/** * Author: Pierre Lepers * Date: 09/12/2013 17:21 */ import { Bone, BufferAttribute, BufferGeometry, FileLoader, ImageLoader, Loader, Matrix4, Mesh, MeshPhongMaterial, Object3D, Texture } from "../../../build/three.module.js"; var AWDLoader = ( function () { var //UNCOMPRESSED = 0, //DEFLATE = 1, //LZMA = 2, AWD_FIELD_INT8 = 1, AWD_FIELD_INT16 = 2, AWD_FIELD_INT32 = 3, AWD_FIELD_UINT8 = 4, AWD_FIELD_UINT16 = 5, AWD_FIELD_UINT32 = 6, AWD_FIELD_FLOAT32 = 7, AWD_FIELD_FLOAT64 = 8, AWD_FIELD_BOOL = 21, //AWD_FIELD_COLOR = 22, AWD_FIELD_BADDR = 23, //AWD_FIELD_STRING = 31, //AWD_FIELD_BYTEARRAY = 32, AWD_FIELD_VECTOR2x1 = 41, AWD_FIELD_VECTOR3x1 = 42, AWD_FIELD_VECTOR4x1 = 43, AWD_FIELD_MTX3x2 = 44, AWD_FIELD_MTX3x3 = 45, AWD_FIELD_MTX4x3 = 46, AWD_FIELD_MTX4x4 = 47, BOOL = 21, //COLOR = 22, BADDR = 23, //INT8 = 1, //INT16 = 2, //INT32 = 3, UINT8 = 4, UINT16 = 5, //UINT32 = 6, FLOAT32 = 7, FLOAT64 = 8; var littleEndian = true; function Block() { this.id = 0; this.data = null; this.namespace = 0; this.flags = 0; } function AWDProperties() {} AWDProperties.prototype = { set: function ( key, value ) { this[ key ] = value; }, get: function ( key, fallback ) { if ( this.hasOwnProperty( key ) ) { return this[ key ]; } else { return fallback; } } }; var AWDLoader = function ( manager ) { Loader.call( this, manager ); this.trunk = new Object3D(); this.materialFactory = undefined; this._url = ''; this._baseDir = ''; this._data = undefined; this._ptr = 0; this._version = []; this._streaming = false; this._optimized_for_accuracy = false; this._compression = 0; this._bodylen = 0xFFFFFFFF; this._blocks = [ new Block() ]; this._accuracyMatrix = false; this._accuracyGeo = false; this._accuracyProps = false; }; AWDLoader.prototype = Object.assign( Object.create( Loader.prototype ), { constructor: AWDLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; this._url = url; this._baseDir = url.substr( 0, url.lastIndexOf( '/' ) + 1 ); var loader = new FileLoader( this.manager ); loader.setPath( this.path ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( text ) { onLoad( scope.parse( text ) ); }, onProgress, onError ); }, parse: function ( data ) { var blen = data.byteLength; this._ptr = 0; this._data = new DataView( data ); this._parseHeader( ); if ( this._compression != 0 ) { console.error( 'compressed AWD not supported' ); } if ( ! this._streaming && this._bodylen != data.byteLength - this._ptr ) { console.error( 'AWDLoader: body len does not match file length', this._bodylen, blen - this._ptr ); } while ( this._ptr < blen ) { this.parseNextBlock(); } return this.trunk; }, parseNextBlock: function () { var assetData, block, blockId = this.readU32(), ns = this.readU8(), type = this.readU8(), flags = this.readU8(), len = this.readU32(); switch ( type ) { case 1: assetData = this.parseMeshData(); break; case 22: assetData = this.parseContainer(); break; case 23: assetData = this.parseMeshInstance(); break; case 81: assetData = this.parseMaterial(); break; case 82: assetData = this.parseTexture(); break; case 101: assetData = this.parseSkeleton(); break; case 112: assetData = this.parseMeshPoseAnimation( false ); break; case 113: assetData = this.parseVertexAnimationSet(); break; case 102: assetData = this.parseSkeletonPose(); break; case 103: assetData = this.parseSkeletonAnimation(); break; case 122: assetData = this.parseAnimatorSet(); break; default: //debug('Ignoring block!',type, len); this._ptr += len; break; } // Store block reference for later use this._blocks[ blockId ] = block = new Block(); block.data = assetData; block.id = blockId; block.namespace = ns; block.flags = flags; }, _parseHeader: function () { var version = this._version, awdmagic = ( this.readU8() << 16 ) | ( this.readU8() << 8 ) | this.readU8(); if ( awdmagic != 4282180 ) throw new Error( "AWDLoader - bad magic" ); version[ 0 ] = this.readU8(); version[ 1 ] = this.readU8(); var flags = this.readU16(); this._streaming = ( flags & 0x1 ) == 0x1; if ( ( version[ 0 ] === 2 ) && ( version[ 1 ] === 1 ) ) { this._accuracyMatrix = ( flags & 0x2 ) === 0x2; this._accuracyGeo = ( flags & 0x4 ) === 0x4; this._accuracyProps = ( flags & 0x8 ) === 0x8; } this._geoNrType = this._accuracyGeo ? FLOAT64 : FLOAT32; this._matrixNrType = this._accuracyMatrix ? FLOAT64 : FLOAT32; this._propsNrType = this._accuracyProps ? FLOAT64 : FLOAT32; this._optimized_for_accuracy = ( flags & 0x2 ) === 0x2; this._compression = this.readU8(); this._bodylen = this.readU32(); }, parseContainer: function () { var parent, ctr = new Object3D(), par_id = this.readU32(), mtx = this.parseMatrix4(); ctr.name = this.readUTF(); ctr.applyMatrix( mtx ); parent = this._blocks[ par_id ].data || this.trunk; parent.add( ctr ); this.parseProperties( { 1: this._matrixNrType, 2: this._matrixNrType, 3: this._matrixNrType, 4: UINT8 } ); ctr.extra = this.parseUserAttributes(); return ctr; }, parseMeshInstance: function () { var name, mesh, geometries, meshLen, meshes, par_id, data_id, mtx, materials, mat, mat_id, num_materials, parent, i; par_id = this.readU32(); mtx = this.parseMatrix4(); name = this.readUTF(); data_id = this.readU32(); num_materials = this.readU16(); geometries = this.getBlock( data_id ); materials = []; for ( i = 0; i < num_materials; i ++ ) { mat_id = this.readU32(); mat = this.getBlock( mat_id ); materials.push( mat ); } meshLen = geometries.length; meshes = []; // TODO : BufferGeometry don't support "geometryGroups" for now. // so we create sub meshes for each groups if ( meshLen > 1 ) { mesh = new Object3D(); for ( i = 0; i < meshLen; i ++ ) { var sm = new Mesh( geometries[ i ] ); meshes.push( sm ); mesh.add( sm ); } } else { mesh = new Mesh( geometries[ 0 ] ); meshes.push( mesh ); } mesh.applyMatrix( mtx ); mesh.name = name; parent = this.getBlock( par_id ) || this.trunk; parent.add( mesh ); var matLen = materials.length; var maxLen = Math.max( meshLen, matLen ); for ( i = 0; i < maxLen; i ++ ) meshes[ i % meshLen ].material = materials[ i % matLen ]; // Ignore for now this.parseProperties( null ); mesh.extra = this.parseUserAttributes(); return mesh; }, parseMaterial: function () { var name, type, props, mat, attributes, num_methods, methods_parsed; name = this.readUTF(); type = this.readU8(); num_methods = this.readU8(); //log( "AWDLoader parseMaterial ",name ) // Read material numerical properties // (1=color, 2=bitmap url, 11=alpha_blending, 12=alpha_threshold, 13=repeat) props = this.parseProperties( { 1: AWD_FIELD_INT32, 2: AWD_FIELD_BADDR, 11: AWD_FIELD_BOOL, 12: AWD_FIELD_FLOAT32, 13: AWD_FIELD_BOOL } ); methods_parsed = 0; while ( methods_parsed < num_methods ) { // read method_type before this.readU16(); this.parseProperties( null ); this.parseUserAttributes(); } attributes = this.parseUserAttributes(); if ( this.materialFactory !== undefined ) { mat = this.materialFactory( name ); if ( mat ) return mat; } mat = new MeshPhongMaterial(); if ( type === 1 ) { // Color material mat.color.setHex( props.get( 1, 0xcccccc ) ); } else if ( type === 2 ) { // Bitmap material var tex_addr = props.get( 2, 0 ); mat.map = this.getBlock( tex_addr ); } mat.extra = attributes; mat.alphaThreshold = props.get( 12, 0.0 ); mat.repeat = props.get( 13, false ); return mat; }, parseTexture: function () { var name = this.readUTF(), type = this.readU8(), asset, data_len; // External if ( type === 0 ) { data_len = this.readU32(); var url = this.readUTFBytes( data_len ); console.log( url ); asset = this.loadTexture( url ); asset.userData = {}; asset.userData.name = name; } else { // embed texture not supported } // Ignore for now this.parseProperties( null ); this.parseUserAttributes(); return asset; }, loadTexture: function ( url ) { var tex = new Texture(); var loader = new ImageLoader( this.manager ); loader.load( this._baseDir + url, function ( image ) { tex.image = image; tex.needsUpdate = true; } ); return tex; }, parseSkeleton: function () { // Array<Bone> // this.readUTF(); var num_joints = this.readU16(), skeleton = [], joints_parsed = 0; this.parseProperties( null ); while ( joints_parsed < num_joints ) { var joint, ibp; // Ignore joint id this.readU16(); joint = new Bone(); joint.parent = this.readU16() - 1; // 0=null in AWD joint.name = this.readUTF(); ibp = this.parseMatrix4(); joint.skinMatrix = ibp; // Ignore joint props/attributes for now this.parseProperties( null ); this.parseUserAttributes(); skeleton.push( joint ); joints_parsed ++; } // Discard attributes for now this.parseUserAttributes(); return skeleton; }, parseSkeletonPose: function () { var name = this.readUTF(); var num_joints = this.readU16(); this.parseProperties( null ); // debug( 'parse Skeleton Pose. joints : ' + num_joints); var pose = []; var joints_parsed = 0; while ( joints_parsed < num_joints ) { var has_transform; //:uint; var mtx_data; has_transform = this.readU8(); if ( has_transform === 1 ) { mtx_data = this.parseMatrix4(); } else { mtx_data = new Matrix4(); } pose[ joints_parsed ] = mtx_data; joints_parsed ++; } // Skip attributes for now this.parseUserAttributes(); return pose; }, parseSkeletonAnimation: function () { var frame_dur; var pose_addr; var pose; var name = this.readUTF(); var clip = []; var num_frames = this.readU16(); this.parseProperties( null ); var frames_parsed = 0; // debug( 'parse Skeleton Animation. frames : ' + num_frames); while ( frames_parsed < num_frames ) { pose_addr = this.readU32(); frame_dur = this.readU16(); pose = this._blocks[ pose_addr ].data; // debug( 'pose address ',pose[2].elements[12],pose[2].elements[13],pose[2].elements[14] ); clip.push( { pose: pose, duration: frame_dur } ); frames_parsed ++; } if ( clip.length === 0 ) { // debug("Could not this SkeletonClipNode, because no Frames where set."); return; } // Ignore attributes for now this.parseUserAttributes(); return clip; }, parseVertexAnimationSet: function () { var poseBlockAdress, name = this.readUTF(), num_frames = this.readU16(), props = this.parseProperties( { 1: UINT16 } ), frames_parsed = 0, skeletonFrames = []; while ( frames_parsed < num_frames ) { poseBlockAdress = this.readU32(); skeletonFrames.push( this._blocks[ poseBlockAdress ].data ); frames_parsed ++; } this.parseUserAttributes(); return skeletonFrames; }, parseAnimatorSet: function () { var animSetBlockAdress; //:int var targetAnimationSet; //:AnimationSetBase; var name = this.readUTF(); var type = this.readU16(); var props = this.parseProperties( { 1: BADDR } ); animSetBlockAdress = this.readU32(); var targetMeshLength = this.readU16(); var meshAdresses = []; //:Vector.<uint> = new Vector.<uint>; for ( var i = 0; i < targetMeshLength; i ++ ) meshAdresses.push( this.readU32() ); var activeState = this.readU16(); var autoplay = Boolean( this.readU8() ); this.parseUserAttributes(); this.parseUserAttributes(); var targetMeshes = []; //:Vector.<Mesh> = new Vector.<Mesh>; for ( i = 0; i < meshAdresses.length; i ++ ) { // returnedArray = getAssetByID(meshAdresses[i], [AssetType.MESH]); // if (returnedArray[0]) targetMeshes.push( this._blocks[ meshAdresses[ i ] ].data ); } targetAnimationSet = this._blocks[ animSetBlockAdress ].data; var thisAnimator; if ( type == 1 ) { thisAnimator = { animationSet: targetAnimationSet, skeleton: this._blocks[ props.get( 1, 0 ) ].data }; } else if ( type == 2 ) { // debug( "vertex Anim???"); } for ( i = 0; i < targetMeshes.length; i ++ ) { targetMeshes[ i ].animator = thisAnimator; } // debug("Parsed a Animator: Name = " + name); return thisAnimator; }, parseMeshData: function () { var name = this.readUTF(), num_subs = this.readU16(), geom, subs_parsed = 0, buffer, geometries = []; // Ignore for now this.parseProperties( { 1: this._geoNrType, 2: this._geoNrType } ); // Loop through sub meshes while ( subs_parsed < num_subs ) { var sm_len, sm_end, attrib; geom = new BufferGeometry(); geom.name = name; geometries.push( geom ); sm_len = this.readU32(); sm_end = this._ptr + sm_len; // Ignore for now this.parseProperties( { 1: this._geoNrType, 2: this._geoNrType } ); // Loop through data streams while ( this._ptr < sm_end ) { var idx = 0, str_type = this.readU8(), str_ftype = this.readU8(), str_len = this.readU32(), str_end = str_len + this._ptr; if ( str_type === 1 ) { // VERTICES buffer = new Float32Array( ( str_len / 12 ) * 3 ); attrib = new BufferAttribute( buffer, 3 ); geom.setAttribute( 'position', attrib ); idx = 0; while ( this._ptr < str_end ) { buffer[ idx ] = - this.readF32(); buffer[ idx + 1 ] = this.readF32(); buffer[ idx + 2 ] = this.readF32(); idx += 3; } } else if ( str_type === 2 ) { // INDICES buffer = new Uint16Array( str_len / 2 ); attrib = new BufferAttribute( buffer, 1 ); geom.setIndex( attrib ); idx = 0; while ( this._ptr < str_end ) { buffer[ idx + 1 ] = this.readU16(); buffer[ idx ] = this.readU16(); buffer[ idx + 2 ] = this.readU16(); idx += 3; } } else if ( str_type === 3 ) { // UVS buffer = new Float32Array( ( str_len / 8 ) * 2 ); attrib = new BufferAttribute( buffer, 2 ); geom.setAttribute( 'uv', attrib ); idx = 0; while ( this._ptr < str_end ) { buffer[ idx ] = this.readF32(); buffer[ idx + 1 ] = 1.0 - this.readF32(); idx += 2; } } else if ( str_type === 4 ) { // NORMALS buffer = new Float32Array( ( str_len / 12 ) * 3 ); attrib = new BufferAttribute( buffer, 3 ); geom.setAttribute( 'normal', attrib ); idx = 0; while ( this._ptr < str_end ) { buffer[ idx ] = - this.readF32(); buffer[ idx + 1 ] = this.readF32(); buffer[ idx + 2 ] = this.readF32(); idx += 3; } } else { this._ptr = str_end; } } this.parseUserAttributes(); geom.computeBoundingSphere(); subs_parsed ++; } //geom.computeFaceNormals(); this.parseUserAttributes(); //finalizeAsset(geom, name); return geometries; }, parseMeshPoseAnimation: function ( poseOnly ) { var num_frames = 1, num_submeshes, frames_parsed, subMeshParsed, str_len, str_end, geom, idx = 0, clip = {}, num_Streams, streamsParsed, streamtypes = [], props, name = this.readUTF(), geoAdress = this.readU32(); var mesh = this.getBlock( geoAdress ); if ( mesh === null ) { console.log( "parseMeshPoseAnimation target mesh not found at:", geoAdress ); return; } geom = mesh.geometry; geom.morphTargets = []; if ( ! poseOnly ) num_frames = this.readU16(); num_submeshes = this.readU16(); num_Streams = this.readU16(); // debug("VA num_frames : ", num_frames ); // debug("VA num_submeshes : ", num_submeshes ); // debug("VA numstreams : ", num_Streams ); streamsParsed = 0; while ( streamsParsed < num_Streams ) { streamtypes.push( this.readU16() ); streamsParsed ++; } props = this.parseProperties( { 1: BOOL, 2: BOOL } ); clip.looping = props.get( 1, true ); clip.stitchFinalFrame = props.get( 2, false ); frames_parsed = 0; while ( frames_parsed < num_frames ) { this.readU16(); subMeshParsed = 0; while ( subMeshParsed < num_submeshes ) { streamsParsed = 0; str_len = this.readU32(); str_end = this._ptr + str_len; while ( streamsParsed < num_Streams ) { if ( streamtypes[ streamsParsed ] === 1 ) { //geom.setAttribute( 'morphTarget'+frames_parsed, Float32Array, str_len/12, 3 ); var buffer = new Float32Array( str_len / 4 ); geom.morphTargets.push( { array: buffer } ); //buffer = geom.attributes['morphTarget'+frames_parsed].array idx = 0; while ( this._ptr < str_end ) { buffer[ idx ] = this.readF32(); buffer[ idx + 1 ] = this.readF32(); buffer[ idx + 2 ] = this.readF32(); idx += 3; } subMeshParsed ++; } else this._ptr = str_end; streamsParsed ++; } } frames_parsed ++; } this.parseUserAttributes(); return null; }, getBlock: function ( id ) { return this._blocks[ id ].data; }, parseMatrix4: function () { var mtx = new Matrix4(); var e = mtx.elements; e[ 0 ] = this.readF32(); e[ 1 ] = this.readF32(); e[ 2 ] = this.readF32(); e[ 3 ] = 0.0; //e[3] = 0.0; e[ 4 ] = this.readF32(); e[ 5 ] = this.readF32(); e[ 6 ] = this.readF32(); //e[7] = this.readF32(); e[ 7 ] = 0.0; e[ 8 ] = this.readF32(); e[ 9 ] = this.readF32(); e[ 10 ] = this.readF32(); //e[11] = this.readF32(); e[ 11 ] = 0.0; e[ 12 ] = - this.readF32(); e[ 13 ] = this.readF32(); e[ 14 ] = this.readF32(); //e[15] = this.readF32(); e[ 15 ] = 1.0; return mtx; }, parseProperties: function ( expected ) { var list_len = this.readU32(); var list_end = this._ptr + list_len; var props = new AWDProperties(); if ( expected ) { while ( this._ptr < list_end ) { var key = this.readU16(); var len = this.readU32(); var type; if ( expected.hasOwnProperty( key ) ) { type = expected[ key ]; props.set( key, this.parseAttrValue( type, len ) ); } else { this._ptr += len; } } } return props; }, parseUserAttributes: function () { // skip for now this._ptr = this.readU32() + this._ptr; return null; }, parseAttrValue: function ( type, len ) { var elem_len; var read_func; switch ( type ) { case AWD_FIELD_INT8: elem_len = 1; read_func = this.readI8; break; case AWD_FIELD_INT16: elem_len = 2; read_func = this.readI16; break; case AWD_FIELD_INT32: elem_len = 4; read_func = this.readI32; break; case AWD_FIELD_BOOL: case AWD_FIELD_UINT8: elem_len = 1; read_func = this.readU8; break; case AWD_FIELD_UINT16: elem_len = 2; read_func = this.readU16; break; case AWD_FIELD_UINT32: case AWD_FIELD_BADDR: elem_len = 4; read_func = this.readU32; break; case AWD_FIELD_FLOAT32: elem_len = 4; read_func = this.readF32; break; case AWD_FIELD_FLOAT64: elem_len = 8; read_func = this.readF64; break; case AWD_FIELD_VECTOR2x1: case AWD_FIELD_VECTOR3x1: case AWD_FIELD_VECTOR4x1: case AWD_FIELD_MTX3x2: case AWD_FIELD_MTX3x3: case AWD_FIELD_MTX4x3: case AWD_FIELD_MTX4x4: elem_len = 8; read_func = this.readF64; break; } if ( elem_len < len ) { var list; var num_read; var num_elems; list = []; num_read = 0; num_elems = len / elem_len; while ( num_read < num_elems ) { list.push( read_func.call( this ) ); num_read ++; } return list; } else { return read_func.call( this ); } }, readU8: function () { return this._data.getUint8( this._ptr ++ ); }, readI8: function () { return this._data.getInt8( this._ptr ++ ); }, readU16: function () { var a = this._data.getUint16( this._ptr, littleEndian ); this._ptr += 2; return a; }, readI16: function () { var a = this._data.getInt16( this._ptr, littleEndian ); this._ptr += 2; return a; }, readU32: function () { var a = this._data.getUint32( this._ptr, littleEndian ); this._ptr += 4; return a; }, readI32: function () { var a = this._data.getInt32( this._ptr, littleEndian ); this._ptr += 4; return a; }, readF32: function () { var a = this._data.getFloat32( this._ptr, littleEndian ); this._ptr += 4; return a; }, readF64: function () { var a = this._data.getFloat64( this._ptr, littleEndian ); this._ptr += 8; return a; }, /** * Converts a UTF-8 byte array to JavaScript's 16-bit Unicode. * @param {Array.<number>} bytes UTF-8 byte array. * @return {string} 16-bit Unicode string. */ readUTF: function () { var len = this.readU16(); return this.readUTFBytes( len ); }, /** * Converts a UTF-8 byte array to JavaScript's 16-bit Unicode. * @param {Array.<number>} bytes UTF-8 byte array. * @return {string} 16-bit Unicode string. */ readUTFBytes: function ( len ) { // TODO(user): Use native implementations if/when available var out = [], c = 0; while ( out.length < len ) { var c1 = this._data.getUint8( this._ptr ++, littleEndian ); if ( c1 < 128 ) { out[ c ++ ] = String.fromCharCode( c1 ); } else if ( c1 > 191 && c1 < 224 ) { var c2 = this._data.getUint8( this._ptr ++, littleEndian ); out[ c ++ ] = String.fromCharCode( ( c1 & 31 ) << 6 | c2 & 63 ); } else { var c2 = this._data.getUint8( this._ptr ++, littleEndian ); var c3 = this._data.getUint8( this._ptr ++, littleEndian ); out[ c ++ ] = String.fromCharCode( ( c1 & 15 ) << 12 | ( c2 & 63 ) << 6 | c3 & 63 ); } } return out.join( '' ); } } ); return AWDLoader; } )(); export { AWDLoader };