ShadowEditor/js/loaders/AssimpJSONLoader.js
2018-06-07 19:50:07 +08:00

319 lines
6.8 KiB
JavaScript

/**
* @author Alexander Gessler / http://www.greentoken.de/
* https://github.com/acgessler
*
* Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
* through assimp2json (https://github.com/acgessler/assimp2json).
*
* Supports any input format that assimp supports, including 3ds, obj, dae, blend,
* fbx, x, ms3d, lwo (and many more).
*
* See webgl_loader_assimp2json example.
*/
THREE.AssimpJSONLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
THREE.AssimpJSONLoader.prototype = {
constructor: THREE.AssimpJSONLoader,
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
var loader = new THREE.FileLoader( this.manager );
loader.load( url, function ( text ) {
var json = JSON.parse( text ), scene, metadata;
// Check __metadata__ meta header if present
// This header is used to disambiguate between
// different JSON-based file formats.
metadata = json.__metadata__;
if ( typeof metadata !== 'undefined' ) {
// Check if assimp2json at all
if ( metadata.format !== 'assimp2json' ) {
onError( 'Not an assimp2json scene' );
return;
}
// Check major format version
else if ( metadata.version < 100 && metadata.version >= 200 ) {
onError( 'Unsupported assimp2json file format version' );
return;
}
}
scene = scope.parse( json );
onLoad( scene );
}, onProgress, onError );
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
setTexturePath: function ( value ) {
this.texturePath = value;
},
extractUrlBase: function ( url ) {
// from three/src/loaders/Loader.js
var parts = url.split( '/' );
parts.pop();
return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
},
parse: function ( json ) {
var meshes = this.parseList ( json.meshes, this.parseMesh );
var materials = this.parseList ( json.materials, this.parseMaterial );
return this.parseObject( json, json.rootnode, meshes, materials );
},
parseList : function( json, handler ) {
var meshes = new Array( json.length );
for ( var i = 0; i < json.length; ++ i ) {
meshes[ i ] = handler.call( this, json[ i ] );
}
return meshes;
},
parseMesh : function( json ) {
var geometry = new THREE.BufferGeometry();
var i, l, face;
var indices = [];
var vertices = json.vertices || [];
var normals = json.normals || [];
var uvs = json.texturecoords || [];
var colors = json.colors || [];
uvs = uvs[ 0 ] || []; // only support for a single set of uvs
for ( i = 0, l = json.faces.length; i < l; i ++ ) {
face = json.faces[ i ];
indices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
}
geometry.setIndex( indices );
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
if ( normals.length > 0 ) {
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
}
if ( uvs.length > 0 ) {
geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
}
if ( colors.length > 0 ) {
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
}
geometry.computeBoundingSphere();
return geometry;
},
parseMaterial : function( json ) {
var mat = null;
var scope = this;
var i, prop, has_textures = [],
init_props = {
shading : THREE.SmoothShading
};
function toColor( value_arr ) {
var col = new THREE.Color();
col.setRGB( value_arr[ 0 ], value_arr[ 1 ], value_arr[ 2 ] );
return col;
}
function defaultTexture() {
var im = new Image();
im.width = 1;
im.height = 1;
return new THREE.Texture( im );
}
for ( i in json.properties ) {
prop = json.properties[ i ];
if ( prop.key === '$tex.file' ) {
// prop.semantic gives the type of the texture
// 1: diffuse
// 2: specular mao
// 5: height map (bumps)
// 6: normal map
// more values (i.e. emissive, environment) are known by assimp and may be relevant
if ( prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2 ) {
( function( semantic ) {
var loader = new THREE.TextureLoader( scope.manager ),
keyname;
if ( semantic === 1 ) {
keyname = 'map';
} else if ( semantic === 5 ) {
keyname = 'bumpMap';
} else if ( semantic === 6 ) {
keyname = 'normalMap';
} else if ( semantic === 2 ) {
keyname = 'specularMap';
}
has_textures.push( keyname );
loader.setCrossOrigin( this.crossOrigin );
var material_url = scope.texturePath + '/' + prop.value;
material_url = material_url.replace( /\\/g, '/' );
loader.load( material_url, function( tex ) {
if ( tex ) {
// TODO: read texture settings from assimp.
// Wrapping is the default, though.
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
mat[ keyname ] = tex;
mat.needsUpdate = true;
}
} );
} )( prop.semantic );
}
} else if ( prop.key === '?mat.name' ) {
init_props.name = prop.value;
} else if ( prop.key === '$clr.diffuse' ) {
init_props.color = toColor( prop.value );
} else if ( prop.key === '$clr.specular' ) {
init_props.specular = toColor( prop.value );
} else if ( prop.key === '$clr.emissive' ) {
init_props.emissive = toColor( prop.value );
} else if ( prop.key === '$mat.shadingm' ) {
// aiShadingMode_Flat
if ( prop.value === 1 ) {
init_props.shading = THREE.FlatShading;
}
} else if ( prop.key === '$mat.shininess' ) {
init_props.shininess = prop.value;
}
}
// note: three.js does not like it when a texture is added after the geometry
// has been rendered once, see http://stackoverflow.com/questions/16531759/.
// for this reason we fill all slots upfront with default textures
if ( has_textures.length ) {
for ( i = has_textures.length - 1; i >= 0; -- i ) {
init_props[ has_textures[ i ]] = defaultTexture();
}
}
mat = new THREE.MeshPhongMaterial( init_props );
return mat;
},
parseObject : function( json, node, meshes, materials ) {
var obj = new THREE.Object3D(), i, idx;
obj.name = node.name || "";
obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
for ( i = 0; node.meshes && i < node.meshes.length; ++ i ) {
idx = node.meshes[ i ];
obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
}
for ( i = 0; node.children && i < node.children.length; ++ i ) {
obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) );
}
return obj;
}
};