/** * @author Rich Tibbett / https://github.com/richtr * @author mrdoob / http://mrdoob.com/ * @author Tony Parisi / http://www.tonyparisi.com/ */ (function() { THREE.GLTFLoader = function( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; this.parser = GLTFParser; }; THREE.GLTFLoader.prototype = { constructor: THREE.GLTFLoader, load: function( url, onLoad, onProgress, onError ) { var scope = this; var path = this.path && ( typeof this.path === "string" ) ? this.path : THREE.Loader.prototype.extractUrlBase( url ); var loader = new THREE.FileLoader( scope.manager ); loader.load( url, function( text ) { scope.parse( JSON.parse( text ), onLoad, path ); }, onProgress, onError ); }, setCrossOrigin: function( value ) { this.crossOrigin = value; }, setPath: function( value ) { this.path = value; }, parse: function( json, callback, path ) { console.time( 'GLTFLoader' ); var glTFParser = new this.parser( json, { path: path || this.path, crossOrigin: !!this.crossOrigin }); glTFParser.parse( function( scene, cameras, animations ) { console.timeEnd( 'GLTFLoader' ); var glTF = { "scene": scene, "cameras": cameras, "animations": animations }; callback( glTF ); }); // Developers should use `callback` argument for async notification on // completion to prevent side effects. // Function return is kept only for backward-compatability purposes. return { get scene() { console.warn( "Synchronous glTF object access is deprecated." + " Use the asynchronous 'callback' argument instead." ); return scene; }, set scene( value ) { console.warn( "Synchronous glTF object access is deprecated." + " Use the asynchronous 'callback' argument instead." ); scene = value; } }; } }; /* GLTFREGISTRY */ var GLTFRegistry = function() { var objects = {}; return { get : function( key ) { return objects[ key ]; }, add : function( key, object ) { objects[ key ] = object; }, remove: function( key ) { delete objects[ key ]; }, removeAll: function() { objects = {}; }, update : function( scene, camera ) { _each( objects, function( object ) { if ( object.update ) { object.update( scene, camera ); } }); } }; }; /* GLTFSHADERS */ THREE.GLTFLoader.Shaders = new GLTFRegistry(); /* GLTFSHADER */ var GLTFShader = function( targetNode, allNodes ) { this.boundUniforms = {}; // bind each uniform to its source node _each(targetNode.material.uniforms, function(uniform, uniformId) { if (uniform.semantic) { var sourceNodeRef = uniform.node; var sourceNode = targetNode; if ( sourceNodeRef ) { sourceNode = allNodes[ sourceNodeRef ]; } this.boundUniforms[ uniformId ] = { semantic: uniform.semantic, sourceNode: sourceNode, targetNode: targetNode, uniform: uniform }; } }.bind( this )); this._m4 = new THREE.Matrix4(); }; // Update - update all the uniform values GLTFShader.prototype.update = function( scene, camera ) { // update scene graph scene.updateMatrixWorld(); // update camera matrices and frustum camera.updateMatrixWorld(); camera.matrixWorldInverse.getInverse( camera.matrixWorld ); _each( this.boundUniforms, function( boundUniform ) { switch (boundUniform.semantic) { case "MODELVIEW": var m4 = boundUniform.uniform.value; m4.multiplyMatrices(camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld); break; case "MODELVIEWINVERSETRANSPOSE": var m3 = boundUniform.uniform.value; this._m4.multiplyMatrices(camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld); m3.getNormalMatrix(this._m4); break; case "PROJECTION": var m4 = boundUniform.uniform.value; m4.copy(camera.projectionMatrix); break; case "JOINTMATRIX": var m4v = boundUniform.uniform.value; for (var mi = 0; mi < m4v.length; mi++) { // So it goes like this: // SkinnedMesh world matrix is already baked into MODELVIEW; // ransform joints to local space, // then transform using joint's inverse m4v[mi] .getInverse(boundUniform.sourceNode.matrixWorld) .multiply(boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld) .multiply(boundUniform.targetNode.skeleton.boneInverses[mi]); } break; default : console.warn("Unhandled shader semantic: " + boundUniform.semantic); break; } }.bind( this )); }; /* GLTFANIMATION */ THREE.GLTFLoader.Animations = new GLTFRegistry(); // Construction/initialization var GLTFAnimation = function( interps ) { this.running = false; this.loop = false; this.duration = 0; this.startTime = 0; this.interps = []; this.uuid = THREE.Math.generateUUID(); if ( interps ) { this.createInterpolators( interps ); } }; GLTFAnimation.prototype.createInterpolators = function( interps ) { for ( var i = 0, len = interps.length; i < len; i ++ ) { var interp = new GLTFInterpolator( interps[ i ] ); this.interps.push( interp ); this.duration = Math.max( this.duration, interp.duration ); } }; // Start/stop GLTFAnimation.prototype.play = function() { if ( this.running ) return; this.startTime = Date.now(); this.running = true; THREE.GLTFLoader.Animations.add( this.uuid, this ); }; GLTFAnimation.prototype.stop = function() { this.running = false; THREE.GLTFLoader.Animations.remove( this.uuid ); }; // Update - drive key frame evaluation GLTFAnimation.prototype.update = function() { if ( !this.running ) return; var now = Date.now(); var deltat = ( now - this.startTime ) / 1000; var t = deltat % this.duration; var nCycles = Math.floor( deltat / this.duration ); if ( nCycles >= 1 && ! this.loop ) { this.running = false; _each( this.interps, function( _, i ) { this.interps[ i ].interp( this.duration ); }.bind( this )); this.stop(); } else { _each( this.interps, function( _, i ) { this.interps[ i ].interp( t ); }.bind( this )); } }; /* GLTFINTERPOLATOR */ var GLTFInterpolator = function( param ) { this.keys = param.keys; this.values = param.values; this.count = param.count; this.type = param.type; this.path = param.path; this.isRot = false; var node = param.target; node.updateMatrix(); node.matrixAutoUpdate = true; this.targetNode = node; switch ( param.path ) { case "translation" : this.target = node.position; this.originalValue = node.position.clone(); break; case "rotation" : this.target = node.quaternion; this.originalValue = node.quaternion.clone(); this.isRot = true; break; case "scale" : this.target = node.scale; this.originalValue = node.scale.clone(); break; } this.duration = this.keys[ this.count - 1 ]; this.vec1 = new THREE.Vector3(); this.vec2 = new THREE.Vector3(); this.vec3 = new THREE.Vector3(); this.quat1 = new THREE.Quaternion(); this.quat2 = new THREE.Quaternion(); this.quat3 = new THREE.Quaternion(); }; //Interpolation and tweening methods GLTFInterpolator.prototype.interp = function( t ) { if ( t == this.keys[ 0 ] ) { if ( this.isRot ) { this.quat3.fromArray( this.values ); } else { this.vec3.fromArray( this.values ); } } else if ( t < this.keys[ 0 ] ) { if ( this.isRot ) { this.quat1.copy( this.originalValue ); this.quat2.fromArray( this.values ); THREE.Quaternion.slerp( this.quat1, this.quat2, this.quat3, t / this.keys[ 0 ] ); } else { this.vec3.copy( this.originalValue ); this.vec2.fromArray( this.values ); this.vec3.lerp( this.vec2, t / this.keys[ 0 ] ); } } else if ( t >= this.keys[ this.count - 1 ] ) { if ( this.isRot ) { this.quat3.fromArray( this.values, ( this.count - 1 ) * 4 ); } else { this.vec3.fromArray( this.values, ( this.count - 1 ) * 3 ); } } else { for ( var i = 0; i < this.count - 1; i ++ ) { var key1 = this.keys[ i ]; var key2 = this.keys[ i + 1 ]; if ( t >= key1 && t <= key2 ) { if ( this.isRot ) { this.quat1.fromArray( this.values, i * 4 ); this.quat2.fromArray( this.values, ( i + 1 ) * 4 ); THREE.Quaternion.slerp( this.quat1, this.quat2, this.quat3, ( t - key1 ) / ( key2 - key1 ) ); } else { this.vec3.fromArray( this.values, i * 3 ); this.vec2.fromArray( this.values, ( i + 1 ) * 3 ); this.vec3.lerp( this.vec2, ( t - key1 ) / ( key2 - key1 ) ); } } } } if ( this.target ) { if ( this.isRot ) { this.target.copy( this.quat3 ); } else { this.target.copy( this.vec3 ); } } }; /*********************************/ /********** INTERNALS ************/ /*********************************/ /* CONSTANTS */ var WEBGL_CONSTANTS = { FLOAT: 5126, //FLOAT_MAT2: 35674, FLOAT_MAT3: 35675, FLOAT_MAT4: 35676, FLOAT_VEC2: 35664, FLOAT_VEC3: 35665, FLOAT_VEC4: 35666, LINEAR: 9729, REPEAT: 10497, SAMPLER_2D: 35678, TRIANGLES: 4, UNSIGNED_BYTE: 5121, UNSIGNED_SHORT: 5123, VERTEX_SHADER: 35633, FRAGMENT_SHADER: 35632 }; var WEBGL_TYPE = { 5126: Number, //35674: THREE.Matrix2, 35675: THREE.Matrix3, 35676: THREE.Matrix4, 35664: THREE.Vector2, 35665: THREE.Vector3, 35666: THREE.Vector4, 35678: THREE.Texture }; var WEBGL_COMPONENT_TYPES = { 5120: Int8Array, 5121: Uint8Array, 5122: Int16Array, 5123: Uint16Array, 5125: Uint32Array, 5126: Float32Array }; var WEBGL_FILTERS = { 9728: THREE.NearestFilter, 9729: THREE.LinearFilter, 9984: THREE.NearestMipMapNearestFilter, 9985: THREE.LinearMipMapNearestFilter, 9986: THREE.NearestMipMapLinearFilter, 9987: THREE.LinearMipMapLinearFilter }; var WEBGL_WRAPPINGS = { 33071: THREE.ClampToEdgeWrapping, 33648: THREE.MirroredRepeatWrapping, 10497: THREE.RepeatWrapping }; var WEBGL_TYPE_SIZES = { 'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4, 'MAT2': 4, 'MAT3': 9, 'MAT4': 16 }; /* UTILITY FUNCTIONS */ var _each = function( object, callback, thisObj ) { if ( !object ) { return Promise.resolve(); } var results; var fns = []; if ( Object.prototype.toString.call( object ) === '[object Array]' ) { results = []; var length = object.length; for ( var idx = 0; idx < length; idx ++ ) { var value = callback.call( thisObj || this, object[ idx ], idx ); if ( value ) { fns.push( value ); if ( value instanceof Promise ) { value.then( function( key, value ) { results[ idx ] = value; }.bind( this, key )); } else { results[ idx ] = value; } } } } else { results = {}; for ( var key in object ) { if ( object.hasOwnProperty( key ) ) { var value = callback.call( thisObj || this, object[ key ], key ); if ( value ) { fns.push( value ); if ( value instanceof Promise ) { value.then( function( key, value ) { results[ key ] = value; }.bind( this, key )); } else { results[ key ] = value; } } } } } return Promise.all( fns ).then( function() { return results; }); }; var resolveURL = function( url, path ) { // Invalid URL if ( typeof url !== 'string' || url === '' ) return ''; // Absolute URL if ( /^https?:\/\//i.test( url ) ) { return url; } // Data URI if ( /^data:.*,.*$/i.test( url ) ) { return url; } // Relative URL return (path || '') + url; }; // Three.js seems too dependent on attribute names so globally // replace those in the shader code var replaceTHREEShaderAttributes = function( shaderText, technique ) { // Expected technique attributes var attributes = {}; _each( technique.attributes, function( pname, attributeId ) { var param = technique.parameters[ pname ]; var atype = param.type; var semantic = param.semantic; attributes[ attributeId ] = { type : atype, semantic : semantic }; }); // Figure out which attributes to change in technique var shaderParams = technique.parameters; var shaderAttributes = technique.attributes; var params = {}; _each( attributes, function( _, attributeId ) { var pname = shaderAttributes[ attributeId ]; var shaderParam = shaderParams[ pname ]; var semantic = shaderParam.semantic; if ( semantic ) { params[ attributeId ] = shaderParam; } }); _each( params, function( param, pname ) { var semantic = param.semantic; var regEx = new RegExp( "\\b" + pname + "\\b", "g" ); switch ( semantic ) { case "POSITION": shaderText = shaderText.replace( regEx, 'position' ); break; case "NORMAL": shaderText = shaderText.replace( regEx, 'normal' ); break; case 'TEXCOORD_0': case 'TEXCOORD0': case 'TEXCOORD': shaderText = shaderText.replace( regEx, 'uv' ); break; case "WEIGHT": shaderText = shaderText.replace(regEx, 'skinWeight'); break; case "JOINT": shaderText = shaderText.replace(regEx, 'skinIndex'); break; } }); return shaderText; }; // Deferred constructor for RawShaderMaterial types var DeferredShaderMaterial = function( params ) { this.isDeferredShaderMaterial = true; this.params = params; }; DeferredShaderMaterial.prototype.create = function() { var uniforms = THREE.UniformsUtils.clone( this.params.uniforms ); _each( this.params.uniforms, function( originalUniform, uniformId ) { if ( originalUniform.value instanceof THREE.Texture ) { uniforms[ uniformId ].value = originalUniform.value; uniforms[ uniformId ].value.needsUpdate = true; } uniforms[ uniformId ].semantic = originalUniform.semantic; uniforms[ uniformId ].node = originalUniform.node; }); this.params.uniforms = uniforms; return new THREE.RawShaderMaterial( this.params ); }; /* GLTF PARSER */ var GLTFParser = function(json, options) { this.json = json || {}; this.options = options || {}; // loader object cache this.cache = new GLTFRegistry(); }; GLTFParser.prototype._withDependencies = function( dependencies ) { var _dependencies = {}; for ( var i = 0; i < dependencies.length; i ++ ) { var dependency = dependencies[ i ]; var fnName = "load" + dependency.charAt(0).toUpperCase() + dependency.slice(1); var cached = this.cache.get( dependency ); if ( cached !== undefined ) { _dependencies[ dependency ] = cached; } else if ( this[ fnName ] ) { var fn = this[ fnName ](); this.cache.add( dependency, fn ); _dependencies[ dependency ] = fn; } } return _each( _dependencies, function( dependency, dependencyId ) { return dependency; }); }; GLTFParser.prototype.parse = function( callback ) { // Clear the loader cache this.cache.removeAll(); // Fire the callback on complete this._withDependencies([ "scenes", "cameras", "animations" ]).then(function( dependencies ) { var scene = dependencies.scenes[ this.json.scene ]; var cameras = []; _each( dependencies.cameras, function( camera ) { cameras.push( camera ); }); var animations = []; _each( dependencies.animations, function( animation ) { animations.push( animation ); }); callback( scene, cameras, animations ); }.bind( this )); }; GLTFParser.prototype.loadShaders = function() { return _each( this.json.shaders, function( shader, shaderId ) { return new Promise( function( resolve ) { var loader = new THREE.FileLoader(); loader.responseType = 'text'; loader.load( resolveURL( shader.uri, this.options.path ), function( shaderText ) { resolve( shaderText ); }); }.bind( this )); }.bind( this )); }; GLTFParser.prototype.loadBuffers = function() { return _each( this.json.buffers, function( buffer, bufferId ) { if ( buffer.type === 'arraybuffer' ) { return new Promise( function( resolve ) { var loader = new THREE.FileLoader(); loader.responseType = 'arraybuffer'; loader.load( resolveURL( buffer.uri, this.options.path ), function( buffer ) { resolve( buffer ); } ); }.bind( this )); } }.bind( this )); }; GLTFParser.prototype.loadBufferViews = function() { return this._withDependencies([ "buffers" ]).then( function( dependencies ) { return _each( this.json.bufferViews, function( bufferView, bufferViewId ) { var arraybuffer = dependencies.buffers[ bufferView.buffer ]; return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength ); }); }.bind( this )); }; GLTFParser.prototype.loadAccessors = function() { return this._withDependencies([ "bufferViews" ]).then( function( dependencies ) { return _each( this.json.accessors, function( accessor, accessorId ) { var arraybuffer = dependencies.bufferViews[ accessor.bufferView ]; var itemSize = WEBGL_TYPE_SIZES[ accessor.type ]; var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ]; // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. var elementBytes = TypedArray.BYTES_PER_ELEMENT; var itemBytes = elementBytes * itemSize; // The buffer is not interleaved if the stride is the item size in bytes. if ( accessor.byteStride && accessor.byteStride !== itemBytes ) { // Use the full buffer if it's interleaved. var array = new TypedArray( arraybuffer ); // Integer parameters to IB/IBA are in array elements, not bytes. var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes ); return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes ); } else { array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize ); return new THREE.BufferAttribute( array, itemSize ); } }); }.bind( this )); }; GLTFParser.prototype.loadTextures = function() { return _each( this.json.textures, function( texture, textureId ) { if ( texture.source ) { return new Promise( function( resolve ) { var source = this.json.images[ texture.source ]; var textureLoader = THREE.Loader.Handlers.get( source.uri ); if ( textureLoader === null ) { textureLoader = new THREE.TextureLoader(); } textureLoader.crossOrigin = this.options.crossOrigin || false; textureLoader.load( resolveURL( source.uri, this.options.path ), function( _texture ) { _texture.flipY = false; if ( texture.sampler ) { var sampler = this.json.samplers[ texture.sampler ]; _texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ]; _texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ]; _texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ]; _texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ]; } resolve( _texture ); }.bind( this )); }.bind( this )); } }.bind( this )); }; GLTFParser.prototype.loadMaterials = function() { return this._withDependencies([ "shaders", "textures" ]).then( function( dependencies ) { return _each( this.json.materials, function( material, materialId ) { var materialType; var materialValues = {}; var materialParams = {}; var khr_material; if ( material.extensions && material.extensions.KHR_materials_common ) { khr_material = material.extensions.KHR_materials_common; } else if ( this.json.extensions && this.json.extensions.KHR_materials_common ) { khr_material = this.json.extensions.KHR_materials_common; } if ( khr_material ) { switch ( khr_material.technique ) { case 'BLINN' : case 'PHONG' : materialType = THREE.MeshPhongMaterial; break; case 'LAMBERT' : materialType = THREE.MeshLambertMaterial; break; case 'CONSTANT' : default : materialType = THREE.MeshBasicMaterial; break; } _each( khr_material.values, function( value, prop ) { materialValues[ prop ] = value; }); if ( khr_material.doubleSided || materialValues.doubleSided ) { materialParams.side = THREE.DoubleSide; } if ( khr_material.transparent || materialValues.transparent ) { materialParams.transparent = true; materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1; } } else if ( material.technique === undefined ) { materialType = THREE.MeshPhongMaterial; _each( material.values, function( value, prop ) { materialValues[ prop ] = value; }); } else { materialType = DeferredShaderMaterial; var technique = this.json.techniques[ material.technique ]; materialParams.uniforms = {}; var program = this.json.programs[ technique.program ]; if ( program ) { materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ]; if ( ! materialParams.fragmentShader ) { console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader ); materialType = THREE.MeshPhongMaterial; } var vertexShader = dependencies.shaders[ program.vertexShader ]; if ( ! vertexShader ) { console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader ); materialType = THREE.MeshPhongMaterial; } // IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique ); var uniforms = technique.uniforms; _each( uniforms, function( pname, uniformId ) { var shaderParam = technique.parameters[ pname ]; var ptype = shaderParam.type; if ( WEBGL_TYPE[ ptype ] ) { var pcount = shaderParam.count; var value = material.values[ pname ]; var uvalue = new WEBGL_TYPE[ ptype ](); var usemantic = shaderParam.semantic; var unode = shaderParam.node; switch ( ptype ) { case WEBGL_CONSTANTS.FLOAT: uvalue = shaderParam.value; if ( pname == "transparency" ) { materialParams.transparent = true; } if ( value !== undefined ) { uvalue = value; } break; case WEBGL_CONSTANTS.FLOAT_VEC2: case WEBGL_CONSTANTS.FLOAT_VEC3: case WEBGL_CONSTANTS.FLOAT_VEC4: case WEBGL_CONSTANTS.FLOAT_MAT3: if ( shaderParam && shaderParam.value ) { uvalue.fromArray( shaderParam.value ); } if ( value ) { uvalue.fromArray( value ); } break; case WEBGL_CONSTANTS.FLOAT_MAT2: // what to do? console.warn("FLOAT_MAT2 is not a supported uniform type"); break; case WEBGL_CONSTANTS.FLOAT_MAT4: if ( pcount ) { uvalue = new Array( pcount ); for ( var mi = 0; mi < pcount; mi ++ ) { uvalue[ mi ] = new WEBGL_TYPE[ ptype ](); } if ( shaderParam && shaderParam.value ) { var m4v = shaderParam.value; uvalue.fromArray( m4v ); } if ( value ) { uvalue.fromArray( value ); } } else { if ( shaderParam && shaderParam.value ) { var m4 = shaderParam.value; uvalue.fromArray( m4 ); } if ( value ) { uvalue.fromArray( value ); } } break; case WEBGL_CONSTANTS.SAMPLER_2D: uvalue = value ? dependencies.textures[ value ] : null; break; } materialParams.uniforms[ uniformId ] = { value: uvalue, semantic: usemantic, node: unode }; } else { throw new Error( "Unknown shader uniform param type: " + ptype ); } }); } } if ( Array.isArray( materialValues.diffuse ) ) { materialParams.color = new THREE.Color().fromArray( materialValues.diffuse ); } else if ( typeof( materialValues.diffuse ) === 'string' ) { materialParams.map = dependencies.textures[ materialValues.diffuse ]; } delete materialParams.diffuse; if ( typeof( materialValues.reflective ) === 'string' ) { materialParams.envMap = dependencies.textures[ materialValues.reflective ]; } if ( typeof( materialValues.bump ) === 'string' ) { materialParams.bumpMap = dependencies.textures[ materialValues.bump ]; } if ( Array.isArray( materialValues.emission ) ) { materialParams.emissive = new THREE.Color().fromArray( materialValues.emission ); } if ( Array.isArray( materialValues.specular ) ) { materialParams.specular = new THREE.Color().fromArray( materialValues.specular ); } if ( materialValues.shininess !== undefined ) { materialParams.shininess = materialValues.shininess; } var _material = new materialType( materialParams ); _material.name = material.name; return _material; }.bind( this )); }.bind( this )); }; GLTFParser.prototype.loadMeshes = function() { return this._withDependencies([ "accessors", "materials" ]).then( function( dependencies ) { return _each( this.json.meshes, function( mesh, meshId ) { var group = new THREE.Object3D(); group.name = mesh.name; var primitives = mesh.primitives; _each( primitives, function( primitive ) { if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) { var geometry = new THREE.BufferGeometry(); var attributes = primitive.attributes; _each( attributes, function( attributeEntry, attributeId ) { if ( !attributeEntry ) { return; } var bufferAttribute = dependencies.accessors[ attributeEntry ]; switch ( attributeId ) { case 'POSITION': geometry.addAttribute( 'position', bufferAttribute ); break; case 'NORMAL': geometry.addAttribute( 'normal', bufferAttribute ); break; case 'TEXCOORD_0': case 'TEXCOORD0': case 'TEXCOORD': geometry.addAttribute( 'uv', bufferAttribute ); break; case 'WEIGHT': geometry.addAttribute( 'skinWeight', bufferAttribute ); break; case 'JOINT': geometry.addAttribute( 'skinIndex', bufferAttribute ); break; } }); if ( primitive.indices ) { var indexArray = dependencies.accessors[ primitive.indices ]; geometry.setIndex( indexArray ); var offset = { start: 0, index: 0, count: indexArray.count }; geometry.groups.push( offset ); geometry.computeBoundingSphere(); } var material = dependencies.materials[ primitive.material ]; var meshNode = new THREE.Mesh( geometry, material ); meshNode.castShadow = true; group.add( meshNode ); } else { console.warn("Non-triangular primitives are not supported"); } }); return group; }); }.bind( this )); }; GLTFParser.prototype.loadCameras = function() { return _each( this.json.cameras, function( camera, cameraId ) { if ( camera.type == "perspective" && camera.perspective ) { var yfov = camera.perspective.yfov; var xfov = camera.perspective.xfov; var aspect_ratio = camera.perspective.aspect_ratio || 1; // According to COLLADA spec... // aspect_ratio = xfov / yfov xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov; // According to COLLADA spec... // aspect_ratio = xfov / yfov // yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov; var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 ); _camera.name = camera.name; return _camera; } else if ( camera.type == "orthographic" && camera.orthographic ) { var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar ); _camera.name = camera.name; return _camera; } }.bind( this )); }; GLTFParser.prototype.loadSkins = function() { return this._withDependencies([ "accessors" ]).then( function( dependencies ) { return _each( this.json.skins, function( skin, skinId ) { var _skin = { bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ), jointNames: skin.jointNames, inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ] }; return _skin; }); }.bind( this )); }; GLTFParser.prototype.loadAnimations = function() { return this._withDependencies([ "accessors", "nodes" ]).then( function( dependencies ) { return _each( this.json.animations, function( animation, animationId ) { var interps = []; _each( animation.channels, function( channel ) { var sampler = animation.samplers[ channel.sampler ]; if (sampler && animation.parameters) { var target = channel.target; var name = target.id; var input = animation.parameters[sampler.input]; var output = animation.parameters[sampler.output]; var inputAccessor = dependencies.accessors[ input ]; var outputAccessor = dependencies.accessors[ output ]; var node = dependencies.nodes[ name ]; if ( node ) { var interp = { keys : inputAccessor.array, values : outputAccessor.array, count : inputAccessor.count, target : node, path : target.path, type : sampler.interpolation }; interps.push( interp ); } } }); var _animation = new GLTFAnimation(interps); _animation.name = "animation_" + animationId; return _animation; }); }.bind( this )); }; GLTFParser.prototype.loadNodes = function() { return _each( this.json.nodes, function( node, nodeId ) { var matrix = new THREE.Matrix4(); var _node; if ( node.jointName ) { _node = new THREE.Bone(); _node.jointName = node.jointName; } else { _node = new THREE.Object3D() } _node.name = node.name; _node.matrixAutoUpdate = false; if ( node.matrix !== undefined ) { matrix.fromArray( node.matrix ); _node.applyMatrix( matrix ); } else { if ( node.translation !== undefined ) { _node.position.fromArray( node.translation ); } if ( node.rotation !== undefined ) { _node.quaternion.fromArray( node.rotation ); } if ( node.scale !== undefined ) { _node.scale.fromArray( node.scale ); } } return _node; }.bind( this )).then( function( __nodes ) { return this._withDependencies([ "meshes", "skins", "cameras", "extensions" ]).then( function( dependencies ) { return _each( __nodes, function( _node, nodeId ) { var node = this.json.nodes[ nodeId ]; if ( node.meshes !== undefined ) { _each( node.meshes, function( meshId ) { var group = dependencies.meshes[ meshId ]; _each( group.children, function( mesh ) { // clone Mesh to add to _node var originalMaterial = mesh.material; var originalGeometry = mesh.geometry; var material; if(originalMaterial.isDeferredShaderMaterial) { originalMaterial = material = originalMaterial.create(); } else { material = originalMaterial; } mesh = new THREE.Mesh( originalGeometry, material ); mesh.castShadow = true; var skinEntry; if ( node.skin ) { skinEntry = dependencies.skins[ node.skin ]; } // Replace Mesh with SkinnedMesh in library if (skinEntry) { var geometry = originalGeometry; var material = originalMaterial; material.skinning = true; mesh = new THREE.SkinnedMesh( geometry, material, false ); mesh.castShadow = true; var bones = []; var boneInverses = []; _each( skinEntry.jointNames, function( jointId, i ) { var jointNode = __nodes[ jointId ]; if ( jointNode ) { jointNode.skin = mesh; bones.push(jointNode); var m = skinEntry.inverseBindMatrices.array; var mat = new THREE.Matrix4().fromArray( m, i * 16 ); boneInverses.push(mat); } else { console.warn( "WARNING: joint: ''" + jointId + "' could not be found" ); } }); mesh.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix ); } _node.add( mesh ); }); }); } if ( node.camera !== undefined ) { var camera = dependencies.cameras[ node.camera ]; _node.add( camera ); } if (node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light) { var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ]; _node.add(light); } return _node; }.bind( this )); }.bind( this )); }.bind( this )); }; GLTFParser.prototype.loadExtensions = function() { return _each( this.json.extensions, function( extension, extensionId ) { switch ( extensionId ) { case "KHR_materials_common": var extensionNode = { lights: {} }; var lights = extension.lights; _each( lights, function( light, lightID ) { var lightNode; var lightParams = light[light.type]; var color = new THREE.Color().fromArray( lightParams.color ); switch ( light.type ) { case "directional": lightNode = new THREE.DirectionalLight( color ); lightNode.position.set( 0, 0, 1 ); break; case "point": lightNode = new THREE.PointLight( color ); break; case "spot ": lightNode = new THREE.SpotLight( color ); lightNode.position.set( 0, 0, 1 ); break; case "ambient": lightNode = new THREE.AmbientLight( color ); break; } if ( lightNode ) { extensionNode.lights[ lightID ] = lightNode; } }); return extensionNode; break; } }.bind( this )); }; GLTFParser.prototype.loadScenes = function() { // scene node hierachy builder var buildNodeHierachy = function( nodeId, parentObject, allNodes ) { var _node = allNodes[ nodeId ]; parentObject.add( _node ); var node = this.json.nodes[ nodeId ]; if ( node.children ) { _each( node.children, function( child ) { buildNodeHierachy( child, _node, allNodes ); }); } }.bind( this ); return this._withDependencies([ "nodes" ]).then( function( dependencies ) { return _each( this.json.scenes, function( scene, sceneId ) { var _scene = new THREE.Scene(); _scene.name = scene.name; _each( scene.nodes, function( nodeId ) { buildNodeHierachy( nodeId, _scene, dependencies.nodes ); }); _scene.traverse( function( child ) { // Register raw material meshes with GLTFLoader.Shaders if (child.material && child.material.isRawShaderMaterial) { var xshader = new GLTFShader( child, dependencies.nodes ); THREE.GLTFLoader.Shaders.add( child.uuid, xshader ); } }); return _scene; }); }.bind( this )); }; })();