BabylonLoader.js 4.8 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.BabylonLoader = function ( manager ) {
  5. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6. };
  7. THREE.BabylonLoader.prototype = {
  8. constructor: THREE.ObjectLoader,
  9. load: function ( url, onLoad, onProgress, onError ) {
  10. var scope = this;
  11. var loader = new THREE.XHRLoader( scope.manager );
  12. loader.setCrossOrigin( this.crossOrigin );
  13. loader.load( url, function ( text ) {
  14. onLoad( scope.parse( JSON.parse( text ) ) );
  15. }, onProgress, onError );
  16. },
  17. setCrossOrigin: function ( value ) {
  18. this.crossOrigin = value;
  19. },
  20. parse: function ( json ) {
  21. var materials = this.parseMaterials( json );
  22. var scene = this.parseObjects( json, materials );
  23. return scene;
  24. },
  25. parseMaterials: function ( json ) {
  26. var materials = {};
  27. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  28. var data = json.materials[ i ];
  29. var material = new THREE.MeshPhongMaterial();
  30. material.name = data.name;
  31. material.color.fromArray( data.diffuse );
  32. material.emissive.fromArray( data.emissive );
  33. material.specular.fromArray( data.specular );
  34. material.shininess = data.specularPower;
  35. material.opacity = data.alpha;
  36. materials[ data.id ] = material;
  37. }
  38. if ( json.multiMaterials ) {
  39. for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
  40. var data = json.multiMaterials[ i ];
  41. console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
  42. materials[ data.id ] = new THREE.MeshPhongMaterial();
  43. }
  44. }
  45. return materials;
  46. },
  47. parseGeometry: function ( json ) {
  48. var geometry = new THREE.BufferGeometry();
  49. // indices
  50. var indices = new Uint16Array( json.indices );
  51. geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  52. // positions
  53. var positions = new Float32Array( json.positions );
  54. for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
  55. positions[ j ] = - positions[ j ];
  56. }
  57. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  58. // normals
  59. if ( json.normals ) {
  60. var normals = new Float32Array( json.normals );
  61. for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
  62. normals[ j ] = - normals[ j ];
  63. }
  64. geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  65. }
  66. // uvs
  67. if ( json.uvs ) {
  68. var uvs = new Float32Array( json.uvs );
  69. geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  70. }
  71. // offsets
  72. var subMeshes = json.subMeshes;
  73. if ( subMeshes ) {
  74. for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
  75. var subMesh = subMeshes[ j ];
  76. geometry.addDrawCall( subMesh.indexStart, subMesh.indexCount );
  77. }
  78. } else {
  79. geometry.addDrawCall( 0, json.indices.length );
  80. }
  81. return geometry;
  82. },
  83. parseObjects: function ( json, materials ) {
  84. var objects = {};
  85. var scene = new THREE.Scene();
  86. var cameras = json.cameras;
  87. for ( var i = 0, l = cameras.length; i < l; i ++ ) {
  88. var data = cameras[ i ];
  89. var camera = new THREE.PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
  90. camera.name = data.name;
  91. camera.position.fromArray( data.position );
  92. if ( data.rotation ) camera.rotation.fromArray( data.rotation );
  93. objects[ data.id ] = camera;
  94. }
  95. var lights = json.lights;
  96. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  97. var data = lights[ i ];
  98. var light;
  99. switch ( data.type ) {
  100. case 0:
  101. light = new THREE.PointLight();
  102. break;
  103. case 1:
  104. light = new THREE.DirectionalLight();
  105. break;
  106. case 2:
  107. light = new THREE.SpotLight();
  108. break;
  109. case 3:
  110. light = new THREE.HemisphereLight();
  111. break;
  112. }
  113. light.name = data.name;
  114. light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  115. light.color.fromArray( data.diffuse );
  116. if ( data.intensity ) light.intensity = data.intensity;
  117. objects[ data.id ] = light;
  118. scene.add( light );
  119. }
  120. var meshes = json.meshes;
  121. for ( var i = 0, l = meshes.length; i < l; i ++ ) {
  122. var data = meshes[ i ];
  123. var object;
  124. if ( data.indices ) {
  125. var geometry = this.parseGeometry( data );
  126. object = new THREE.Mesh( geometry, materials[ data.materialId ] );
  127. } else {
  128. object = new THREE.Group();
  129. }
  130. object.name = data.name;
  131. object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  132. object.rotation.fromArray( data.rotation );
  133. if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
  134. object.scale.fromArray( data.scaling );
  135. // object.visible = data.isVisible;
  136. if ( data.parentId ) {
  137. objects[ data.parentId ].add( object );
  138. } else {
  139. scene.add( object );
  140. }
  141. objects[ data.id ] = object;
  142. }
  143. return scene;
  144. }
  145. };