/** * @author Alexander Gessler / http://www.greentoken.de/ * https://github.com/acgessler * * Loader for models imported with Open Asset Import Library (http://assimp.sf.net) * through assimp2json (https://github.com/acgessler/assimp2json). * * Supports any input format that assimp supports, including 3ds, obj, dae, blend, * fbx, x, ms3d, lwo (and many more). * * See webgl_loader_assimp2json example. */ THREE.AssimpJSONLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; }; THREE.AssimpJSONLoader.prototype = { constructor: THREE.AssimpJSONLoader, texturePath : '', load: function ( url, onLoad, onProgress, onError, texturePath ) { var scope = this; this.texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url ); var loader = new THREE.XHRLoader( this.manager ); loader.setCrossOrigin( this.crossOrigin ); loader.load( url, function ( text ) { var json = JSON.parse( text ), scene, metadata; // 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 if ( metadata.format !== 'assimp2json' ) { onError('Not an assimp2json scene'); return; } // Check major format version else if ( metadata.version < 100 && metadata.version >= 200 ) { onError('Unsupported assimp2json file format version'); return; } } scene = scope.parse( json ); onLoad( scene ); }, onProgress, onError ); }, setCrossOrigin: function ( value ) { this.crossOrigin = value; }, extractUrlBase: function ( url ) { // from three/src/loaders/Loader.js var parts = url.split( '/' ); parts.pop(); return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; }, parse: function ( json ) { 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; }, parseMesh : function(json) { var vertex, geometry, i, e, in_data, src; geometry = new THREE.Geometry(); // read vertex positions for (in_data = json.vertices, i = 0, e = in_data.length; i < e; ) { geometry.vertices.push( new THREE.Vector3( in_data[ i ++ ], in_data[ i ++ ], in_data[ i ++ ] ) ); } // read faces var cnt = 0; for (in_data = json.faces, i = 0, e = in_data.length; i < e; ++ i) { face = new THREE.Face3(); src = in_data[i]; face.a = src[0]; face.b = src[1]; face.c = src[2]; face.materialIndex = 0; //json.materialindex; geometry.faces.push(face); } // read texture coordinates - three.js attaches them to its faces json.texturecoords = json.texturecoords || []; for (i = 0, e = json.texturecoords.length; i < e; ++ i) { function convertTextureCoords(in_uv, out_faces, out_vertex_uvs) { var i, e, face, a, b, c; for (i = 0, e = out_faces.length; i < e; ++ i) { face = out_faces[i]; a = face.a * 2; b = face.b * 2; c = face.c * 2; out_vertex_uvs.push([ new THREE.Vector2( in_uv[ a ], in_uv[ a + 1 ] ), new THREE.Vector2( in_uv[ b ], in_uv[ b + 1 ] ), new THREE.Vector2( in_uv[ c ], in_uv[ c + 1 ] ) ]); } } convertTextureCoords(json.texturecoords[i], geometry.faces, geometry.faceVertexUvs[i]); } // read normals - three.js also attaches them to its faces if (json.normals) { function convertNormals(in_nor, out_faces) { var i, e, face, a, b, c; for (i = 0, e = out_faces.length; i < e; ++ i) { face = out_faces[i]; a = face.a * 3; b = face.b * 3; c = face.c * 3; face.vertexNormals = [ new THREE.Vector3( in_nor[ a ], in_nor[ a + 1 ], in_nor[ a + 2 ] ), new THREE.Vector3( in_nor[ b ], in_nor[ b + 1 ], in_nor[ b + 2 ] ), new THREE.Vector3( in_nor[ c ], in_nor[ c + 1 ], in_nor[ c + 2 ] ) ]; } } convertNormals(json.normals, geometry.faces); } // read vertex colors - three.js also attaches them to its faces if (json.colors && json.colors[0]) { function convertColors(in_color, out_faces) { var i, e, face, a, b, c; function makeColor(start) { var col = new THREE.Color( ); col.setRGB( arr[0], arr[1], arr[2] ); // TODO: what about alpha? return col; } for (i = 0, e = out_faces.length; i < e; ++ i) { face = out_faces[i]; a = face.a * 4; b = face.b * 4; c = face.c * 4; face.vertexColors = [ makeColor( a ), makeColor( b ), makeColor( c ) ]; } } convertColors(json.colors[0], geometry.faces); } //geometry.computeFaceNormals(); //geometry.computeVertexNormals(); //geometry.computeTangents(); geometry.computeBoundingSphere(); // TODO: tangents return geometry; }, parseMaterial : function(json) { var mat = null, scope = this, i, prop, has_textures = [], init_props = { shading : THREE.SmoothShading }; function toColor(value_arr) { var col = new THREE.Color(); col.setRGB(value_arr[0], value_arr[1], value_arr[2]); return col; } function defaultTexture() { var im = new Image(); im.width = 1; im.height = 1; return new THREE.Texture(im); } for (var i in json.properties) { prop = json.properties[i]; if (prop.key === '$tex.file') { // prop.semantic gives the type of the texture // 1: diffuse // 2: specular mao // 5: height map (bumps) // 6: normal map // more values (i.e. emissive, environment) are known by assimp and may be relevant if (prop.semantic === 1 || prop.semantic === 5 || prop.semantic === 6 || prop.semantic === 2) { (function(semantic) { var loader = new THREE.TextureLoader(scope.manager), keyname; if (semantic === 1) { keyname = 'map'; } else if (semantic === 5) { keyname = 'bumpMap'; } else if (semantic === 6) { keyname = 'normalMap'; } else if (semantic === 2) { keyname = 'specularMap'; } has_textures.push(keyname); loader.setCrossOrigin(this.crossOrigin); var material_url = scope.texturePath + '/' + prop.value material_url = material_url.replace(/\\/g, '/'); loader.load(material_url, function(tex) { if (tex) { // TODO: read texture settings from assimp. // Wrapping is the default, though. tex.wrapS = tex.wrapT = THREE.RepeatWrapping; mat[keyname] = tex; mat.needsUpdate = true; } }); })(prop.semantic); } } else if (prop.key === '?mat.name') { init_props.name = prop.value; } else if (prop.key === '$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') { init_props.emissive = toColor(prop.value); } else if (prop.key === '$mat.shadingm') { // aiShadingMode_Flat if (prop.value === 1) { init_props.shading = THREE.FlatShading; } } else if (prop.key === '$mat.shininess') { init_props.shininess = prop.value; } } // 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 = has_textures.length - 1; i >= 0; -- i) { init_props[has_textures[i]] = defaultTexture(); } } 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] )); } for (i = 0; node.children && i < node.children.length; ++ i) { obj.add(this.parseObject(json, node.children[i], meshes, materials)); } return obj; }, };