mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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318 lines
8.4 KiB
JavaScript
318 lines
8.4 KiB
JavaScript
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/**
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* @author Alexander Gessler / http://www.greentoken.de/
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* https://github.com/acgessler
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*
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* Loader for models imported with Open Asset Import Library (http://assimp.sf.net)
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* through assimp2json (https://github.com/acgessler/assimp2json).
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*
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* Supports any input format that assimp supports, including 3ds, obj, dae, blend,
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* fbx, x, ms3d, lwo (and many more).
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*
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* See webgl_loader_assimp2json example.
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*/
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THREE.AssimpJSONLoader = function ( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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};
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THREE.AssimpJSONLoader.prototype = {
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constructor: THREE.AssimpJSONLoader,
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texturePath : '',
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load: function ( url, onLoad, onProgress, onError, texturePath ) {
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var scope = this;
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this.texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
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var loader = new THREE.XHRLoader( this.manager );
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loader.setCrossOrigin( this.crossOrigin );
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loader.load( url, function ( text ) {
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var json = JSON.parse( text ), scene, metadata;
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// Check __metadata__ meta header if present
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// This header is used to disambiguate between
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// different JSON-based file formats.
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metadata = json.__metadata__;
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if ( typeof metadata !== 'undefined' )
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{
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// Check if assimp2json at all
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if ( metadata.format !== 'assimp2json' ) {
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onError('Not an assimp2json scene');
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return;
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}
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// Check major format version
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else if ( metadata.version < 100 && metadata.version >= 200 ) {
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onError('Unsupported assimp2json file format version');
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return;
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}
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}
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scene = scope.parse( json );
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onLoad( scene );
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}, onProgress, onError );
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},
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setCrossOrigin: function ( value ) {
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this.crossOrigin = value;
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},
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extractUrlBase: function ( url ) { // from three/src/loaders/Loader.js
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var parts = url.split( '/' );
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parts.pop();
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return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
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},
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parse: function ( json ) {
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var meshes = this.parseList ( json.meshes, this.parseMesh );
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var materials = this.parseList ( json.materials, this.parseMaterial );
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return this.parseObject( json, json.rootnode, meshes, materials );
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},
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parseList : function(json, handler) {
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var meshes = new Array(json.length);
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for (var i = 0; i < json.length; ++ i) {
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meshes[i] = handler.call(this, json[i]);
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}
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return meshes;
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},
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parseMesh : function(json) {
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var vertex, geometry, i, e, in_data, src;
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geometry = new THREE.Geometry();
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// read vertex positions
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for (in_data = json.vertices, i = 0, e = in_data.length; i < e; ) {
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geometry.vertices.push( new THREE.Vector3( in_data[ i ++ ], in_data[ i ++ ], in_data[ i ++ ] ) );
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}
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// read faces
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var cnt = 0;
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for (in_data = json.faces, i = 0, e = in_data.length; i < e; ++ i) {
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face = new THREE.Face3();
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src = in_data[i];
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face.a = src[0];
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face.b = src[1];
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face.c = src[2];
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face.materialIndex = 0; //json.materialindex;
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geometry.faces.push(face);
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}
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// read texture coordinates - three.js attaches them to its faces
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json.texturecoords = json.texturecoords || [];
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for (i = 0, e = json.texturecoords.length; i < e; ++ i) {
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function convertTextureCoords(in_uv, out_faces, out_vertex_uvs) {
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var i, e, face, a, b, c;
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for (i = 0, e = out_faces.length; i < e; ++ i) {
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face = out_faces[i];
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a = face.a * 2;
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b = face.b * 2;
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c = face.c * 2;
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out_vertex_uvs.push([
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new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ),
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new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ),
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new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] )
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]);
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}
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}
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convertTextureCoords(json.texturecoords[i], geometry.faces, geometry.faceVertexUvs[i]);
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}
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// read normals - three.js also attaches them to its faces
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if (json.normals) {
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function convertNormals(in_nor, out_faces) {
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var i, e, face, a, b, c;
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for (i = 0, e = out_faces.length; i < e; ++ i) {
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face = out_faces[i];
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a = face.a * 3;
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b = face.b * 3;
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c = face.c * 3;
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face.vertexNormals = [
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new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ),
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new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ),
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new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] )
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];
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}
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}
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convertNormals(json.normals, geometry.faces);
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}
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// read vertex colors - three.js also attaches them to its faces
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if (json.colors && json.colors[0]) {
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function convertColors(in_color, out_faces) {
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var i, e, face, a, b, c;
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function makeColor(start) {
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var col = new THREE.Color( );
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col.setRGB( arr[0], arr[1], arr[2] );
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// TODO: what about alpha?
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return col;
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}
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for (i = 0, e = out_faces.length; i < e; ++ i) {
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face = out_faces[i];
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a = face.a * 4;
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b = face.b * 4;
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c = face.c * 4;
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face.vertexColors = [
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makeColor( a ),
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makeColor( b ),
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makeColor( c )
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];
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}
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}
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convertColors(json.colors[0], geometry.faces);
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}
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//geometry.computeFaceNormals();
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//geometry.computeVertexNormals();
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//geometry.computeTangents();
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geometry.computeBoundingSphere();
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// TODO: tangents
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return geometry;
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},
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parseMaterial : function(json) {
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var mat = null,
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scope = this, i, prop, has_textures = [],
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init_props = {
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shading : THREE.SmoothShading
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};
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function toColor(value_arr) {
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var col = new THREE.Color();
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col.setRGB(value_arr[0], value_arr[1], value_arr[2]);
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return col;
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}
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function defaultTexture() {
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var im = new Image();
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im.width = 1;
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im.height = 1;
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return new THREE.Texture(im);
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}
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for (var i in json.properties) {
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prop = json.properties[i];
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if (prop.key === '$tex.file') {
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// prop.semantic gives the type of the texture
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// 1: diffuse
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// 2: specular mao
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// 5: height map (bumps)
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// 6: normal map
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// more values (i.e. emissive, environment) are known by assimp and may be relevant
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if (prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) {
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(function(semantic) {
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var loader = new THREE.TextureLoader(scope.manager),
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keyname;
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if (semantic === 1) {
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keyname = 'map';
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}
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else if (semantic === 5) {
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keyname = 'bumpMap';
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}
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else if (semantic === 6) {
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keyname = 'normalMap';
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}
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else if (semantic === 2) {
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keyname = 'specularMap';
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}
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has_textures.push(keyname);
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loader.setCrossOrigin(this.crossOrigin);
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var material_url = scope.texturePath + '/' + prop.value
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material_url = material_url.replace(/\\/g, '/');
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loader.load(material_url, function(tex) {
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if (tex) {
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// TODO: read texture settings from assimp.
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// Wrapping is the default, though.
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tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
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mat[keyname] = tex;
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mat.needsUpdate = true;
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}
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});
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})(prop.semantic);
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}
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}
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else if (prop.key === '?mat.name') {
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init_props.name = prop.value;
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}
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else if (prop.key === '$clr.diffuse') {
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init_props.color = toColor(prop.value);
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}
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else if (prop.key === '$clr.specular') {
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init_props.specular = toColor(prop.value);
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}
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else if (prop.key === '$clr.emissive') {
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init_props.emissive = toColor(prop.value);
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}
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else if (prop.key === '$mat.shadingm') {
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// aiShadingMode_Flat
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if (prop.value === 1) {
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init_props.shading = THREE.FlatShading;
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}
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}
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else if (prop.key === '$mat.shininess') {
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init_props.shininess = prop.value;
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}
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}
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// note: three.js does not like it when a texture is added after the geometry
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// has been rendered once, see http://stackoverflow.com/questions/16531759/.
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// for this reason we fill all slots upfront with default textures
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if (has_textures.length) {
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for (i = has_textures.length - 1; i >= 0; -- i) {
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init_props[has_textures[i]] = defaultTexture();
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}
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}
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mat = new THREE.MeshPhongMaterial( init_props );
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return mat;
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},
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parseObject : function(json, node, meshes, materials) {
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var obj = new THREE.Object3D()
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, i
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, idx
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;
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obj.name = node.name || "";
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obj.matrix = new THREE.Matrix4().fromArray(node.transformation).transpose();
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obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
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for (i = 0; node.meshes && i < node.meshes.length; ++ i) {
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idx = node.meshes[i];
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obj.add(new THREE.Mesh( meshes[idx], materials[json.meshes[idx].materialindex] ));
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}
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for (i = 0; node.children && i < node.children.length; ++ i) {
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obj.add(this.parseObject(json, node.children[i], meshes, materials));
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}
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return obj;
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},
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};
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