BabylonLoader.js 4.8 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.BabylonLoader = function ( manager ) {
  5. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6. };
  7. THREE.BabylonLoader.prototype = {
  8. constructor: THREE.ObjectLoader,
  9. load: function ( url, onLoad, onProgress, onError ) {
  10. var scope = this;
  11. var loader = new THREE.XHRLoader( scope.manager );
  12. loader.setCrossOrigin( this.crossOrigin );
  13. loader.load( url, function ( text ) {
  14. onLoad( scope.parse( JSON.parse( text ) ) );
  15. }, onProgress, onError );
  16. },
  17. setCrossOrigin: function ( value ) {
  18. this.crossOrigin = value;
  19. },
  20. parse: function ( json ) {
  21. var materials = this.parseMaterials( json );
  22. var scene = this.parseObjects( json, materials );
  23. return scene;
  24. },
  25. parseMaterials: function ( json ) {
  26. var materials = {};
  27. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  28. var data = json.materials[ i ];
  29. var material = new THREE.MeshPhongMaterial();
  30. material.name = data.name;
  31. material.ambient.fromArray( data.ambient );
  32. material.color.fromArray( data.diffuse );
  33. material.emissive.fromArray( data.emissive );
  34. material.specular.fromArray( data.specular );
  35. material.shininess = data.specularPower;
  36. material.opacity = data.alpha;
  37. materials[ data.id ] = material;
  38. }
  39. if ( json.multiMaterials ) {
  40. for ( var i = 0, l = json.multiMaterials.length; i < l; i ++ ) {
  41. var data = json.multiMaterials[ i ];
  42. console.warn( 'THREE.BabylonLoader: Multi materials not yet supported.' );
  43. materials[ data.id ] = new THREE.MeshPhongMaterial();
  44. }
  45. }
  46. return materials;
  47. },
  48. parseGeometry: function ( json ) {
  49. var geometry = new THREE.BufferGeometry();
  50. // indices
  51. var indices = new Uint16Array( json.indices );
  52. geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  53. // positions
  54. var positions = new Float32Array( json.positions );
  55. for ( var j = 2, jl = positions.length; j < jl; j += 3 ) {
  56. positions[ j ] = - positions[ j ];
  57. }
  58. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  59. // normals
  60. if ( json.normals ) {
  61. var normals = new Float32Array( json.normals );
  62. for ( var j = 2, jl = normals.length; j < jl; j += 3 ) {
  63. normals[ j ] = - normals[ j ];
  64. }
  65. geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  66. }
  67. // uvs
  68. if ( json.uvs ) {
  69. var uvs = new Float32Array( json.uvs );
  70. geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  71. }
  72. // offsets
  73. var subMeshes = json.subMeshes;
  74. if ( subMeshes ) {
  75. for ( var j = 0, jl = subMeshes.length; j < jl; j ++ ) {
  76. var subMesh = subMeshes[ j ];
  77. geometry.addDrawCall( subMesh.indexStart, subMesh.indexCount );
  78. }
  79. } else {
  80. geometry.addDrawCall( 0, json.indices.length );
  81. }
  82. return geometry;
  83. },
  84. parseObjects: function ( json, materials ) {
  85. var objects = {};
  86. var scene = new THREE.Scene();
  87. var cameras = json.cameras;
  88. for ( var i = 0, l = cameras.length; i < l; i ++ ) {
  89. var data = cameras[ i ];
  90. var camera = new THREE.PerspectiveCamera( ( data.fov / Math.PI ) * 180, 1.33, data.minZ, data.maxZ );
  91. camera.name = data.name;
  92. camera.position.fromArray( data.position );
  93. if ( data.rotation ) camera.rotation.fromArray( data.rotation );
  94. objects[ data.id ] = camera;
  95. }
  96. var lights = json.lights;
  97. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  98. var data = lights[ i ];
  99. var light;
  100. switch ( data.type ) {
  101. case 0:
  102. light = new THREE.PointLight();
  103. break;
  104. case 1:
  105. light = new THREE.DirectionalLight();
  106. break;
  107. case 2:
  108. light = new THREE.SpotLight();
  109. break;
  110. case 3:
  111. light = new THREE.HemisphereLight();
  112. break;
  113. }
  114. light.name = data.name;
  115. light.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  116. light.color.fromArray( data.diffuse );
  117. if ( data.intensity ) light.intensity = data.intensity;
  118. objects[ data.id ] = light;
  119. scene.add( light );
  120. }
  121. var meshes = json.meshes;
  122. for ( var i = 0, l = meshes.length; i < l; i ++ ) {
  123. var data = meshes[ i ];
  124. var object;
  125. if ( data.indices ) {
  126. var geometry = this.parseGeometry( data );
  127. object = new THREE.Mesh( geometry, materials[ data.materialId ] );
  128. } else {
  129. object = new THREE.Group();
  130. }
  131. object.name = data.name;
  132. object.position.set( data.position[ 0 ], data.position[ 1 ], - data.position[ 2 ] );
  133. object.rotation.fromArray( data.rotation );
  134. if ( data.rotationQuaternion ) object.quaternion.fromArray( data.rotationQuaternion );
  135. object.scale.fromArray( data.scaling );
  136. // object.visible = data.isVisible;
  137. if ( data.parentId ) {
  138. objects[ data.parentId ].add( object );
  139. } else {
  140. scene.add( object );
  141. }
  142. objects[ data.id ] = object;
  143. }
  144. return scene;
  145. }
  146. };