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/**
* @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,
crossOrigin: 'anonymous',
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var path = ( scope.path === undefined ) ? THREE.LoaderUtils.extractUrlBase( url ) : scope.path;
var loader = new THREE.FileLoader( this.manager );
loader.setPath( scope.path );
loader.load( url, function ( text ) {
var json = JSON.parse( text );
var metadata = json.__metadata__;
// check if __metadata__ meta header is present
// this header is used to disambiguate between different JSON-based file formats
if ( typeof metadata !== 'undefined' ) {
// check if assimp2json at all
if ( metadata.format !== 'assimp2json' ) {
onError( 'THREE.AssimpJSONLoader: Not an assimp2json scene.' );
return;
// check major format version
} else if ( metadata.version < 100 && metadata.version >= 200 ) {
onError( 'THREE.AssimpJSONLoader: Unsupported assimp2json file format version.' );
return;
}
}
onLoad( scope.parse( json, path ) );
}, onProgress, onError );
},
setPath: function ( value ) {
this.path = value;
return this;
},
setResourcePath: function ( value ) {
this.resourcePath = value;
return this;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
return this;
},
parse: function ( json, path ) {
function parseList( 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;
}
function parseMesh( 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;
}
function parseMaterial( json ) {
var material = new THREE.MeshPhongMaterial();
for ( var i in json.properties ) {
var property = json.properties[ i ];
var key = property.key;
var value = property.value;
switch ( key ) {
case '$tex.file': {
var semantic = property.semantic;
// prop.semantic gives the type of the texture
// 1: diffuse
// 2: specular map
// 4: emissive map
// 5: height map (bumps)
// 6: normal map
// more values (i.e. environment, etc) are known by assimp and may be relevant
if ( semantic === 1 || semantic === 2 || semantic === 4 || semantic === 5 || semantic === 6 ) {
var keyname;
switch ( semantic ) {
case 1:
keyname = 'map';
break;
case 2:
keyname = 'specularMap';
break;
case 4:
keyname = 'emissiveMap';
break;
case 5:
keyname = 'bumpMap';
break;
case 6:
keyname = 'normalMap';
break;
}
var texture = textureLoader.load( value );
// TODO: read texture settings from assimp.
// Wrapping is the default, though.
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
material[ keyname ] = texture;
}
break;
}
case '?mat.name':
material.name = value;
break;
case '$clr.diffuse':
material.color.fromArray( value );
break;
case '$clr.specular':
material.specular.fromArray( value );
break;
case '$clr.emissive':
material.emissive.fromArray( value );
break;
case '$mat.shininess':
material.shininess = value;
break;
case '$mat.shadingm':
// aiShadingMode_Flat
material.flatShading = ( value === 1 ) ? true : false;
break;
case '$mat.opacity':
if ( value < 1 ) {
material.opacity = value;
material.transparent = true;
}
break;
}
}
return material;
}
function parseObject( 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( parseObject( json, node.children[ i ], meshes, materials ) );
}
return obj;
}
var textureLoader = new THREE.TextureLoader( this.manager );
textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
var meshes = parseList( json.meshes, parseMesh );
var materials = parseList( json.materials, parseMaterial );
return parseObject( json, json.rootnode, meshes, materials );
}
};