Doodle3D-Slicer/three.js-master/examples/js/loaders/AssimpJSONLoader.js
2015-06-12 15:58:26 +02:00

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;
},
};