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316787c3
T
three.js
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316787c3
编写于
7月 20, 2013
作者:
M
Mr.doob
浏览文件
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电子邮件补丁
差异文件
Started loader for Babylon.js file format.
上级
e13dc297
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
233 addition
and
0 deletion
+233
-0
examples/js/loaders/BabylonLoader.js
examples/js/loaders/BabylonLoader.js
+233
-0
未找到文件。
examples/js/loaders/BabylonLoader.js
0 → 100644
浏览文件 @
316787c3
/**
* @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
)
)
);
}
);
},
setCrossOrigin
:
function
(
value
)
{
this
.
crossOrigin
=
value
;
},
parse
:
function
(
json
)
{
var
materials
=
this
.
parseMaterials
(
json
.
materials
);
var
scene
=
this
.
parseObjects
(
json
,
materials
);
return
scene
;
},
parseMaterials
:
function
(
json
)
{
var
materials
=
{};
for
(
var
i
=
0
,
l
=
json
.
length
;
i
<
l
;
i
++
)
{
var
data
=
json
[
i
];
var
material
=
new
THREE
.
MeshPhongMaterial
();
material
.
name
=
data
.
name
;
material
.
ambient
.
fromArray
(
data
.
ambient
);
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
;
}
return
materials
;
},
parseObjects
:
function
(
json
,
materials
)
{
var
objects
=
{};
var
scene
=
new
THREE
.
Scene
();
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
BABYLON
.
SpotLight
();
break
;
case
3
:
light
=
new
BABYLON
.
HemisphericLight
();
break
;
}
light
.
name
=
data
.
name
;
light
.
position
.
fromArray
(
data
.
data
);
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
!==
null
)
{
var
geometry
=
new
THREE
.
BufferGeometry
();
geometry
.
attributes
.
index
=
{
itemSize
:
1
,
array
:
new
Uint16Array
(
data
.
indices
)
};
var
strideSize
=
0
;
var
positions
=
[];
var
normals
=
[];
switch
(
data
.
uvCount
)
{
case
0
:
strideSize
=
6
;
// [3, 3]
break
;
case
1
:
strideSize
=
8
;
// [3, 3, 2]
break
;
case
2
:
strideSize
=
10
;
// [3, 3, 2, 2]
break
;
}
var
vertices
=
data
.
vertices
;
for
(
var
j
=
0
,
jl
=
vertices
.
length
;
j
<
jl
;
j
+=
strideSize
)
{
positions
.
push
(
vertices
[
j
],
vertices
[
j
+
1
],
-
vertices
[
j
+
2
]
);
normals
.
push
(
vertices
[
j
+
3
],
vertices
[
j
+
4
],
-
vertices
[
j
+
5
]
);
}
geometry
.
attributes
.
position
=
{
itemSize
:
3
,
array
:
new
Float32Array
(
positions
)
};
geometry
.
attributes
.
normal
=
{
itemSize
:
3
,
array
:
new
Float32Array
(
normals
)
};
var
subMeshes
=
data
.
subMeshes
;
if
(
subMeshes
!==
null
)
{
for
(
var
j
=
0
,
jl
=
subMeshes
.
length
;
j
<
jl
;
j
++
)
{
var
subMesh
=
subMeshes
[
j
];
geometry
.
offsets
.
push
(
{
start
:
subMesh
.
indexStart
,
index
:
0
,
count
:
subMesh
.
indexCount
}
);
}
}
else
{
geometry
.
offsets
.
push
(
{
start
:
0
,
index
:
0
,
count
:
data
.
indices
.
length
}
);
}
var
material
=
materials
[
data
.
materialId
];
object
=
new
THREE
.
Mesh
(
geometry
,
material
);
}
else
{
object
=
new
THREE
.
Object3D
();
}
object
.
name
=
data
.
name
;
object
.
position
.
set
(
data
.
position
[
0
],
data
.
position
[
1
],
-
data
.
position
[
2
]
);
object
.
rotation
.
fromArray
(
data
.
rotation
);
object
.
scale
.
fromArray
(
data
.
scaling
);
if
(
data
.
parentId
!==
undefined
&&
data
.
parentId
!==
''
)
{
objects
[
data
.
parentId
].
add
(
object
);
}
else
{
scene
.
add
(
object
);
}
objects
[
data
.
id
]
=
object
;
}
return
scene
;
}
};
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