提交 47b84060 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #11919 from Mugen87/assimp

AssimpJSONLoader: Refactoring
......@@ -27,38 +27,38 @@ THREE.AssimpJSONLoader.prototype = {
var scope = this;
this.texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : this.extractUrlBase( url );
var path = THREE.Loader.prototype.extractUrlBase( url );
var loader = new THREE.FileLoader( this.manager );
loader.load( url, function ( text ) {
var json = JSON.parse( text ), scene, metadata;
var json = JSON.parse( text );
var metadata = json.__metadata__;
// check if __metadata__ meta header is present
// this header is used to disambiguate between different JSON-based file formats
// 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
// check if assimp2json at all
if ( metadata.format !== 'assimp2json' ) {
onError( 'Not an assimp2json scene' );
onError( 'THREE.AssimpJSONLoader: Not an assimp2json scene.' );
return;
}
// Check major format version
else if ( metadata.version < 100 && metadata.version >= 200 ) {
// check major format version
} else if ( metadata.version < 100 && metadata.version >= 200 ) {
onError( 'Unsupported assimp2json file format version' );
onError( 'THREE.AssimpJSONLoader: Unsupported assimp2json file format version.' );
return;
}
}
scene = scope.parse( json );
onLoad( scene );
onLoad( scope.parse( json, path ) );
}, onProgress, onError );
......@@ -70,249 +70,195 @@ THREE.AssimpJSONLoader.prototype = {
},
setTexturePath: function ( value ) {
parse: function ( json, path ) {
this.texturePath = value;
function parseList( json, handler ) {
},
extractUrlBase: function ( url ) {
var meshes = new Array( json.length );
// from three/src/loaders/Loader.js
var parts = url.split( '/' );
parts.pop();
return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
},
for ( var i = 0; i < json.length; ++ i ) {
parse: function ( json ) {
meshes[ i ] = handler.call( this, json[ i ] );
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;
}
return meshes;
},
parseMesh : function( json ) {
function parseMesh( json ) {
var geometry = new THREE.BufferGeometry();
var geometry = new THREE.BufferGeometry();
var i, l, face;
var i, l, face;
var indices = [];
var indices = [];
var vertices = json.vertices || [];
var normals = json.normals || [];
var uvs = json.texturecoords || [];
var colors = json.colors || [];
var vertices = json.vertices || [];
var normals = json.normals || [];
var uvs = json.texturecoords || [];
var colors = json.colors || [];
uvs = uvs[ 0 ] || []; // only support for a single set of uvs
uvs = uvs[ 0 ] || []; // only support for a single set of uvs
for ( i = 0, l = json.faces.length; i < l; i ++ ) {
for ( i = 0, l = json.faces.length; i < l; i ++ ) {
face = json.faces[ i ];
indices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
face = json.faces[ i ];
indices.push( face[ 0 ], face[ 1 ], face[ 2 ] );
}
geometry.setIndex( indices );
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
if ( normals.length > 0 ) {
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
}
if ( uvs.length > 0 ) {
geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
}
}
geometry.setIndex( indices );
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
if ( colors.length > 0 ) {
if ( normals.length > 0 ) {
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
}
}
geometry.computeBoundingSphere();
if ( uvs.length > 0 ) {
return geometry;
geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
},
}
parseMaterial : function( json ) {
if ( colors.length > 0 ) {
var mat = null;
var scope = this;
var i, prop, has_textures = [],
geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
init_props = {};
}
function toColor( value_arr ) {
geometry.computeBoundingSphere();
var col = new THREE.Color();
col.setRGB( value_arr[ 0 ], value_arr[ 1 ], value_arr[ 2 ] );
return col;
return geometry;
}
function defaultTexture() {
function parseMaterial( json ) {
var im = new Image();
im.width = 1;
im.height = 1;
return new THREE.Texture( im );
var material = new THREE.MeshPhongMaterial();
}
for ( var i in json.properties ) {
for ( i in json.properties ) {
var property = json.properties[ i ];
var key = property.key;
var value = property.value;
prop = json.properties[ i ];
switch ( key ) {
if ( prop.key === '$tex.file' ) {
case '$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 ) {
var semantic = property.semantic;
( function( semantic ) {
// 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
var loader = new THREE.TextureLoader( scope.manager ),
keyname;
if ( semantic === 1 || semantic === 2 || semantic === 5 || semantic === 6 ) {
if ( semantic === 1 ) {
var keyname;
keyname = 'map';
switch ( semantic ) {
} else if ( semantic === 5 ) {
case 1:
keyname = 'map';
break;
case 2:
keyname = 'specularMap';
break;
case 5:
keyname = 'bumpMap';
break;
case 6:
keyname = 'normalMap';
break;
keyname = 'bumpMap';
}
} else if ( semantic === 6 ) {
var texture = textureLoader.load( value );
keyname = 'normalMap';
// TODO: read texture settings from assimp.
// Wrapping is the default, though.
} else if ( semantic === 2 ) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
keyname = 'specularMap';
material[ keyname ] = texture;
}
has_textures.push( keyname );
break;
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 ) {
case '?mat.name':
material.name = value;
break;
// TODO: read texture settings from assimp.
// Wrapping is the default, though.
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
case '$clr.diffuse':
material.color.fromArray( value );
break;
mat[ keyname ] = tex;
mat.needsUpdate = true;
case '$clr.specular':
material.specular.fromArray( value );
break;
}
case '$clr.emissive':
material.emissive.fromArray( value );
break;
} );
case '$mat.shininess':
material.shininess = value;
break;
} )( prop.semantic );
case '$mat.shadingm':
// aiShadingMode_Flat
material.flatShading = ( value === 1 ) ? true : false;
break;
}
} else if ( prop.key === '?mat.name' ) {
init_props.name = prop.value;
} else if ( prop.key === '$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' ) {
return material;
init_props.emissive = toColor( prop.value );
}
} else if ( prop.key === '$mat.shadingm' ) {
function parseObject( json, node, meshes, materials ) {
// aiShadingMode_Flat
if ( prop.value === 1 ) {
var obj = new THREE.Object3D(), i, idx;
init_props.flatShading = true;
obj.name = node.name || '';
obj.matrix = new THREE.Matrix4().fromArray( node.transformation ).transpose();
obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
}
for ( i = 0; node.meshes && i < node.meshes.length; i ++ ) {
} else if ( prop.key === '$mat.shininess' ) {
init_props.shininess = prop.value;
idx = node.meshes[ i ];
obj.add( new THREE.Mesh( meshes[ idx ], materials[ json.meshes[ idx ].materialindex ] ) );
}
}
// 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 = 0; node.children && i < node.children.length; i ++ ) {
for ( i = has_textures.length - 1; i >= 0; -- i ) {
init_props[ has_textures[ i ]] = defaultTexture();
obj.add( parseObject( json, node.children[ i ], meshes, materials ) );
}
}
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 ] ) );
return obj;
}
for ( i = 0; node.children && i < node.children.length; ++ i ) {
var textureLoader = new THREE.TextureLoader( this.manager );
textureLoader.setPath( path ).setCrossOrigin( this.crossOrigin );
obj.add( this.parseObject( json, node.children[ i ], meshes, materials ) );
}
return obj;
var meshes = parseList ( json.meshes, parseMesh );
var materials = parseList ( json.materials, parseMaterial );
return parseObject( json, json.rootnode, meshes, materials );
}
};
......@@ -2373,9 +2373,9 @@
,"index": 0
,"type": 1
,"value": [
0.898039
,0.898039
,0.898039
0.1
,0.1
,0.1
]
}
,{
......@@ -2490,9 +2490,9 @@
,"index": 0
,"type": 1
,"value": [
0.898039
,0.898039
,0.898039
0.1
,0.1
,0.1
]
}
,{
......@@ -2607,9 +2607,9 @@
,"index": 0
,"type": 1
,"value": [
0.898039
,0.898039
,0.898039
0.1
,0.1
,0.1
]
}
,{
......
......@@ -68,84 +68,75 @@
*/
var container, stats;
var camera, scene, renderer, objects;
var clock = new THREE.Clock();
var container, stats, clock;
var camera, scene, renderer;
// init scene
init();
animate();
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
//
var onError = function ( xhr ) {
};
function init() {
// Load jeep model using the AssimpJSONLoader
var loader1 = new THREE.AssimpJSONLoader();
loader1.load( 'models/assimp/jeep/jeep.assimp.json', function ( object ) {
container = document.createElement( 'div' );
document.body.appendChild( container );
object.scale.multiplyScalar( 0.2 );
scene.add( object );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
}, onProgress, onError );
scene = new THREE.Scene();
// load interior model
var loader2 = new THREE.AssimpJSONLoader();
loader2.load( 'models/assimp/interior/interior.assimp.json', function ( object ) {
clock = new THREE.Clock();
scene.add( object );
// load jeep model
}, onProgress, onError );
var loader1 = new THREE.AssimpJSONLoader();
loader1.load( 'models/assimp/jeep/jeep.assimp.json', function ( object ) {
animate();
object.scale.multiplyScalar( 0.2 );
scene.add( object );
} );
//
// load interior model
function init() {
var loader2 = new THREE.AssimpJSONLoader();
loader2.load( 'models/assimp/interior/interior.assimp.json', function ( object ) {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene.add( object );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 2, 4, 5 );
} );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x000000, 0.035 );
//
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xeeeeee );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random();
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.set( 1, 1, - 1 );
directionalLight.position.normalize();
scene.add( directionalLight );
// Renderer
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// Stats
//
stats = new Stats();
container.appendChild( stats.dom );
// Events
//
window.addEventListener( 'resize', onWindowResize, false );
}
//
function onWindowResize( event ) {
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
......@@ -156,7 +147,6 @@
//
var t = 0;
function animate() {
requestAnimationFrame( animate );
......@@ -169,11 +159,11 @@
function render() {
var timer = Date.now() * 0.0005;
var elapsedTime = clock.getElapsedTime();
camera.position.x = Math.cos( timer ) * 10;
camera.position.x = Math.cos( elapsedTime * 0.5 ) * 10;
camera.position.y = 4;
camera.position.z = Math.sin( timer ) * 10;
camera.position.z = Math.sin( elapsedTime * 0.5 ) * 10;
camera.lookAt( scene.position );
......
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