PlayCanvasLoader.js 3.6 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Mugen87 / https://github.com/Mugen87
  4. */
  5. THREE.PlayCanvasLoader = function ( manager ) {
  6. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7. };
  8. THREE.PlayCanvasLoader.prototype = {
  9. constructor: THREE.PlayCanvasLoader,
  10. load: function ( url, onLoad, onProgress, onError ) {
  11. var scope = this;
  12. var loader = new THREE.FileLoader( scope.manager );
  13. loader.setPath( scope.path );
  14. loader.load( url, function ( text ) {
  15. onLoad( scope.parse( JSON.parse( text ) ) );
  16. }, onProgress, onError );
  17. },
  18. setPath: function ( value ) {
  19. this.path = value;
  20. return this;
  21. },
  22. parse: function ( json ) {
  23. function parseVertices( data ) {
  24. var attributes = {};
  25. // create a buffer attribute for each array that contains vertex information
  26. for ( var name in data ) {
  27. var array = data[ name ];
  28. var type = array.type;
  29. var size = array.components;
  30. var attribute;
  31. switch ( type ) {
  32. case 'float32':
  33. attribute = new THREE.Float32BufferAttribute( array.data, size );
  34. break;
  35. case 'uint8':
  36. attribute = new THREE.Uint8BufferAttribute( array.data, size );
  37. break;
  38. case 'uint16':
  39. attribute = new THREE.Uint16BufferAttribute( array.data, size );
  40. break;
  41. default:
  42. console.log( 'THREE.PlayCanvasLoader: Array type "%s" not yet supported.', type );
  43. }
  44. attributes[ name ] = attribute;
  45. }
  46. data._attributes = attributes;
  47. }
  48. function parseMeshes( data ) {
  49. // create buffer geometry
  50. var geometry = new THREE.BufferGeometry();
  51. geometry.setIndex( data.indices );
  52. var attributes = model.vertices[ data.vertices ]._attributes;
  53. for ( var name in attributes ) {
  54. var attribute = attributes[ name ];
  55. if ( name === 'texCoord0' ) name = 'uv';
  56. geometry.addAttribute( name, attribute );
  57. }
  58. data._geometry = geometry;
  59. }
  60. function parseMeshInstances( data ) {
  61. var node = model.nodes[ data.node ];
  62. var mesh = model.meshes[ data.mesh ];
  63. if ( node._geometries === undefined ) {
  64. node._geometries = [];
  65. }
  66. node._geometries.push( mesh._geometry );
  67. }
  68. function parseNodes( data ) {
  69. var object = new THREE.Group();
  70. var geometries = data._geometries;
  71. if ( geometries !== undefined ) {
  72. var material = new THREE.MeshPhongMaterial();
  73. for ( var i = 0, l = geometries.length; i < l; i ++ ) {
  74. var geometry = geometries[ i ];
  75. object.add( new THREE.Mesh( geometry, material ) );
  76. }
  77. }
  78. for ( var i = 0, l = data.rotation.length; i < l; i ++ ) {
  79. data.rotation[ i ] *= Math.PI / 180;
  80. }
  81. //
  82. object.name = data.name;
  83. object.position.fromArray( data.position );
  84. object.quaternion.setFromEuler( new THREE.Euler().fromArray( data.rotation ) );
  85. object.scale.fromArray( data.scale );
  86. data._object = object;
  87. }
  88. //
  89. var model = json.model;
  90. for ( var i = 0, l = model.vertices.length; i < l; i ++ ) {
  91. parseVertices( model.vertices[ i ] );
  92. }
  93. for ( var i = 0, l = model.meshes.length; i < l; i ++ ) {
  94. parseMeshes( model.meshes[ i ] );
  95. }
  96. for ( var i = 0, l = model.meshInstances.length; i < l; i ++ ) {
  97. parseMeshInstances( model.meshInstances[ i ] );
  98. }
  99. for ( var i = 0, l = model.nodes.length; i < l; i ++ ) {
  100. parseNodes( model.nodes[ i ] );
  101. }
  102. // setup scene hierarchy
  103. for ( var i = 0, l = model.parents.length; i < l; i ++ ) {
  104. var parent = model.parents[ i ];
  105. if ( parent === - 1 ) continue;
  106. model.nodes[ parent ]._object.add( model.nodes[ i ]._object );
  107. }
  108. return model.nodes[ 0 ]._object;
  109. }
  110. };