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

259 lines
4.8 KiB
JavaScript
Executable File

/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.BabylonLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
THREE.BabylonLoader.prototype = {
constructor: THREE.ObjectLoader,
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new THREE.XHRLoader( scope.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
}, onProgress, onError );
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value;
},
parse: function ( json ) {
var materials = this.parseMaterials( json );
var scene = this.parseObjects( json, materials );
return scene;
},
parseMaterials: function ( json ) {
var materials = {};
for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
var data = json.materials[ i ];
var material = new THREE.MeshPhongMaterial();
material.name = data.name;
material.color.fromArray( data.diffuse );
material.emissive.fromArray( data.emissive );
material.specular.fromArray( data.specular );
material.shininess = data.specularPower;
material.opacity = data.alpha;
materials[ data.id ] = material;
}
if ( json.multiMaterials ) {
for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
var data = json.multiMaterials[ i ];
console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
materials[ data.id ] = new THREE.MeshPhongMaterial();
}
}
return materials;
},
parseGeometry: function ( json ) {
var geometry = new THREE.BufferGeometry();
// indices
var indices = new Uint16Array( json.indices );
geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
// positions
var positions = new Float32Array( json.positions );
for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
positions[ j ] = - positions[ j ];
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
// normals
if ( json.normals ) {
var normals = new Float32Array( json.normals );
for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
normals[ j ] = - normals[ j ];
}
geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
}
// uvs
if ( json.uvs ) {
var uvs = new Float32Array( json.uvs );
geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
}
// offsets
var subMeshes = json.subMeshes;
if ( subMeshes ) {
for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
var subMesh = subMeshes[ j ];
geometry.addDrawCall( subMesh.indexStart, subMesh.indexCount );
}
} else {
geometry.addDrawCall( 0, json.indices.length );
}
return geometry;
},
parseObjects: function ( json, materials ) {
var objects = {};
var scene = new THREE.Scene();
var cameras = json.cameras;
for ( var i = 0, l = cameras.length; i < l; i ++ ) {
var data = cameras[ i ];
var camera = new THREE.PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
camera.name = data.name;
camera.position.fromArray( data.position );
if ( data.rotation ) camera.rotation.fromArray( data.rotation );
objects[ data.id ] = camera;
}
var lights = json.lights;
for ( var i = 0, l = lights.length; i < l; i ++ ) {
var data = lights[ i ];
var light;
switch ( data.type ) {
case 0:
light = new THREE.PointLight();
break;
case 1:
light = new THREE.DirectionalLight();
break;
case 2:
light = new THREE.SpotLight();
break;
case 3:
light = new THREE.HemisphereLight();
break;
}
light.name = data.name;
light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
light.color.fromArray( data.diffuse );
if ( data.intensity ) light.intensity = data.intensity;
objects[ data.id ] = light;
scene.add( light );
}
var meshes = json.meshes;
for ( var i = 0, l = meshes.length; i < l; i ++ ) {
var data = meshes[ i ];
var object;
if ( data.indices ) {
var geometry = this.parseGeometry( data );
object = new THREE.Mesh( geometry, materials[ data.materialId ] );
} else {
object = new THREE.Group();
}
object.name = data.name;
object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
object.rotation.fromArray( data.rotation );
if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
object.scale.fromArray( data.scaling );
// object.visible = data.isVisible;
if ( data.parentId ) {
objects[ data.parentId ].add( object );
} else {
scene.add( object );
}
objects[ data.id ] = object;
}
return scene;
}
};