;
  1453. function extendStream( stream ) {
  1454. stream.readOffset = 0;
  1455. stream.Seek = function ( off, ori ) {
  1456. if ( ori == aiOrigin_CUR ) {
  1457. stream.readOffset += off;
  1458. }
  1459. if ( ori == aiOrigin_BEG ) {
  1460. stream.readOffset = off;
  1461. }
  1462. };
  1463. stream.ReadBytes = function ( buff, size, n ) {
  1464. var bytes = size * n;
  1465. for ( var i = 0; i < bytes; i ++ )
  1466. buff[ i ] = Read_uint8_t( this );
  1467. };
  1468. stream.subArray32 = function ( start, end ) {
  1469. var buff = this.buffer;
  1470. var newbuff = buff.slice( start, end );
  1471. return new Float32Array( newbuff );
  1472. };
  1473. stream.subArrayUint16 = function ( start, end ) {
  1474. var buff = this.buffer;
  1475. var newbuff = buff.slice( start, end );
  1476. return new Uint16Array( newbuff );
  1477. };
  1478. stream.subArrayUint8 = function ( start, end ) {
  1479. var buff = this.buffer;
  1480. var newbuff = buff.slice( start, end );
  1481. return new Uint8Array( newbuff );
  1482. };
  1483. stream.subArrayUint32 = function ( start, end ) {
  1484. var buff = this.buffer;
  1485. var newbuff = buff.slice( start, end );
  1486. return new Uint32Array( newbuff );
  1487. };
  1488. }
  1489. var shortened, compressed;
  1490. function InternReadFile( pFiledata ) {
  1491. var pScene = new aiScene();
  1492. var stream = new DataView( pFiledata );
  1493. extendStream( stream );
  1494. stream.Seek( 44, aiOrigin_CUR ); // signature
  1495. /*unsigned int versionMajor =*/
  1496. var versionMajor = Read_unsigned_int( stream );
  1497. /*unsigned int versionMinor =*/
  1498. var versionMinor = Read_unsigned_int( stream );
  1499. /*unsigned int versionRevision =*/
  1500. var versionRevision = Read_unsigned_int( stream );
  1501. /*unsigned int compileFlags =*/
  1502. var compileFlags = Read_unsigned_int( stream );
  1503. shortened = Read_uint16_t( stream ) > 0;
  1504. compressed = Read_uint16_t( stream ) > 0;
  1505. if ( shortened )
  1506. throw "Shortened binaries are not supported!";
  1507. stream.Seek( 256, aiOrigin_CUR ); // original filename
  1508. stream.Seek( 128, aiOrigin_CUR ); // options
  1509. stream.Seek( 64, aiOrigin_CUR ); // padding
  1510. if ( compressed ) {
  1511. var uncompressedSize = Read_uint32_t( stream );
  1512. var compressedSize = stream.FileSize() - stream.Tell();
  1513. var compressedData = [];
  1514. stream.Read( compressedData, 1, compressedSize );
  1515. var uncompressedData = [];
  1516. uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize );
  1517. var buff = new ArrayBuffer( uncompressedData );
  1518. ReadBinaryScene( buff, pScene );
  1519. } else {
  1520. ReadBinaryScene( stream, pScene );
  1521. return pScene.toTHREE();
  1522. }
  1523. }
  1524. return InternReadFile( buffer );
  1525. }
  1526. };