mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-20 04:47:55 +01:00
318 lines
8.4 KiB
JavaScript
Executable File
318 lines
8.4 KiB
JavaScript
Executable File
/**
|
|
* @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 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;
|
|
},
|
|
|
|
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
|
|
json.texturecoords = json.texturecoords || [];
|
|
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 === '$tex.file') {
|
|
// prop.semantic gives the type of the texture
|
|
// 1: diffuse
|
|
// 2: specular mao
|
|
// 5: height map (bumps)
|
|
// 6: normal map
|
|
// more values (i.e. emissive, environment) are known by assimp and may be relevant
|
|
if (prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) {
|
|
(function(semantic) {
|
|
var loader = new THREE.TextureLoader(scope.manager),
|
|
keyname;
|
|
|
|
if (semantic === 1) {
|
|
keyname = 'map';
|
|
}
|
|
else if (semantic === 5) {
|
|
keyname = 'bumpMap';
|
|
}
|
|
else if (semantic === 6) {
|
|
keyname = 'normalMap';
|
|
}
|
|
else if (semantic === 2) {
|
|
keyname = 'specularMap';
|
|
}
|
|
|
|
has_textures.push(keyname);
|
|
|
|
loader.setCrossOrigin(this.crossOrigin);
|
|
var material_url = scope.texturePath + '/' + prop.value
|
|
material_url = material_url.replace(/\\/g, '/');
|
|
loader.load(material_url, function(tex) {
|
|
if (tex) {
|
|
// TODO: read texture settings from assimp.
|
|
// Wrapping is the default, though.
|
|
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
|
|
|
|
mat[keyname] = tex;
|
|
mat.needsUpdate = true;
|
|
}
|
|
});
|
|
})(prop.semantic);
|
|
}
|
|
}
|
|
else if (prop.key === '?mat.name') {
|
|
init_props.name = prop.value;
|
|
}
|
|
else if (prop.key === '$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;
|
|
},
|
|
};
|
|
|
|
|