/examples/js/loaders/AssimpJSONLoader.js
JavaScript | 301 lines | 212 code | 55 blank | 34 comment | 48 complexity | f62cd394cf41879e4aa6806463966241 MD5 | raw file
Possible License(s): MIT, Apache-2.0
- /**
- * @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,
- texturePath : '',
- load: function ( url, onLoad, onProgress, onError, texturePath ) {
- var scope = this;
- this.texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
- var loader = new THREE.XHRLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
- var scene = scope.parse( JSON.parse( text ) );
- onLoad( scene );
- } );
- },
- setCrossOrigin: function ( value ) {
- this.crossOrigin = 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 vertex, geometry, i, e, in_data, src;
- geometry = new THREE.Geometry();
- // read vertex positions
- for(in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
- geometry.vertices.push( new THREE.Vector3( in_data[ i++ ], in_data[ i++ ], in_data[ i++ ] ) );
- }
- // read faces
- var cnt = 0;
- for(in_data = json.faces, i = 0, e = in_data.length; i < e; ++i) {
- face = new THREE.Face3();
- src = in_data[i];
- face.a = src[0];
- face.b = src[1];
- face.c = src[2];
- face.materialIndex = 0; //json.materialindex;
- geometry.faces.push(face);
- }
- // read texture coordinates - three.js attaches them to its faces
- for(i = 0, e = json.texturecoords.length; i < e; ++i) {
- function convertTextureCoords(in_uv, out_faces, out_vertex_uvs) {
- var i, e, face, a, b, c;
- for(i = 0, e = out_faces.length; i < e; ++i) {
- face = out_faces[i];
- a = face.a * 2;
- b = face.b * 2;
- c = face.c * 2;
- out_vertex_uvs.push([
- new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
- new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
- new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
- ]);
- }
- }
- convertTextureCoords(json.texturecoords[i], geometry.faces, geometry.faceVertexUvs[i]);
- }
- // read normals - three.js also attaches them to its faces
- if(json.normals) {
- function convertNormals(in_nor, out_faces) {
- var i, e, face, a, b, c;
- for(i = 0, e = out_faces.length; i < e; ++i) {
- face = out_faces[i];
- a = face.a * 3;
- b = face.b * 3;
- c = face.c * 3;
- face.vertexNormals = [
- new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
- new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
- new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
- ];
- }
- }
- convertNormals(json.normals, geometry.faces);
- }
- // read vertex colors - three.js also attaches them to its faces
- if(json.colors && json.colors[0]) {
- function convertColors(in_color, out_faces) {
- var i, e, face, a, b, c;
- function makeColor(start) {
- var col = new THREE.Color( );
- col.setRGB( arr[0], arr[1], arr[2] );
- // TODO: what about alpha?
- return col;
- }
- for(i = 0, e = out_faces.length; i < e; ++i) {
- face = out_faces[i];
- a = face.a * 4;
- b = face.b * 4;
- c = face.c * 4;
- face.vertexColors = [
- makeColor( a ),
- makeColor( b ),
- makeColor( c )
- ];
- }
- }
- convertColors(json.colors[0], geometry.faces);
- }
- //geometry.computeFaceNormals();
- //geometry.computeVertexNormals();
- //geometry.computeTangents();
- geometry.computeBoundingSphere();
- // TODO: tangents
- return geometry;
- },
- parseMaterial : function(json) {
- var mat = null,
- scope = this, 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 (var i in json.properties) {
- prop = json.properties[i];
- if(prop.key === '$tex.file') {
- // prop.semantic gives the type of the texture
- // 1: diffuse
- // 2: specular mao
- // 5: height map (bumps)
- // 6: normal map
- // more values (i.e. emissive, environment) are known by assimp and may be relevant
- if(prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) {
- (function(semantic) {
- var loader = new THREE.TextureLoader(scope.manager),
- keyname;
- if(semantic === 1) {
- keyname = 'map';
- }
- else if(semantic === 5) {
- keyname = 'bumpMap';
- }
- else if(semantic === 6) {
- keyname = 'normalMap';
- }
- else if(semantic === 2) {
- keyname = 'specularMap';
- }
- has_textures.push(keyname);
- loader.setCrossOrigin(this.crossOrigin);
- loader.load(scope.texturePath + '/' + prop.value, function(tex) {
- if(tex) {
- // TODO: read texture settings from assimp.
- // Wrapping is the default, though.
- tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
- mat[keyname] = tex;
- mat.needsUpdate = true;
- }
- });
- })(prop.semantic);
- }
- }
- else if(prop.key === '?mat.name') {
- init_props.name = prop.value;
- }
- else if(prop.key === '$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.ambient') {
- init_props.ambient = 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;
- }
- }
- if(!init_props.ambient) {
- init_props.ambient = init_props.color;
- }
- // 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;
- },
- };