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9323c4c7
编写于
4月 25, 2014
作者:
M
Mr.doob
浏览文件
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浏览文件
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差异文件
Merge branch 'ImportLightDistance' of
https://github.com/DieBuche/three.js
into dev
上级
4d56f4cd
6e0e1d56
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
57 addition
and
53 deletion
+57
-53
examples/js/loaders/ColladaLoader.js
examples/js/loaders/ColladaLoader.js
+57
-53
未找到文件。
examples/js/loaders/ColladaLoader.js
浏览文件 @
9323c4c7
/**
* @author Tim Knip / http://www.floorplanner.com/ / tim at floorplanner.com
* @author Tony Parisi / http://www.tonyparisi.com/
*/
* @author Tim Knip / http://www.floorplanner.com/ / tim at floorplanner.com
* @author Tony Parisi / http://www.tonyparisi.com/
*/
THREE
.
ColladaLoader
=
function
()
{
...
...
@@ -141,7 +141,7 @@ THREE.ColladaLoader = function () {
controllers
=
parseLib
(
"
library_controllers controller
"
,
Controller
,
"
controller
"
);
animations
=
parseLib
(
"
library_animations animation
"
,
Animation
,
"
animation
"
);
visualScenes
=
parseLib
(
"
library_visual_scenes visual_scene
"
,
VisualScene
,
"
visual_scene
"
);
morphs
=
[];
skins
=
[];
...
...
@@ -260,9 +260,9 @@ THREE.ColladaLoader = function () {
}
function
parseScene
()
{
var
sceneElement
=
COLLADA
.
querySelectorAll
(
'
scene instance_visual_scene
'
)[
0
];
if
(
sceneElement
)
{
var
url
=
sceneElement
.
getAttribute
(
'
url
'
).
replace
(
/^#/
,
''
);
...
...
@@ -351,11 +351,11 @@ THREE.ColladaLoader = function () {
for
(
var
id
in
animations
)
{
var
animation
=
animations
[
id
];
ID
=
ID
||
animation
.
id
;
ID
=
ID
||
animation
.
id
;
for
(
var
i
=
0
;
i
<
animation
.
sampler
.
length
;
i
++
)
{
var
sampler
=
animation
.
sampler
[
i
];
sampler
.
create
();
start
=
Math
.
min
(
start
,
sampler
.
startTime
);
...
...
@@ -502,9 +502,9 @@ THREE.ColladaLoader = function () {
function
setupSkinningMatrices
(
bones
,
skin
)
{
// FIXME: this is dumb...
for
(
var
i
=
0
;
i
<
bones
.
length
;
i
++
)
{
var
bone
=
bones
[
i
];
var
found
=
-
1
;
...
...
@@ -534,7 +534,7 @@ THREE.ColladaLoader = function () {
bone
.
weights
=
[];
for
(
var
j
=
0
;
j
<
skin
.
weights
.
length
;
j
++
)
{
for
(
var
k
=
0
;
k
<
skin
.
weights
[
j
].
length
;
k
++
)
{
var
w
=
skin
.
weights
[
j
][
k
];
...
...
@@ -573,9 +573,9 @@ THREE.ColladaLoader = function () {
bone
.
matrix
=
node
.
matrix
;
var
data
=
[
new
THREE
.
Vector3
(),
new
THREE
.
Quaternion
(),
new
THREE
.
Vector3
()];
bone
.
matrix
.
decompose
(
data
[
0
],
data
[
1
],
data
[
2
]);
bone
.
pos
=
[
data
[
0
].
x
,
data
[
0
].
y
,
data
[
0
].
z
];
bone
.
scl
=
[
data
[
2
].
x
,
data
[
2
].
y
,
data
[
2
].
z
];
bone
.
rotq
=
[
data
[
1
].
x
,
data
[
1
].
y
,
data
[
1
].
z
,
data
[
1
].
w
];
list
.
push
(
bone
);
...
...
@@ -620,7 +620,7 @@ THREE.ColladaLoader = function () {
o
=
geometry
.
vertices
[
vidx
];
s
=
skinned
[
vidx
];
v
.
x
=
o
.
x
;
v
.
y
=
o
.
y
;
v
.
z
=
o
.
z
;
...
...
@@ -646,7 +646,7 @@ THREE.ColladaLoader = function () {
// TODO: get this from the renderer or options
var
maxbones
=
30
;
var
skinController
=
controllers
[
instanceCtrl
.
url
];
frame
=
frame
!==
undefined
?
frame
:
40
;
...
...
@@ -668,7 +668,7 @@ THREE.ColladaLoader = function () {
var
animationBounds
=
calcAnimationBounds
();
var
skeleton
=
daeScene
.
getChildById
(
instanceCtrl
.
skeleton
[
0
],
true
)
||
daeScene
.
getChildBySid
(
instanceCtrl
.
skeleton
[
0
],
true
);
//flatten the skeleton into a list of bones
var
bonelist
=
flattenSkeleton
(
skeleton
);
var
joints
=
skinController
.
skin
.
joints
;
...
...
@@ -723,7 +723,7 @@ THREE.ColladaLoader = function () {
var
indicies
=
new
THREE
.
Vector4
(
weights
[
i
][
0
]?
weights
[
i
][
0
].
joint
:
0
,
weights
[
i
][
1
]?
weights
[
i
][
1
].
joint
:
0
,
weights
[
i
][
2
]?
weights
[
i
][
2
].
joint
:
0
,
weights
[
i
][
3
]?
weights
[
i
][
3
].
joint
:
0
);
var
weight
=
new
THREE
.
Vector4
(
weights
[
i
][
0
]?
weights
[
i
][
0
].
weight
:
0
,
weights
[
i
][
1
]?
weights
[
i
][
1
].
weight
:
0
,
weights
[
i
][
2
]?
weights
[
i
][
2
].
weight
:
0
,
weights
[
i
][
3
]?
weights
[
i
][
3
].
weight
:
0
);
skinIndices
.
push
(
indicies
);
skinWeights
.
push
(
weight
);
...
...
@@ -733,7 +733,7 @@ THREE.ColladaLoader = function () {
geometry
.
skinWeights
=
skinWeights
;
geometry
.
bones
=
sortedbones
;
// process animation, or simply pose the rig if no animation
//create an animation for the animated bones
//NOTE: this has no effect when using morphtargets
var
animationdata
=
{
"
name
"
:
animationBounds
.
ID
,
"
fps
"
:
30
,
"
length
"
:
animationBounds
.
frames
/
30
,
"
hierarchy
"
:[]};
...
...
@@ -773,15 +773,15 @@ THREE.ColladaLoader = function () {
var
key
=
{};
key
.
time
=
(
frame
/
30
);
key
.
matrix
=
bones
[
i
].
animatrix
;
if
(
frame
==
0
)
bones
[
i
].
matrix
=
key
.
matrix
;
var
data
=
[
new
THREE
.
Vector3
(),
new
THREE
.
Quaternion
(),
new
THREE
.
Vector3
()];
key
.
matrix
.
decompose
(
data
[
0
],
data
[
1
],
data
[
2
]);
key
.
pos
=
[
data
[
0
].
x
,
data
[
0
].
y
,
data
[
0
].
z
];
key
.
scl
=
[
data
[
2
].
x
,
data
[
2
].
y
,
data
[
2
].
z
];
key
.
rot
=
data
[
1
];
...
...
@@ -798,7 +798,7 @@ THREE.ColladaLoader = function () {
}
else
{
// otherwise, process the animation into morphtargets
for
(
i
=
0
;
i
<
geometry
.
vertices
.
length
;
i
++
)
{
skinned
.
push
(
new
THREE
.
Vector3
()
);
...
...
@@ -997,7 +997,7 @@ THREE.ColladaLoader = function () {
if
(
skinController
!==
undefined
)
{
applySkin
(
geom
,
skinController
);
if
(
geom
.
morphTargets
.
length
>
0
)
{
...
...
@@ -1010,8 +1010,8 @@ THREE.ColladaLoader = function () {
material
.
morphTargets
=
false
;
material
.
skinning
=
true
;
}
}
mesh
=
new
THREE
.
SkinnedMesh
(
geom
,
material
,
false
);
...
...
@@ -1021,8 +1021,8 @@ THREE.ColladaLoader = function () {
//mesh.skinInstanceController = skinController;
mesh
.
name
=
'
skin_
'
+
skins
.
length
;
//mesh.animationHandle.setKey(0);
skins
.
push
(
mesh
);
...
...
@@ -1060,7 +1060,7 @@ THREE.ColladaLoader = function () {
var
instance_camera
=
node
.
cameras
[
i
];
var
cparams
=
cameras
[
instance_camera
.
url
];
var
cam
=
new
THREE
.
PerspectiveCamera
(
cparams
.
yfov
,
parseFloat
(
cparams
.
aspect_ratio
),
var
cam
=
new
THREE
.
PerspectiveCamera
(
cparams
.
yfov
,
parseFloat
(
cparams
.
aspect_ratio
),
parseFloat
(
cparams
.
znear
),
parseFloat
(
cparams
.
zfar
));
obj
.
add
(
cam
);
...
...
@@ -1076,7 +1076,7 @@ THREE.ColladaLoader = function () {
var
color
=
lparams
.
color
.
getHex
();
var
intensity
=
lparams
.
intensity
;
var
distance
=
0
;
var
distance
=
lparams
.
distance
;
var
angle
=
lparams
.
falloff_angle
;
var
exponent
;
// Intentionally undefined, don't know what this is yet
...
...
@@ -2442,14 +2442,14 @@ THREE.ColladaLoader = function () {
break
;
case
'
bind_material
'
:
var
instances
=
child
.
querySelectorAll
(
'
instance_material
'
);
for
(
var
j
=
0
;
j
<
instances
.
length
;
j
++
){
var
instance
=
instances
[
j
];
this
.
instance_material
.
push
(
(
new
InstanceMaterial
()).
parse
(
instance
)
);
}
...
...
@@ -2503,7 +2503,7 @@ THREE.ColladaLoader = function () {
if
(
child
.
nodeName
==
'
bind_material
'
)
{
var
instances
=
child
.
querySelectorAll
(
'
instance_material
'
);
for
(
var
j
=
0
;
j
<
instances
.
length
;
j
++
)
{
var
instance
=
instances
[
j
];
...
...
@@ -2652,7 +2652,7 @@ THREE.ColladaLoader = function () {
var
source
,
numParams
;
var
vcIndex
=
0
,
vcount
=
3
,
maxOffset
=
0
;
var
texture_sets
=
[];
for
(
j
=
0
;
j
<
inputs
.
length
;
j
++
)
{
input
=
inputs
[
j
];
...
...
@@ -2821,7 +2821,7 @@ THREE.ColladaLoader = function () {
}
else
if
(
vcount
===
4
)
{
faces
.
push
(
new
THREE
.
Face3
(
vs
[
0
],
vs
[
1
],
vs
[
3
],
[
ns
[
0
],
ns
[
1
],
ns
[
3
]],
cs
.
length
?
[
cs
[
0
],
cs
[
1
],
cs
[
3
]]
:
new
THREE
.
Color
()
)
);
faces
.
push
(
new
THREE
.
Face3
(
vs
[
1
],
vs
[
2
],
vs
[
3
],
[
ns
[
1
],
ns
[
2
],
ns
[
3
]],
cs
.
length
?
[
cs
[
1
],
cs
[
2
],
cs
[
3
]]
:
new
THREE
.
Color
()
)
);
}
else
if
(
vcount
>
4
&&
options
.
subdivideFaces
)
{
...
...
@@ -3242,7 +3242,7 @@ THREE.ColladaLoader = function () {
this
.
opaque
=
element
.
getAttribute
(
'
opaque
'
);
}
for
(
var
i
=
0
;
i
<
element
.
childNodes
.
length
;
i
++
)
{
var
child
=
element
.
childNodes
[
i
];
...
...
@@ -3321,17 +3321,17 @@ THREE.ColladaLoader = function () {
case
'
wrapU
'
:
case
'
wrapV
'
:
// some dae have a value of true which becomes NaN via parseInt
if
(
child
.
textContent
.
toUpperCase
()
===
'
TRUE
'
)
{
this
.
texOpts
[
child
.
nodeName
]
=
1
;
}
else
{
this
.
texOpts
[
child
.
nodeName
]
=
parseInt
(
child
.
textContent
);
}
break
;
...
...
@@ -3387,7 +3387,7 @@ THREE.ColladaLoader = function () {
}
else
if
(
bumpType
.
toLowerCase
()
===
"
normalmap
"
)
{
this
[
'
normal
'
]
=
(
new
ColorOrTexture
()
).
parse
(
child
);
}
else
{
console
.
error
(
"
Shader.prototype.parse: Invalid value for attribute 'bumptype' (
"
+
bumpType
+
console
.
error
(
"
Shader.prototype.parse: Invalid value for attribute 'bumptype' (
"
+
bumpType
+
"
) - valid bumptypes are 'HEIGHTFIELD' and 'NORMALMAP' - defaulting to 'HEIGHTFIELD'
"
);
this
[
'
bump
'
]
=
(
new
ColorOrTexture
()
).
parse
(
child
);
}
...
...
@@ -3432,10 +3432,10 @@ THREE.ColladaLoader = function () {
// convert transparent color RBG to average value
var
transparentColor
=
this
[
'
transparent
'
];
var
transparencyLevel
=
(
this
.
transparent
.
color
.
r
+
this
.
transparent
.
color
.
g
+
this
.
transparent
.
color
.
g
+
this
.
transparent
.
color
.
b
)
/
3
*
this
.
transparency
;
if
(
transparencyLevel
>
0
)
{
transparent
=
true
;
props
[
'
transparent
'
]
=
true
;
...
...
@@ -3444,16 +3444,16 @@ THREE.ColladaLoader = function () {
}
}
var
keys
=
{
'
diffuse
'
:
'
map
'
,
'
diffuse
'
:
'
map
'
,
'
ambient
'
:
'
lightMap
'
,
'
specular
'
:
'
specularMap
'
,
'
emission
'
:
'
emissionMap
'
,
'
bump
'
:
'
bumpMap
'
,
'
normal
'
:
'
normalMap
'
};
for
(
var
prop
in
this
)
{
switch
(
prop
)
{
...
...
@@ -3833,7 +3833,7 @@ THREE.ColladaLoader = function () {
this
.
shader
=
(
new
Shader
(
child
.
nodeName
,
this
)
).
parse
(
child
);
break
;
case
'
extra
'
:
this
.
parseExtra
(
child
);
this
.
parseExtra
(
child
);
break
;
default
:
break
;
...
...
@@ -3843,7 +3843,7 @@ THREE.ColladaLoader = function () {
}
};
Effect
.
prototype
.
parseExtra
=
function
(
element
)
{
for
(
var
i
=
0
;
i
<
element
.
childNodes
.
length
;
i
++
)
{
...
...
@@ -3864,7 +3864,7 @@ THREE.ColladaLoader = function () {
}
};
Effect
.
prototype
.
parseExtraTechnique
=
function
(
element
)
{
for
(
var
i
=
0
;
i
<
element
.
childNodes
.
length
;
i
++
)
{
...
...
@@ -4185,7 +4185,7 @@ THREE.ColladaLoader = function () {
if
(
member
&&
type
==
'
translate
'
)
{
data
=
getConvertedTranslation
(
member
,
data
);
}
}
return
data
;
...
...
@@ -4515,6 +4515,10 @@ THREE.ColladaLoader = function () {
this
.
falloff_angle
=
parseFloat
(
child
.
textContent
);
break
;
case
'
quadratic_attenuation
'
:
var
f
=
parseFloat
(
child
.
textContent
);
this
.
distance
=
f
?
Math
.
sqrt
(
1
/
f
)
:
0
;
}
}
...
...
@@ -4726,7 +4730,7 @@ THREE.ColladaLoader = function () {
obj
.
doubleSided
=
false
;
var
node
=
element
.
querySelectorAll
(
'
extra double_sided
'
)[
0
];
if
(
node
)
{
if
(
node
&&
parseInt
(
node
.
textContent
,
10
)
===
1
)
{
...
...
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