BabylonLoader.js 4.9 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
/**
 * @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 ) ) );

25
		}, onProgress, onError );
26 27 28 29 30 31 32 33 34 35 36

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	parse: function ( json ) {

M
Mr.doob 已提交
37
		var materials = this.parseMaterials( json );
38 39 40 41 42 43 44 45 46 47
		var scene = this.parseObjects( json, materials );

		return scene;

	},

	parseMaterials: function ( json ) {

		var materials = {};

M
Mr.doob 已提交
48
		for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
49

M
Mr.doob 已提交
50
			var data = json.materials[ i ];
51 52 53 54 55 56 57 58 59 60 61 62 63

			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;

		}

M
Mr.doob 已提交
64 65 66 67 68 69
		if ( json.multiMaterials ) {

			for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {

				var data = json.multiMaterials[ i ];

70
				console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
M
Mr.doob 已提交
71 72 73 74 75 76 77

				materials[ data.id ] = new THREE.MeshPhongMaterial();

			}

		}

78 79 80 81
		return materials;

	},

M
Mr.doob 已提交
82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153
	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;

	},

154 155 156 157 158
	parseObjects: function ( json, materials ) {

		var objects = {};
		var scene = new THREE.Scene();

M
Mr.doob 已提交
159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174
		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;

		}

175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193
		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:
M
Mr.doob 已提交
194
					light = new THREE.SpotLight();
195 196 197
					break;

				case 3:
M
Mr.doob 已提交
198
					light = new THREE.HemisphereLight();
199 200 201 202
					break;
			}

			light.name = data.name;
M
Mr.doob 已提交
203
			if ( data.position ) light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
204
			light.color.fromArray( data.diffuse );
M
Mr.doob 已提交
205
			if ( data.groundColor ) light.groundColor.fromArray( data.groundColor );
206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221
			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;

M
Mr.doob 已提交
222
			if ( data.indices ) {
223

M
Mr.doob 已提交
224
				var geometry = this.parseGeometry( data );
225

226
				object = new THREE.Mesh( geometry, materials[ data.materialId ] );
227 228 229

			} else {

230
				object = new THREE.Group();
231 232 233 234 235 236

			}

			object.name = data.name;
			object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
			object.rotation.fromArray( data.rotation );
M
Mr.doob 已提交
237
			if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
238
			object.scale.fromArray( data.scaling );
M
Mr.doob 已提交
239
			// object.visible = data.isVisible;
240

M
Mr.doob 已提交
241
			if ( data.parentId ) {
242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259

				objects[ data.parentId ].add( object );

			} else {

				scene.add( object );

			}

			objects[ data.id ] = object;

		}

		return scene;

	}

};