/** * Loader for UTF8 version2 (after r51) encoded models generated by: * http://code.google.com/p/webgl-loader/ * * Code to load/decompress mesh is taken from r100 of this webgl-loader */ THREE.UTF8Loader = function () {}; /** * Load UTF8 encoded model * @param jsonUrl - URL from which to load json containing information about model * @param callback - Callback(THREE.Object3D) on successful loading of model * @param options - options on how to load model (see THREE.MTLLoader.MaterialCreator for basic options) * Additional options include * geometryBase: Base url from which to load referenced geometries * materialBase: Base url from which to load referenced textures */ THREE.UTF8Loader.prototype.load = function ( jsonUrl, callback, options ) { this.downloadModelJson( jsonUrl, options, callback ); }; // BufferGeometryCreator THREE.UTF8Loader.BufferGeometryCreator = function () { }; THREE.UTF8Loader.BufferGeometryCreator.prototype.create = function ( attribArray, indexArray ) { var ntris = indexArray.length / 3; var geometry = new THREE.BufferGeometry(); var positionArray = new Float32Array( 3 * 3 * ntris ); var normalArray = new Float32Array( 3 * 3 * ntris ); var uvArray = new Float32Array( 2 * 3 * ntris ); var i, j, offset; var x, y, z; var u, v; var end = attribArray.length; var stride = 8; // extract positions j = 0; offset = 0; for( i = offset; i < end; i += stride ) { x = attribArray[ i ]; y = attribArray[ i + 1 ]; z = attribArray[ i + 2 ]; positionArray[ j++ ] = x; positionArray[ j++ ] = y; positionArray[ j++ ] = z; } // extract uvs j = 0; offset = 3; for( i = offset; i < end; i += stride ) { u = attribArray[ i ]; v = attribArray[ i + 1 ]; uvArray[ j++ ] = u; uvArray[ j++ ] = v; } // extract normals j = 0; offset = 5; for( i = offset; i < end; i += stride ) { x = attribArray[ i ]; y = attribArray[ i + 1 ]; z = attribArray[ i + 2 ]; normalArray[ j++ ] = x; normalArray[ j++ ] = y; normalArray[ j++ ] = z; } // create attributes var attributes = geometry.attributes; attributes[ "index" ] = { itemSize: 1, array: indexArray, numItems: indexArray.length }; attributes[ "position" ] = { itemSize: 3, array: positionArray, numItems: positionArray.length }; attributes[ "normal" ] = { itemSize: 3, array: normalArray, numItems: normalArray.length }; attributes[ "uv" ] = { itemSize: 2, array: uvArray, numItems: uvArray.length }; // create offsets // (all triangles should fit in a single chunk) geometry.offsets = [ { start: 0, count: indexArray.length, index: 0 } ]; geometry.computeBoundingSphere(); return geometry; }; // GeometryCreator THREE.UTF8Loader.GeometryCreator = function () { }; THREE.UTF8Loader.GeometryCreator.prototype = { create: function ( attribArray, indexArray ) { var geometry = new THREE.Geometry(); this.init_vertices( geometry, attribArray, 8, 0 ); var uvs = this.init_uvs( attribArray, 8, 3 ); var normals = this.init_normals( attribArray, 8, 5 ); this.init_faces( geometry, normals, uvs, indexArray ); geometry.computeCentroids(); geometry.computeFaceNormals(); return geometry; }, init_vertices: function ( scope, data, stride, offset ) { var i, x, y, z; var end = data.length; for( i = offset; i < end; i += stride ) { x = data[ i ]; y = data[ i + 1 ]; z = data[ i + 2 ]; this.addVertex( scope, x, y, z ); } }, init_normals: function( data, stride, offset ) { var normals = []; var i, x, y, z; var end = data.length; for( i = offset; i < end; i += stride ) { // Assumes already normalized to <-1,1> (unlike previous version of UTF8Loader) x = data[ i ]; y = data[ i + 1 ]; z = data[ i + 2 ]; normals.push( x, y, z ); } return normals; }, init_uvs: function( data, stride, offset ) { var uvs = []; var i, u, v; var end = data.length; for( i = offset; i < end; i += stride ) { // Assumes uvs are already normalized (unlike previous version of UTF8Loader) // uvs can be negative, need to set wrap for texture map later on ... u = data[ i ]; v = data[ i + 1 ]; uvs.push( u, v ); } return uvs; }, init_faces: function( scope, normals, uvs, indices ) { var i, a, b, c, u1, v1, u2, v2, u3, v3; var end = indices.length; var m = 0; // all faces defaulting to material 0 for( i = 0; i < end; i += 3 ) { a = indices[ i ]; b = indices[ i + 1 ]; c = indices[ i + 2 ]; this.f3n( scope, normals, a, b, c, m, a, b, c ); u1 = uvs[ a * 2 ]; v1 = uvs[ a * 2 + 1 ]; u2 = uvs[ b * 2 ]; v2 = uvs[ b * 2 + 1 ]; u3 = uvs[ c * 2 ]; v3 = uvs[ c * 2 + 1 ]; this.uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); } }, addVertex: function ( scope, x, y, z ) { scope.vertices.push( new THREE.Vector3( x, y, z ) ); }, f3n: function( scope, normals, a, b, c, mi, nai, nbi, nci ) { var nax = normals[ nai * 3 ], nay = normals[ nai * 3 + 1 ], naz = normals[ nai * 3 + 2 ], nbx = normals[ nbi * 3 ], nby = normals[ nbi * 3 + 1 ], nbz = normals[ nbi * 3 + 2 ], ncx = normals[ nci * 3 ], ncy = normals[ nci * 3 + 1 ], ncz = normals[ nci * 3 + 2 ]; var na = new THREE.Vector3( nax, nay, naz ), nb = new THREE.Vector3( nbx, nby, nbz ), nc = new THREE.Vector3( ncx, ncy, ncz ); scope.faces.push( new THREE.Face3( a, b, c, [ na, nb, nc ], null, mi ) ); }, uv3: function ( where, u1, v1, u2, v2, u3, v3 ) { var uv = []; uv.push( new THREE.Vector2( u1, v1 ) ); uv.push( new THREE.Vector2( u2, v2 ) ); uv.push( new THREE.Vector2( u3, v3 ) ); where.push( uv ); } }; // UTF-8 decoder from webgl-loader (r100) // http://code.google.com/p/webgl-loader/ // Model manifest description. Contains objects like: // name: { // materials: { 'material_name': { ... } ... }, // decodeParams: { // decodeOffsets: [ ... ], // decodeScales: [ ... ], // }, // urls: { // 'url': [ // { material: 'material_name', // attribRange: [#, #], // indexRange: [#, #], // names: [ 'object names' ... ], // lengths: [#, #, # ... ] // } // ], // ... // } // } var DEFAULT_DECODE_PARAMS = { decodeOffsets: [-4095, -4095, -4095, 0, 0, -511, -511, -511], decodeScales: [1/8191, 1/8191, 1/8191, 1/1023, 1/1023, 1/1023, 1/1023, 1/1023] // TODO: normal decoding? (see walt.js) // needs to know: input, output (from vertex format!) // // Should split attrib/index. // 1) Decode position and non-normal attributes. // 2) Decode indices, computing normals // 3) Maybe normalize normals? Only necessary for refinement, or fixed? // 4) Maybe refine normals? Should this be part of regular refinement? // 5) Morphing }; // Triangle strips! // TODO: will it be an optimization to specialize this method at // runtime for different combinations of stride, decodeOffset and // decodeScale? THREE.UTF8Loader.prototype.decompressAttribsInner_ = function ( str, inputStart, inputEnd, output, outputStart, stride, decodeOffset, decodeScale ) { var prev = 0; for ( var j = inputStart; j < inputEnd; j ++ ) { var code = str.charCodeAt( j ); prev += ( code >> 1 ) ^ ( -( code & 1 ) ); output[ outputStart ] = decodeScale * ( prev + decodeOffset ); outputStart += stride; } }; THREE.UTF8Loader.prototype.decompressIndices_ = function( str, inputStart, numIndices, output, outputStart ) { var highest = 0; for ( var i = 0; i < numIndices; i ++ ) { var code = str.charCodeAt( inputStart ++ ); output[ outputStart ++ ] = highest - code; if ( code === 0 ) { highest ++; } } }; THREE.UTF8Loader.prototype.decompressAABBs_ = function ( str, inputStart, numBBoxen, decodeOffsets, decodeScales ) { var numFloats = 6 * numBBoxen; var inputEnd = inputStart + numFloats; var outputStart = 0; var bboxen = new Float32Array( numFloats ); for ( var i = inputStart; i < inputEnd; i += 6 ) { var minX = str.charCodeAt(i + 0) + decodeOffsets[0]; var minY = str.charCodeAt(i + 1) + decodeOffsets[1]; var minZ = str.charCodeAt(i + 2) + decodeOffsets[2]; var radiusX = (str.charCodeAt(i + 3) + 1) >> 1; var radiusY = (str.charCodeAt(i + 4) + 1) >> 1; var radiusZ = (str.charCodeAt(i + 5) + 1) >> 1; bboxen[ outputStart++ ] = decodeScales[0] * (minX + radiusX); bboxen[ outputStart++ ] = decodeScales[1] * (minY + radiusY); bboxen[ outputStart++ ] = decodeScales[2] * (minZ + radiusZ); bboxen[ outputStart++ ] = decodeScales[0] * radiusX; bboxen[ outputStart++ ] = decodeScales[1] * radiusY; bboxen[ outputStart++ ] = decodeScales[2] * radiusZ; } return bboxen; }; THREE.UTF8Loader.prototype.decompressMesh = function ( str, meshParams, decodeParams, name, idx, callback ) { // Extract conversion parameters from attribArrays. var stride = decodeParams.decodeScales.length; var decodeOffsets = decodeParams.decodeOffsets; var decodeScales = decodeParams.decodeScales; var attribStart = meshParams.attribRange[0]; var numVerts = meshParams.attribRange[1]; // Decode attributes. var inputOffset = attribStart; var attribsOut = new Float32Array( stride * numVerts ); for (var j = 0; j < stride; j ++ ) { var end = inputOffset + numVerts; var decodeScale = decodeScales[j]; if ( decodeScale ) { // Assume if decodeScale is never set, simply ignore the // attribute. this.decompressAttribsInner_( str, inputOffset, end, attribsOut, j, stride, decodeOffsets[j], decodeScale ); } inputOffset = end; } var indexStart = meshParams.indexRange[ 0 ]; var numIndices = 3 * meshParams.indexRange[ 1 ]; var indicesOut = new Uint16Array( numIndices ); this.decompressIndices_( str, inputOffset, numIndices, indicesOut, 0 ); // Decode bboxen. var bboxen = undefined; var bboxOffset = meshParams.bboxes; if ( bboxOffset ) { bboxen = this.decompressAABBs_( str, bboxOffset, meshParams.names.length, decodeOffsets, decodeScales ); } callback( name, idx, attribsOut, indicesOut, bboxen, meshParams ); }; THREE.UTF8Loader.prototype.copyAttrib = function ( stride, attribsOutFixed, lastAttrib, index ) { for ( var j = 0; j < stride; j ++ ) { lastAttrib[ j ] = attribsOutFixed[ stride * index + j ]; } }; THREE.UTF8Loader.prototype.decodeAttrib2 = function ( str, stride, decodeOffsets, decodeScales, deltaStart, numVerts, attribsOut, attribsOutFixed, lastAttrib, index ) { for ( var j = 0; j < 5; j ++ ) { var code = str.charCodeAt( deltaStart + numVerts*j + index ); var delta = ( code >> 1) ^ (-(code & 1)); lastAttrib[ j ] += delta; attribsOutFixed[ stride * index + j ] = lastAttrib[ j ]; attribsOut[ stride * index + j ] = decodeScales[ j ] * ( lastAttrib[ j ] + decodeOffsets[ j ] ); } }; THREE.UTF8Loader.prototype.accumulateNormal = function ( i0, i1, i2, attribsOutFixed, crosses ) { var p0x = attribsOutFixed[ 8*i0 ]; var p0y = attribsOutFixed[ 8*i0 + 1 ]; var p0z = attribsOutFixed[ 8*i0 + 2 ]; var p1x = attribsOutFixed[ 8*i1 ]; var p1y = attribsOutFixed[ 8*i1 + 1 ]; var p1z = attribsOutFixed[ 8*i1 + 2 ]; var p2x = attribsOutFixed[ 8*i2 ]; var p2y = attribsOutFixed[ 8*i2 + 1 ]; var p2z = attribsOutFixed[ 8*i2 + 2 ]; p1x -= p0x; p1y -= p0y; p1z -= p0z; p2x -= p0x; p2y -= p0y; p2z -= p0z; p0x = p1y*p2z - p1z*p2y; p0y = p1z*p2x - p1x*p2z; p0z = p1x*p2y - p1y*p2x; crosses[ 3*i0 ] += p0x; crosses[ 3*i0 + 1 ] += p0y; crosses[ 3*i0 + 2 ] += p0z; crosses[ 3*i1 ] += p0x; crosses[ 3*i1 + 1 ] += p0y; crosses[ 3*i1 + 2 ] += p0z; crosses[ 3*i2 ] += p0x; crosses[ 3*i2 + 1 ] += p0y; crosses[ 3*i2 + 2 ] += p0z; }; THREE.UTF8Loader.prototype.decompressMesh2 = function( str, meshParams, decodeParams, name, idx, callback ) { var MAX_BACKREF = 96; // Extract conversion parameters from attribArrays. var stride = decodeParams.decodeScales.length; var decodeOffsets = decodeParams.decodeOffsets; var decodeScales = decodeParams.decodeScales; var deltaStart = meshParams.attribRange[ 0 ]; var numVerts = meshParams.attribRange[ 1 ]; var codeStart = meshParams.codeRange[ 0 ]; var codeLength = meshParams.codeRange[ 1 ]; var numIndices = 3 * meshParams.codeRange[ 2 ]; var indicesOut = new Uint16Array( numIndices ); var crosses = new Int32Array( 3 * numVerts ); var lastAttrib = new Uint16Array( stride ); var attribsOutFixed = new Uint16Array( stride * numVerts ); var attribsOut = new Float32Array( stride * numVerts ); var highest = 0; var outputStart = 0; for ( var i = 0; i < numIndices; i += 3 ) { var code = str.charCodeAt( codeStart ++ ); var max_backref = Math.min( i, MAX_BACKREF ); if ( code < max_backref ) { // Parallelogram var winding = code % 3; var backref = i - ( code - winding ); var i0, i1, i2; switch ( winding ) { case 0: i0 = indicesOut[ backref + 2 ]; i1 = indicesOut[ backref + 1 ]; i2 = indicesOut[ backref + 0 ]; break; case 1: i0 = indicesOut[ backref + 0 ]; i1 = indicesOut[ backref + 2 ]; i2 = indicesOut[ backref + 1 ]; break; case 2: i0 = indicesOut[ backref + 1 ]; i1 = indicesOut[ backref + 0 ]; i2 = indicesOut[ backref + 2 ]; break; } indicesOut[ outputStart ++ ] = i0; indicesOut[ outputStart ++ ] = i1; code = str.charCodeAt( codeStart ++ ); var index = highest - code; indicesOut[ outputStart ++ ] = index; if ( code === 0 ) { for (var j = 0; j < 5; j ++ ) { var deltaCode = str.charCodeAt( deltaStart + numVerts * j + highest ); var prediction = ((deltaCode >> 1) ^ (-(deltaCode & 1))) + attribsOutFixed[stride*i0 + j] + attribsOutFixed[stride*i1 + j] - attribsOutFixed[stride*i2 + j]; lastAttrib[j] = prediction; attribsOutFixed[ stride * highest + j ] = prediction; attribsOut[ stride * highest + j ] = decodeScales[ j ] * ( prediction + decodeOffsets[ j ] ); } highest ++; } else { this.copyAttrib( stride, attribsOutFixed, lastAttrib, index ); } this.accumulateNormal( i0, i1, index, attribsOutFixed, crosses ); } else { // Simple var index0 = highest - ( code - max_backref ); indicesOut[ outputStart ++ ] = index0; if ( code === max_backref ) { this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart, numVerts, attribsOut, attribsOutFixed, lastAttrib, highest ++ ); } else { this.copyAttrib(stride, attribsOutFixed, lastAttrib, index0); } code = str.charCodeAt( codeStart ++ ); var index1 = highest - code; indicesOut[ outputStart ++ ] = index1; if ( code === 0 ) { this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart, numVerts, attribsOut, attribsOutFixed, lastAttrib, highest ++ ); } else { this.copyAttrib( stride, attribsOutFixed, lastAttrib, index1 ); } code = str.charCodeAt( codeStart ++ ); var index2 = highest - code; indicesOut[ outputStart ++ ] = index2; if ( code === 0 ) { for ( var j = 0; j < 5; j ++ ) { lastAttrib[ j ] = ( attribsOutFixed[ stride * index0 + j ] + attribsOutFixed[ stride * index1 + j ] ) / 2; } this.decodeAttrib2( str, stride, decodeOffsets, decodeScales, deltaStart, numVerts, attribsOut, attribsOutFixed, lastAttrib, highest ++ ); } else { this.copyAttrib( stride, attribsOutFixed, lastAttrib, index2 ); } this.accumulateNormal( index0, index1, index2, attribsOutFixed, crosses ); } } for ( var i = 0; i < numVerts; i ++ ) { var nx = crosses[ 3*i ]; var ny = crosses[ 3*i + 1 ]; var nz = crosses[ 3*i + 2 ]; var norm = 511.0 / Math.sqrt( nx*nx + ny*ny + nz*nz ); var cx = str.charCodeAt( deltaStart + 5*numVerts + i ); var cy = str.charCodeAt( deltaStart + 6*numVerts + i ); var cz = str.charCodeAt( deltaStart + 7*numVerts + i ); attribsOut[ stride*i + 5 ] = norm*nx + ((cx >> 1) ^ (-(cx & 1))); attribsOut[ stride*i + 6 ] = norm*ny + ((cy >> 1) ^ (-(cy & 1))); attribsOut[ stride*i + 7 ] = norm*nz + ((cz >> 1) ^ (-(cz & 1))); } callback( name, idx, attribsOut, indicesOut, undefined, meshParams ); }; THREE.UTF8Loader.prototype.downloadMesh = function ( path, name, meshEntry, decodeParams, callback ) { var loader = this; var idx = 0; function onprogress( req, e ) { while ( idx < meshEntry.length ) { var meshParams = meshEntry[ idx ]; var indexRange = meshParams.indexRange; if ( indexRange ) { var meshEnd = indexRange[ 0 ] + 3 * indexRange[ 1 ]; if ( req.responseText.length < meshEnd ) break; loader.decompressMesh( req.responseText, meshParams, decodeParams, name, idx, callback ); } else { var codeRange = meshParams.codeRange; var meshEnd = codeRange[ 0 ] + codeRange[ 1 ]; if ( req.responseText.length < meshEnd ) break; loader.decompressMesh2( req.responseText, meshParams, decodeParams, name, idx, callback ); } ++idx; } }; getHttpRequest( path, function( req, e ) { if ( req.status === 200 || req.status === 0 ) { onprogress( req, e ); } // TODO: handle errors. }, onprogress ); }; THREE.UTF8Loader.prototype.downloadMeshes = function ( path, meshUrlMap, decodeParams, callback ) { for ( var url in meshUrlMap ) { var meshEntry = meshUrlMap[url]; this.downloadMesh( path + url, url, meshEntry, decodeParams, callback ); } }; THREE.UTF8Loader.prototype.createMeshCallback = function( materialBaseUrl, loadModelInfo, allDoneCallback ) { var nCompletedUrls = 0; var nExpectedUrls = 0; var expectedMeshesPerUrl = {}; var decodedMeshesPerUrl = {}; var modelParts = {}; var meshUrlMap = loadModelInfo.urls; for ( var url in meshUrlMap ) { expectedMeshesPerUrl[ url ] = meshUrlMap[ url ].length; decodedMeshesPerUrl[ url ] = 0; nExpectedUrls ++; modelParts[ url ] = new THREE.Object3D(); } var model = new THREE.Object3D(); // Prepare materials first... var materialCreator = new THREE.MTLLoader.MaterialCreator( materialBaseUrl, loadModelInfo.options ); materialCreator.setMaterials( loadModelInfo.materials ); materialCreator.preload(); // Create callback for creating mesh parts var geometryCreator = new THREE.UTF8Loader.GeometryCreator(); var bufferGeometryCreator = new THREE.UTF8Loader.BufferGeometryCreator(); var meshCallback = function( name, idx, attribArray, indexArray, bboxen, meshParams ) { // Got ourselves a new mesh // name identifies this part of the model (url) // idx is the mesh index of this mesh of the part // attribArray defines the vertices // indexArray defines the faces // bboxen defines the bounding box // meshParams contains the material info var useBuffers = loadModelInfo.options.useBuffers !== undefined ? loadModelInfo.options.useBuffers : true; if ( useBuffers ) { var geometry = bufferGeometryCreator.create( attribArray, indexArray ); } else { var geometry = geometryCreator.create( attribArray, indexArray ); } var material = materialCreator.create( meshParams.material ); var mesh = new THREE.Mesh( geometry, material ); modelParts[ name ].add( mesh ); //model.add(new THREE.Mesh(geometry, material)); decodedMeshesPerUrl[ name ] ++; if ( decodedMeshesPerUrl[ name ] === expectedMeshesPerUrl[ name ] ) { nCompletedUrls ++; model.add( modelParts[ name ] ); if ( nCompletedUrls === nExpectedUrls ) { // ALL DONE!!! allDoneCallback( model ); } } }; return meshCallback; }; THREE.UTF8Loader.prototype.downloadModel = function ( geometryBase, materialBase, model, callback ) { var meshCallback = this.createMeshCallback( materialBase, model, callback ); this.downloadMeshes( geometryBase, model.urls, model.decodeParams, meshCallback ); }; THREE.UTF8Loader.prototype.downloadModelJson = function ( jsonUrl, options, callback ) { getJsonRequest( jsonUrl, function( loaded ) { if ( ! loaded.decodeParams ) { if ( options && options.decodeParams ) { loaded.decodeParams = options.decodeParams; } else { loaded.decodeParams = DEFAULT_DECODE_PARAMS; } } loaded.options = options; var geometryBase = jsonUrl.substr( 0, jsonUrl.lastIndexOf( "/" ) + 1 ); var materialBase = geometryBase; if ( options && options.geometryBase ) { geometryBase = options.geometryBase; if ( geometryBase.charAt( geometryBase.length - 1 ) !== "/" ) { geometryBase = geometryBase + "/"; } } if ( options && options.materialBase ) { materialBase = options.materialBase; if ( materialBase.charAt( materialBase.length - 1 ) !== "/" ) { materialBase = materialBase + "/"; } } this.downloadModel( geometryBase, materialBase, loaded, callback ); }.bind( this ) ); }; // XMLHttpRequest stuff function getHttpRequest( url, onload, opt_onprogress ) { var LISTENERS = { load: function( e ) { onload( req, e ); }, progress: function( e ) { opt_onprogress( req, e ); } }; var req = new XMLHttpRequest(); addListeners( req, LISTENERS ); req.open( 'GET', url, true ); req.send( null ); } function getJsonRequest( url, onjson ) { getHttpRequest( url, function( e ) { onjson( JSON.parse( e.responseText ) ); }, function() {} ); } function addListeners( dom, listeners ) { // TODO: handle event capture, object binding. for ( var key in listeners ) { dom.addEventListener( key, listeners[ key ] ); } }