/** * @author Virtulous / https://virtulo.us/ */ import { Bone, BufferAttribute, BufferGeometry, Color, FileLoader, Loader, LoaderUtils, Matrix4, Mesh, MeshLambertMaterial, MeshPhongMaterial, Object3D, Quaternion, Skeleton, SkinnedMesh, TextureLoader, Vector3 } from "../../../build/three.module.js"; var AssimpLoader = function ( manager ) { Loader.call( this, manager ); }; AssimpLoader.prototype = Object.assign( Object.create( Loader.prototype ), { constructor: AssimpLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path; var loader = new FileLoader( this.manager ); loader.setPath( scope.path ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( buffer ) { onLoad( scope.parse( buffer, path ) ); }, onProgress, onError ); }, parse: function ( buffer, path ) { var textureLoader = new TextureLoader( this.manager ); textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin ); var Virtulous = {}; Virtulous.KeyFrame = function ( time, matrix ) { this.time = time; this.matrix = matrix.clone(); this.position = new Vector3(); this.quaternion = new Quaternion(); this.scale = new Vector3( 1, 1, 1 ); this.matrix.decompose( this.position, this.quaternion, this.scale ); this.clone = function () { var n = new Virtulous.KeyFrame( this.time, this.matrix ); return n; }; this.lerp = function ( nextKey, time ) { time -= this.time; var dist = ( nextKey.time - this.time ); var l = time / dist; var l2 = 1 - l; var keypos = this.position; var keyrot = this.quaternion; // var keyscl = key.parentspaceScl || key.scl; var key2pos = nextKey.position; var key2rot = nextKey.quaternion; // var key2scl = key2.parentspaceScl || key2.scl; Virtulous.KeyFrame.tempAniPos.x = keypos.x * l2 + key2pos.x * l; Virtulous.KeyFrame.tempAniPos.y = keypos.y * l2 + key2pos.y * l; Virtulous.KeyFrame.tempAniPos.z = keypos.z * l2 + key2pos.z * l; // tempAniScale.x = keyscl[0] * l2 + key2scl[0] * l; // tempAniScale.y = keyscl[1] * l2 + key2scl[1] * l; // tempAniScale.z = keyscl[2] * l2 + key2scl[2] * l; Virtulous.KeyFrame.tempAniQuat.set( keyrot.x, keyrot.y, keyrot.z, keyrot.w ); Virtulous.KeyFrame.tempAniQuat.slerp( key2rot, l ); return Virtulous.KeyFrame.tempAniMatrix.compose( Virtulous.KeyFrame.tempAniPos, Virtulous.KeyFrame.tempAniQuat, Virtulous.KeyFrame.tempAniScale ); }; }; Virtulous.KeyFrame.tempAniPos = new Vector3(); Virtulous.KeyFrame.tempAniQuat = new Quaternion(); Virtulous.KeyFrame.tempAniScale = new Vector3( 1, 1, 1 ); Virtulous.KeyFrame.tempAniMatrix = new Matrix4(); Virtulous.KeyFrameTrack = function () { this.keys = []; this.target = null; this.time = 0; this.length = 0; this._accelTable = {}; this.fps = 20; this.addKey = function ( key ) { this.keys.push( key ); }; this.init = function () { this.sortKeys(); if ( this.keys.length > 0 ) this.length = this.keys[ this.keys.length - 1 ].time; else this.length = 0; if ( ! this.fps ) return; for ( var j = 0; j < this.length * this.fps; j ++ ) { for ( var i = 0; i < this.keys.length; i ++ ) { if ( this.keys[ i ].time == j ) { this._accelTable[ j ] = i; break; } else if ( this.keys[ i ].time < j / this.fps && this.keys[ i + 1 ] && this.keys[ i + 1 ].time >= j / this.fps ) { this._accelTable[ j ] = i; break; } } } }; this.parseFromThree = function ( data ) { var fps = data.fps; this.target = data.node; var track = data.hierarchy[ 0 ].keys; for ( var i = 0; i < track.length; i ++ ) { this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].targets[ 0 ].data ) ); } this.init(); }; this.parseFromCollada = function ( data ) { var track = data.keys; var fps = this.fps; for ( var i = 0; i < track.length; i ++ ) { this.addKey( new Virtulous.KeyFrame( i / fps || track[ i ].time, track[ i ].matrix ) ); } this.init(); }; this.sortKeys = function () { this.keys.sort( this.keySortFunc ); }; this.keySortFunc = function ( a, b ) { return a.time - b.time; }; this.clone = function () { var t = new Virtulous.KeyFrameTrack(); t.target = this.target; t.time = this.time; t.length = this.length; for ( var i = 0; i < this.keys.length; i ++ ) { t.addKey( this.keys[ i ].clone() ); } t.init(); return t; }; this.reTarget = function ( root, compareitor ) { if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare; this.target = compareitor( root, this.target ); }; this.keySearchAccel = function ( time ) { time *= this.fps; time = Math.floor( time ); return this._accelTable[ time ] || 0; }; this.setTime = function ( time ) { time = Math.abs( time ); if ( this.length ) time = time % this.length + .05; var key0 = null; var key1 = null; for ( var i = this.keySearchAccel( time ); i < this.keys.length; i ++ ) { if ( this.keys[ i ].time == time ) { key0 = this.keys[ i ]; key1 = this.keys[ i ]; break; } else if ( this.keys[ i ].time < time && this.keys[ i + 1 ] && this.keys[ i + 1 ].time > time ) { key0 = this.keys[ i ]; key1 = this.keys[ i + 1 ]; break; } else if ( this.keys[ i ].time < time && i == this.keys.length - 1 ) { key0 = this.keys[ i ]; key1 = this.keys[ 0 ].clone(); key1.time += this.length + .05; break; } } if ( key0 && key1 && key0 !== key1 ) { this.target.matrixAutoUpdate = false; this.target.matrix.copy( key0.lerp( key1, time ) ); this.target.matrixWorldNeedsUpdate = true; return; } if ( key0 && key1 && key0 == key1 ) { this.target.matrixAutoUpdate = false; this.target.matrix.copy( key0.matrix ); this.target.matrixWorldNeedsUpdate = true; return; } }; }; Virtulous.TrackTargetNodeNameCompare = function ( root, target ) { function find( node, name ) { if ( node.name == name ) return node; for ( var i = 0; i < node.children.length; i ++ ) { var r = find( node.children[ i ], name ); if ( r ) return r; } return null; } return find( root, target.name ); }; Virtulous.Animation = function () { this.tracks = []; this.length = 0; this.addTrack = function ( track ) { this.tracks.push( track ); this.length = Math.max( track.length, this.length ); }; this.setTime = function ( time ) { this.time = time; for ( var i = 0; i < this.tracks.length; i ++ ) this.tracks[ i ].setTime( time ); }; this.clone = function ( target, compareitor ) { if ( ! compareitor ) compareitor = Virtulous.TrackTargetNodeNameCompare; var n = new Virtulous.Animation(); n.target = target; for ( var i = 0; i < this.tracks.length; i ++ ) { var track = this.tracks[ i ].clone(); track.reTarget( target, compareitor ); n.addTrack( track ); } return n; }; }; var ASSBIN_CHUNK_AICAMERA = 0x1234; var ASSBIN_CHUNK_AILIGHT = 0x1235; var ASSBIN_CHUNK_AITEXTURE = 0x1236; var ASSBIN_CHUNK_AIMESH = 0x1237; var ASSBIN_CHUNK_AINODEANIM = 0x1238; var ASSBIN_CHUNK_AISCENE = 0x1239; var ASSBIN_CHUNK_AIBONE = 0x123a; var ASSBIN_CHUNK_AIANIMATION = 0x123b; var ASSBIN_CHUNK_AINODE = 0x123c; var ASSBIN_CHUNK_AIMATERIAL = 0x123d; var ASSBIN_CHUNK_AIMATERIALPROPERTY = 0x123e; var ASSBIN_MESH_HAS_POSITIONS = 0x1; var ASSBIN_MESH_HAS_NORMALS = 0x2; var ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS = 0x4; var ASSBIN_MESH_HAS_TEXCOORD_BASE = 0x100; var ASSBIN_MESH_HAS_COLOR_BASE = 0x10000; var AI_MAX_NUMBER_OF_COLOR_SETS = 1; var AI_MAX_NUMBER_OF_TEXTURECOORDS = 4; //var aiLightSource_UNDEFINED = 0x0; //! A directional light source has a well-defined direction //! but is infinitely far away. That's quite a good //! approximation for sun light. var aiLightSource_DIRECTIONAL = 0x1; //! A point light source has a well-defined position //! in space but no direction - it emits light in all //! directions. A normal bulb is a point light. //var aiLightSource_POINT = 0x2; //! A spot light source emits light in a specific //! angle. It has a position and a direction it is pointing to. //! A good example for a spot light is a light spot in //! sport arenas. var aiLightSource_SPOT = 0x3; //! The generic light level of the world, including the bounces //! of all other lightsources. //! Typically, there's at most one ambient light in a scene. //! This light type doesn't have a valid position, direction, or //! other properties, just a color. //var aiLightSource_AMBIENT = 0x4; /** Flat shading. Shading is done on per-face base, * diffuse only. Also known as 'faceted shading'. */ //var aiShadingMode_Flat = 0x1; /** Simple Gouraud shading. */ //var aiShadingMode_Gouraud = 0x2; /** Phong-Shading - */ //var aiShadingMode_Phong = 0x3; /** Phong-Blinn-Shading */ //var aiShadingMode_Blinn = 0x4; /** Toon-Shading per pixel * * Also known as 'comic' shader. */ //var aiShadingMode_Toon = 0x5; /** OrenNayar-Shading per pixel * * Extension to standard Lambertian shading, taking the * roughness of the material into account */ //var aiShadingMode_OrenNayar = 0x6; /** Minnaert-Shading per pixel * * Extension to standard Lambertian shading, taking the * "darkness" of the material into account */ //var aiShadingMode_Minnaert = 0x7; /** CookTorrance-Shading per pixel * * Special shader for metallic surfaces. */ //var aiShadingMode_CookTorrance = 0x8; /** No shading at all. Constant light influence of 1.0. */ //var aiShadingMode_NoShading = 0x9; /** Fresnel shading */ //var aiShadingMode_Fresnel = 0xa; //var aiTextureType_NONE = 0x0; /** The texture is combined with the result of the diffuse * lighting equation. */ var aiTextureType_DIFFUSE = 0x1; /** The texture is combined with the result of the specular * lighting equation. */ //var aiTextureType_SPECULAR = 0x2; /** The texture is combined with the result of the ambient * lighting equation. */ //var aiTextureType_AMBIENT = 0x3; /** The texture is added to the result of the lighting * calculation. It isn't influenced by incoming light. */ //var aiTextureType_EMISSIVE = 0x4; /** The texture is a height map. * * By convention, higher gray-scale values stand for * higher elevations from the base height. */ //var aiTextureType_HEIGHT = 0x5; /** The texture is a (tangent space) normal-map. * * Again, there are several conventions for tangent-space * normal maps. Assimp does (intentionally) not * distinguish here. */ var aiTextureType_NORMALS = 0x6; /** The texture defines the glossiness of the material. * * The glossiness is in fact the exponent of the specular * (phong) lighting equation. Usually there is a conversion * function defined to map the linear color values in the * texture to a suitable exponent. Have fun. */ //var aiTextureType_SHININESS = 0x7; /** The texture defines per-pixel opacity. * * Usually 'white' means opaque and 'black' means * 'transparency'. Or quite the opposite. Have fun. */ var aiTextureType_OPACITY = 0x8; /** Displacement texture * * The exact purpose and format is application-dependent. * Higher color values stand for higher vertex displacements. */ //var aiTextureType_DISPLACEMENT = 0x9; /** Lightmap texture (aka Ambient Occlusion) * * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are * covered by this material property. The texture contains a * scaling value for the final color value of a pixel. Its * intensity is not affected by incoming light. */ var aiTextureType_LIGHTMAP = 0xA; /** Reflection texture * * Contains the color of a perfect mirror reflection. * Rarely used, almost never for real-time applications. */ //var aiTextureType_REFLECTION = 0xB; /** Unknown texture * * A texture reference that does not match any of the definitions * above is considered to be 'unknown'. It is still imported, * but is excluded from any further postprocessing. */ //var aiTextureType_UNKNOWN = 0xC; var BONESPERVERT = 4; function ASSBIN_MESH_HAS_TEXCOORD( n ) { return ASSBIN_MESH_HAS_TEXCOORD_BASE << n; } function ASSBIN_MESH_HAS_COLOR( n ) { return ASSBIN_MESH_HAS_COLOR_BASE << n; } function markBones( scene ) { for ( var i in scene.mMeshes ) { var mesh = scene.mMeshes[ i ]; for ( var k in mesh.mBones ) { var boneNode = scene.findNode( mesh.mBones[ k ].mName ); if ( boneNode ) boneNode.isBone = true; } } } function cloneTreeToBones( root, scene ) { var rootBone = new Bone(); rootBone.matrix.copy( root.matrix ); rootBone.matrixWorld.copy( root.matrixWorld ); rootBone.position.copy( root.position ); rootBone.quaternion.copy( root.quaternion ); rootBone.scale.copy( root.scale ); scene.nodeCount ++; rootBone.name = "bone_" + root.name + scene.nodeCount.toString(); if ( ! scene.nodeToBoneMap[ root.name ] ) scene.nodeToBoneMap[ root.name ] = []; scene.nodeToBoneMap[ root.name ].push( rootBone ); for ( var i in root.children ) { var child = cloneTreeToBones( root.children[ i ], scene ); rootBone.add( child ); } return rootBone; } function sortWeights( indexes, weights ) { var pairs = []; for ( var i = 0; i < indexes.length; i ++ ) { pairs.push( { i: indexes[ i ], w: weights[ i ] } ); } pairs.sort( function ( a, b ) { return b.w - a.w; } ); while ( pairs.length < 4 ) { pairs.push( { i: 0, w: 0 } ); } if ( pairs.length > 4 ) pairs.length = 4; var sum = 0; for ( var i = 0; i < 4; i ++ ) { sum += pairs[ i ].w * pairs[ i ].w; } sum = Math.sqrt( sum ); for ( var i = 0; i < 4; i ++ ) { pairs[ i ].w = pairs[ i ].w / sum; indexes[ i ] = pairs[ i ].i; weights[ i ] = pairs[ i ].w; } } function findMatchingBone( root, name ) { if ( root.name.indexOf( "bone_" + name ) == 0 ) return root; for ( var i in root.children ) { var ret = findMatchingBone( root.children[ i ], name ); if ( ret ) return ret; } return undefined; } function aiMesh() { this.mPrimitiveTypes = 0; this.mNumVertices = 0; this.mNumFaces = 0; this.mNumBones = 0; this.mMaterialIndex = 0; this.mVertices = []; this.mNormals = []; this.mTangents = []; this.mBitangents = []; this.mColors = [ [] ]; this.mTextureCoords = [ [] ]; this.mFaces = []; this.mBones = []; this.hookupSkeletons = function ( scene ) { if ( this.mBones.length == 0 ) return; var allBones = []; var offsetMatrix = []; var skeletonRoot = scene.findNode( this.mBones[ 0 ].mName ); while ( skeletonRoot.mParent && skeletonRoot.mParent.isBone ) { skeletonRoot = skeletonRoot.mParent; } var threeSkeletonRoot = skeletonRoot.toTHREE( scene ); var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene ); this.threeNode.add( threeSkeletonRootBone ); for ( var i = 0; i < this.mBones.length; i ++ ) { var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName ); if ( bone ) { var tbone = bone; allBones.push( tbone ); //tbone.matrixAutoUpdate = false; offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() ); } else { var skeletonRoot = scene.findNode( this.mBones[ i ].mName ); if ( ! skeletonRoot ) return; var threeSkeletonRoot = skeletonRoot.toTHREE( scene ); var threeSkeletonRootBone = cloneTreeToBones( threeSkeletonRoot, scene ); this.threeNode.add( threeSkeletonRootBone ); var bone = findMatchingBone( threeSkeletonRootBone, this.mBones[ i ].mName ); var tbone = bone; allBones.push( tbone ); //tbone.matrixAutoUpdate = false; offsetMatrix.push( this.mBones[ i ].mOffsetMatrix.toTHREE() ); } } var skeleton = new Skeleton( allBones, offsetMatrix ); this.threeNode.bind( skeleton, new Matrix4() ); this.threeNode.material.skinning = true; }; this.toTHREE = function ( scene ) { if ( this.threeNode ) return this.threeNode; var geometry = new BufferGeometry(); var mat; if ( scene.mMaterials[ this.mMaterialIndex ] ) mat = scene.mMaterials[ this.mMaterialIndex ].toTHREE( scene ); else mat = new MeshLambertMaterial(); geometry.setIndex( new BufferAttribute( new Uint32Array( this.mIndexArray ), 1 ) ); geometry.setAttribute( 'position', new BufferAttribute( this.mVertexBuffer, 3 ) ); if ( this.mNormalBuffer && this.mNormalBuffer.length > 0 ) geometry.setAttribute( 'normal', new BufferAttribute( this.mNormalBuffer, 3 ) ); if ( this.mColorBuffer && this.mColorBuffer.length > 0 ) geometry.setAttribute( 'color', new BufferAttribute( this.mColorBuffer, 4 ) ); if ( this.mTexCoordsBuffers[ 0 ] && this.mTexCoordsBuffers[ 0 ].length > 0 ) geometry.setAttribute( 'uv', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 0 ] ), 2 ) ); if ( this.mTexCoordsBuffers[ 1 ] && this.mTexCoordsBuffers[ 1 ].length > 0 ) geometry.setAttribute( 'uv1', new BufferAttribute( new Float32Array( this.mTexCoordsBuffers[ 1 ] ), 2 ) ); if ( this.mTangentBuffer && this.mTangentBuffer.length > 0 ) geometry.setAttribute( 'tangents', new BufferAttribute( this.mTangentBuffer, 3 ) ); if ( this.mBitangentBuffer && this.mBitangentBuffer.length > 0 ) geometry.setAttribute( 'bitangents', new BufferAttribute( this.mBitangentBuffer, 3 ) ); if ( this.mBones.length > 0 ) { var weights = []; var bones = []; for ( var i = 0; i < this.mBones.length; i ++ ) { for ( var j = 0; j < this.mBones[ i ].mWeights.length; j ++ ) { var weight = this.mBones[ i ].mWeights[ j ]; if ( weight ) { if ( ! weights[ weight.mVertexId ] ) weights[ weight.mVertexId ] = []; if ( ! bones[ weight.mVertexId ] ) bones[ weight.mVertexId ] = []; weights[ weight.mVertexId ].push( weight.mWeight ); bones[ weight.mVertexId ].push( parseInt( i ) ); } } } for ( var i in bones ) { sortWeights( bones[ i ], weights[ i ] ); } var _weights = []; var _bones = []; for ( var i = 0; i < weights.length; i ++ ) { for ( var j = 0; j < 4; j ++ ) { if ( weights[ i ] && bones[ i ] ) { _weights.push( weights[ i ][ j ] ); _bones.push( bones[ i ][ j ] ); } else { _weights.push( 0 ); _bones.push( 0 ); } } } geometry.setAttribute( 'skinWeight', new BufferAttribute( new Float32Array( _weights ), BONESPERVERT ) ); geometry.setAttribute( 'skinIndex', new BufferAttribute( new Float32Array( _bones ), BONESPERVERT ) ); } var mesh; if ( this.mBones.length == 0 ) mesh = new Mesh( geometry, mat ); if ( this.mBones.length > 0 ) { mesh = new SkinnedMesh( geometry, mat ); mesh.normalizeSkinWeights(); } this.threeNode = mesh; //mesh.matrixAutoUpdate = false; return mesh; }; } function aiFace() { this.mNumIndices = 0; this.mIndices = []; } function aiVector3D() { this.x = 0; this.y = 0; this.z = 0; this.toTHREE = function () { return new Vector3( this.x, this.y, this.z ); }; } function aiColor3D() { this.r = 0; this.g = 0; this.b = 0; this.a = 0; this.toTHREE = function () { return new Color( this.r, this.g, this.b ); }; } function aiQuaternion() { this.x = 0; this.y = 0; this.z = 0; this.w = 0; this.toTHREE = function () { return new Quaternion( this.x, this.y, this.z, this.w ); }; } function aiVertexWeight() { this.mVertexId = 0; this.mWeight = 0; } function aiString() { this.data = []; this.toString = function () { var str = ''; this.data.forEach( function ( i ) { str += ( String.fromCharCode( i ) ); } ); return str.replace( /[^\x20-\x7E]+/g, '' ); }; } function aiVectorKey() { this.mTime = 0; this.mValue = null; } function aiQuatKey() { this.mTime = 0; this.mValue = null; } function aiNode() { this.mName = ''; this.mTransformation = []; this.mNumChildren = 0; this.mNumMeshes = 0; this.mMeshes = []; this.mChildren = []; this.toTHREE = function ( scene ) { if ( this.threeNode ) return this.threeNode; var o = new Object3D(); o.name = this.mName; o.matrix = this.mTransformation.toTHREE(); for ( var i = 0; i < this.mChildren.length; i ++ ) { o.add( this.mChildren[ i ].toTHREE( scene ) ); } for ( var i = 0; i < this.mMeshes.length; i ++ ) { o.add( scene.mMeshes[ this.mMeshes[ i ] ].toTHREE( scene ) ); } this.threeNode = o; //o.matrixAutoUpdate = false; o.matrix.decompose( o.position, o.quaternion, o.scale ); return o; }; } function aiBone() { this.mName = ''; this.mNumWeights = 0; this.mOffsetMatrix = 0; } function aiMaterialProperty() { this.mKey = ""; this.mSemantic = 0; this.mIndex = 0; this.mData = []; this.mDataLength = 0; this.mType = 0; this.dataAsColor = function () { var array = ( new Uint8Array( this.mData ) ).buffer; var reader = new DataView( array ); var r = reader.getFloat32( 0, true ); var g = reader.getFloat32( 4, true ); var b = reader.getFloat32( 8, true ); //var a = reader.getFloat32(12, true); return new Color( r, g, b ); }; this.dataAsFloat = function () { var array = ( new Uint8Array( this.mData ) ).buffer; var reader = new DataView( array ); var r = reader.getFloat32( 0, true ); return r; }; this.dataAsBool = function () { var array = ( new Uint8Array( this.mData ) ).buffer; var reader = new DataView( array ); var r = reader.getFloat32( 0, true ); return !! r; }; this.dataAsString = function () { var s = new aiString(); s.data = this.mData; return s.toString(); }; this.dataAsMap = function () { var s = new aiString(); s.data = this.mData; var path = s.toString(); path = path.replace( /\\/g, '/' ); if ( path.indexOf( '/' ) != - 1 ) { path = path.substr( path.lastIndexOf( '/' ) + 1 ); } return textureLoader.load( path ); }; } var namePropMapping = { "?mat.name": "name", "$mat.shadingm": "shading", "$mat.twosided": "twoSided", "$mat.wireframe": "wireframe", "$clr.ambient": "ambient", "$clr.diffuse": "color", "$clr.specular": "specular", "$clr.emissive": "emissive", "$clr.transparent": "transparent", "$clr.reflective": "reflect", "$mat.shininess": "shininess", "$mat.reflectivity": "reflectivity", "$mat.refracti": "refraction", "$tex.file": "map" }; var nameTypeMapping = { "?mat.name": "string", "$mat.shadingm": "bool", "$mat.twosided": "bool", "$mat.wireframe": "bool", "$clr.ambient": "color", "$clr.diffuse": "color", "$clr.specular": "color", "$clr.emissive": "color", "$clr.transparent": "color", "$clr.reflective": "color", "$mat.shininess": "float", "$mat.reflectivity": "float", "$mat.refracti": "float", "$tex.file": "map" }; function aiMaterial() { this.mNumAllocated = 0; this.mNumProperties = 0; this.mProperties = []; this.toTHREE = function () { var mat = new MeshPhongMaterial(); for ( var i = 0; i < this.mProperties.length; i ++ ) { if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'float' ) mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsFloat(); if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'color' ) mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsColor(); if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'bool' ) mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsBool(); if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'string' ) mat[ namePropMapping[ this.mProperties[ i ].mKey ] ] = this.mProperties[ i ].dataAsString(); if ( nameTypeMapping[ this.mProperties[ i ].mKey ] == 'map' ) { var prop = this.mProperties[ i ]; if ( prop.mSemantic == aiTextureType_DIFFUSE ) mat.map = this.mProperties[ i ].dataAsMap(); if ( prop.mSemantic == aiTextureType_NORMALS ) mat.normalMap = this.mProperties[ i ].dataAsMap(); if ( prop.mSemantic == aiTextureType_LIGHTMAP ) mat.lightMap = this.mProperties[ i ].dataAsMap(); if ( prop.mSemantic == aiTextureType_OPACITY ) mat.alphaMap = this.mProperties[ i ].dataAsMap(); } } mat.ambient.r = .53; mat.ambient.g = .53; mat.ambient.b = .53; mat.color.r = 1; mat.color.g = 1; mat.color.b = 1; return mat; }; } function veclerp( v1, v2, l ) { var v = new Vector3(); var lm1 = 1 - l; v.x = v1.x * l + v2.x * lm1; v.y = v1.y * l + v2.y * lm1; v.z = v1.z * l + v2.z * lm1; return v; } function quatlerp( q1, q2, l ) { return q1.clone().slerp( q2, 1 - l ); } function sampleTrack( keys, time, lne, lerp ) { if ( keys.length == 1 ) return keys[ 0 ].mValue.toTHREE(); var dist = Infinity; var key = null; var nextKey = null; for ( var i = 0; i < keys.length; i ++ ) { var timeDist = Math.abs( keys[ i ].mTime - time ); if ( timeDist < dist && keys[ i ].mTime <= time ) { dist = timeDist; key = keys[ i ]; nextKey = keys[ i + 1 ]; } } if ( ! key ) { return null; } else if ( nextKey ) { var dT = nextKey.mTime - key.mTime; var T = key.mTime - time; var l = T / dT; return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l ); } else { nextKey = keys[ 0 ].clone(); nextKey.mTime += lne; var dT = nextKey.mTime - key.mTime; var T = key.mTime - time; var l = T / dT; return lerp( key.mValue.toTHREE(), nextKey.mValue.toTHREE(), l ); } } function aiNodeAnim() { this.mNodeName = ""; this.mNumPositionKeys = 0; this.mNumRotationKeys = 0; this.mNumScalingKeys = 0; this.mPositionKeys = []; this.mRotationKeys = []; this.mScalingKeys = []; this.mPreState = ""; this.mPostState = ""; this.init = function ( tps ) { if ( ! tps ) tps = 1; function t( t ) { t.mTime /= tps; } this.mPositionKeys.forEach( t ); this.mRotationKeys.forEach( t ); this.mScalingKeys.forEach( t ); }; this.sortKeys = function () { function comp( a, b ) { return a.mTime - b.mTime; } this.mPositionKeys.sort( comp ); this.mRotationKeys.sort( comp ); this.mScalingKeys.sort( comp ); }; this.getLength = function () { return Math.max( Math.max.apply( null, this.mPositionKeys.map( function ( a ) { return a.mTime; } ) ), Math.max.apply( null, this.mRotationKeys.map( function ( a ) { return a.mTime; } ) ), Math.max.apply( null, this.mScalingKeys.map( function ( a ) { return a.mTime; } ) ) ); }; this.toTHREE = function ( o ) { this.sortKeys(); var length = this.getLength(); var track = new Virtulous.KeyFrameTrack(); for ( var i = 0; i < length; i += .05 ) { var matrix = new Matrix4(); var time = i; var pos = sampleTrack( this.mPositionKeys, time, length, veclerp ); var scale = sampleTrack( this.mScalingKeys, time, length, veclerp ); var rotation = sampleTrack( this.mRotationKeys, time, length, quatlerp ); matrix.compose( pos, rotation, scale ); var key = new Virtulous.KeyFrame( time, matrix ); track.addKey( key ); } track.target = o.findNode( this.mNodeName ).toTHREE(); var tracks = [ track ]; if ( o.nodeToBoneMap[ this.mNodeName ] ) { for ( var i = 0; i < o.nodeToBoneMap[ this.mNodeName ].length; i ++ ) { var t2 = track.clone(); t2.target = o.nodeToBoneMap[ this.mNodeName ][ i ]; tracks.push( t2 ); } } return tracks; }; } function aiAnimation() { this.mName = ""; this.mDuration = 0; this.mTicksPerSecond = 0; this.mNumChannels = 0; this.mChannels = []; this.toTHREE = function ( root ) { var animationHandle = new Virtulous.Animation(); for ( var i in this.mChannels ) { this.mChannels[ i ].init( this.mTicksPerSecond ); var tracks = this.mChannels[ i ].toTHREE( root ); for ( var j in tracks ) { tracks[ j ].init(); animationHandle.addTrack( tracks[ j ] ); } } animationHandle.length = Math.max.apply( null, animationHandle.tracks.map( function ( e ) { return e.length; } ) ); return animationHandle; }; } function aiTexture() { this.mWidth = 0; this.mHeight = 0; this.texAchFormatHint = []; this.pcData = []; } function aiLight() { this.mName = ''; this.mType = 0; this.mAttenuationConstant = 0; this.mAttenuationLinear = 0; this.mAttenuationQuadratic = 0; this.mAngleInnerCone = 0; this.mAngleOuterCone = 0; this.mColorDiffuse = null; this.mColorSpecular = null; this.mColorAmbient = null; } function aiCamera() { this.mName = ''; this.mPosition = null; this.mLookAt = null; this.mUp = null; this.mHorizontalFOV = 0; this.mClipPlaneNear = 0; this.mClipPlaneFar = 0; this.mAspect = 0; } function aiScene() { this.versionMajor = 0; this.versionMinor = 0; this.versionRevision = 0; this.compileFlags = 0; this.mFlags = 0; this.mNumMeshes = 0; this.mNumMaterials = 0; this.mNumAnimations = 0; this.mNumTextures = 0; this.mNumLights = 0; this.mNumCameras = 0; this.mRootNode = null; this.mMeshes = []; this.mMaterials = []; this.mAnimations = []; this.mLights = []; this.mCameras = []; this.nodeToBoneMap = {}; this.findNode = function ( name, root ) { if ( ! root ) { root = this.mRootNode; } if ( root.mName == name ) { return root; } for ( var i = 0; i < root.mChildren.length; i ++ ) { var ret = this.findNode( name, root.mChildren[ i ] ); if ( ret ) return ret; } return null; }; this.toTHREE = function () { this.nodeCount = 0; markBones( this ); var o = this.mRootNode.toTHREE( this ); for ( var i in this.mMeshes ) this.mMeshes[ i ].hookupSkeletons( this ); if ( this.mAnimations.length > 0 ) { var a = this.mAnimations[ 0 ].toTHREE( this ); } return { object: o, animation: a }; }; } function aiMatrix4() { this.elements = [ [], [], [], [] ]; this.toTHREE = function () { var m = new Matrix4(); for ( var i = 0; i < 4; ++ i ) { for ( var i2 = 0; i2 < 4; ++ i2 ) { m.elements[ i * 4 + i2 ] = this.elements[ i2 ][ i ]; } } return m; }; } var littleEndian = true; function readFloat( dataview ) { var val = dataview.getFloat32( dataview.readOffset, littleEndian ); dataview.readOffset += 4; return val; } function Read_double( dataview ) { var val = dataview.getFloat64( dataview.readOffset, littleEndian ); dataview.readOffset += 8; return val; } function Read_uint8_t( dataview ) { var val = dataview.getUint8( dataview.readOffset ); dataview.readOffset += 1; return val; } function Read_uint16_t( dataview ) { var val = dataview.getUint16( dataview.readOffset, littleEndian ); dataview.readOffset += 2; return val; } function Read_unsigned_int( dataview ) { var val = dataview.getUint32( dataview.readOffset, littleEndian ); dataview.readOffset += 4; return val; } function Read_uint32_t( dataview ) { var val = dataview.getUint32( dataview.readOffset, littleEndian ); dataview.readOffset += 4; return val; } function Read_aiVector3D( stream ) { var v = new aiVector3D(); v.x = readFloat( stream ); v.y = readFloat( stream ); v.z = readFloat( stream ); return v; } function Read_aiColor3D( stream ) { var c = new aiColor3D(); c.r = readFloat( stream ); c.g = readFloat( stream ); c.b = readFloat( stream ); return c; } function Read_aiQuaternion( stream ) { var v = new aiQuaternion(); v.w = readFloat( stream ); v.x = readFloat( stream ); v.y = readFloat( stream ); v.z = readFloat( stream ); return v; } function Read_aiString( stream ) { var s = new aiString(); var stringlengthbytes = Read_unsigned_int( stream ); stream.ReadBytes( s.data, 1, stringlengthbytes ); return s.toString(); } function Read_aiVertexWeight( stream ) { var w = new aiVertexWeight(); w.mVertexId = Read_unsigned_int( stream ); w.mWeight = readFloat( stream ); return w; } function Read_aiMatrix4x4( stream ) { var m = new aiMatrix4(); for ( var i = 0; i < 4; ++ i ) { for ( var i2 = 0; i2 < 4; ++ i2 ) { m.elements[ i ][ i2 ] = readFloat( stream ); } } return m; } function Read_aiVectorKey( stream ) { var v = new aiVectorKey(); v.mTime = Read_double( stream ); v.mValue = Read_aiVector3D( stream ); return v; } function Read_aiQuatKey( stream ) { var v = new aiQuatKey(); v.mTime = Read_double( stream ); v.mValue = Read_aiQuaternion( stream ); return v; } function ReadArray_aiVertexWeight( stream, data, size ) { for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVertexWeight( stream ); } function ReadArray_aiVectorKey( stream, data, size ) { for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiVectorKey( stream ); } function ReadArray_aiQuatKey( stream, data, size ) { for ( var i = 0; i < size; i ++ ) data[ i ] = Read_aiQuatKey( stream ); } function ReadBounds( stream, T /*p*/, n ) { // not sure what to do here, the data isn't really useful. return stream.Seek( sizeof( T ) * n, aiOrigin_CUR ); } function ai_assert( bool ) { if ( ! bool ) throw ( "asset failed" ); } function ReadBinaryNode( stream, parent, depth ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AINODE ); /*uint32_t size =*/ Read_uint32_t( stream ); var node = new aiNode(); node.mParent = parent; node.mDepth = depth; node.mName = Read_aiString( stream ); node.mTransformation = Read_aiMatrix4x4( stream ); node.mNumChildren = Read_unsigned_int( stream ); node.mNumMeshes = Read_unsigned_int( stream ); if ( node.mNumMeshes ) { node.mMeshes = []; for ( var i = 0; i < node.mNumMeshes; ++ i ) { node.mMeshes[ i ] = Read_unsigned_int( stream ); } } if ( node.mNumChildren ) { node.mChildren = []; for ( var i = 0; i < node.mNumChildren; ++ i ) { var node2 = ReadBinaryNode( stream, node, depth ++ ); node.mChildren[ i ] = node2; } } return node; } // ----------------------------------------------------------------------------------- function ReadBinaryBone( stream, b ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AIBONE ); /*uint32_t size =*/ Read_uint32_t( stream ); b.mName = Read_aiString( stream ); b.mNumWeights = Read_unsigned_int( stream ); b.mOffsetMatrix = Read_aiMatrix4x4( stream ); // for the moment we write dumb min/max values for the bones, too. // maybe I'll add a better, hash-like solution later if ( shortened ) { ReadBounds( stream, b.mWeights, b.mNumWeights ); } else { // else write as usual b.mWeights = []; ReadArray_aiVertexWeight( stream, b.mWeights, b.mNumWeights ); } return b; } function ReadBinaryMesh( stream, mesh ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AIMESH ); /*uint32_t size =*/ Read_uint32_t( stream ); mesh.mPrimitiveTypes = Read_unsigned_int( stream ); mesh.mNumVertices = Read_unsigned_int( stream ); mesh.mNumFaces = Read_unsigned_int( stream ); mesh.mNumBones = Read_unsigned_int( stream ); mesh.mMaterialIndex = Read_unsigned_int( stream ); mesh.mNumUVComponents = []; // first of all, write bits for all existent vertex components var c = Read_unsigned_int( stream ); if ( c & ASSBIN_MESH_HAS_POSITIONS ) { if ( shortened ) { ReadBounds( stream, mesh.mVertices, mesh.mNumVertices ); } else { // else write as usual mesh.mVertices = []; mesh.mVertexBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 ); stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR ); } } if ( c & ASSBIN_MESH_HAS_NORMALS ) { if ( shortened ) { ReadBounds( stream, mesh.mNormals, mesh.mNumVertices ); } else { // else write as usual mesh.mNormals = []; mesh.mNormalBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 ); stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR ); } } if ( c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS ) { if ( shortened ) { ReadBounds( stream, mesh.mTangents, mesh.mNumVertices ); ReadBounds( stream, mesh.mBitangents, mesh.mNumVertices ); } else { // else write as usual mesh.mTangents = []; mesh.mTangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 ); stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR ); mesh.mBitangents = []; mesh.mBitangentBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 3 * 4 ); stream.Seek( mesh.mNumVertices * 3 * 4, aiOrigin_CUR ); } } for ( var n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++ n ) { if ( ! ( c & ASSBIN_MESH_HAS_COLOR( n ) ) ) break; if ( shortened ) { ReadBounds( stream, mesh.mColors[ n ], mesh.mNumVertices ); } else { // else write as usual mesh.mColors[ n ] = []; mesh.mColorBuffer = stream.subArray32( stream.readOffset, stream.readOffset + mesh.mNumVertices * 4 * 4 ); stream.Seek( mesh.mNumVertices * 4 * 4, aiOrigin_CUR ); } } mesh.mTexCoordsBuffers = []; for ( var n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++ n ) { if ( ! ( c & ASSBIN_MESH_HAS_TEXCOORD( n ) ) ) break; // write number of UV components mesh.mNumUVComponents[ n ] = Read_unsigned_int( stream ); if ( shortened ) { ReadBounds( stream, mesh.mTextureCoords[ n ], mesh.mNumVertices ); } else { // else write as usual mesh.mTextureCoords[ n ] = []; //note that assbin always writes 3d texcoords mesh.mTexCoordsBuffers[ n ] = []; for ( var uv = 0; uv < mesh.mNumVertices; uv ++ ) { mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) ); mesh.mTexCoordsBuffers[ n ].push( readFloat( stream ) ); readFloat( stream ); } } } // write faces. There are no floating-point calculations involved // in these, so we can write a simple hash over the face data // to the dump file. We generate a single 32 Bit hash for 512 faces // using Assimp's standard hashing function. if ( shortened ) { Read_unsigned_int( stream ); } else { // else write as usual // if there are less than 2^16 vertices, we can simply use 16 bit integers ... mesh.mFaces = []; mesh.mIndexArray = []; for ( var i = 0; i < mesh.mNumFaces; ++ i ) { var f = mesh.mFaces[ i ] = new aiFace(); // BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff); f.mNumIndices = Read_uint16_t( stream ); f.mIndices = []; for ( var a = 0; a < f.mNumIndices; ++ a ) { if ( mesh.mNumVertices < ( 1 << 16 ) ) { f.mIndices[ a ] = Read_uint16_t( stream ); } else { f.mIndices[ a ] = Read_unsigned_int( stream ); } } if ( f.mNumIndices === 3 ) { mesh.mIndexArray.push( f.mIndices[ 0 ] ); mesh.mIndexArray.push( f.mIndices[ 1 ] ); mesh.mIndexArray.push( f.mIndices[ 2 ] ); } else if ( f.mNumIndices === 4 ) { mesh.mIndexArray.push( f.mIndices[ 0 ] ); mesh.mIndexArray.push( f.mIndices[ 1 ] ); mesh.mIndexArray.push( f.mIndices[ 2 ] ); mesh.mIndexArray.push( f.mIndices[ 2 ] ); mesh.mIndexArray.push( f.mIndices[ 3 ] ); mesh.mIndexArray.push( f.mIndices[ 0 ] ); } else { throw ( new Error( "Sorry, can't currently triangulate polys. Use the triangulate preprocessor in Assimp." ) ); } } } // write bones if ( mesh.mNumBones ) { mesh.mBones = []; for ( var a = 0; a < mesh.mNumBones; ++ a ) { mesh.mBones[ a ] = new aiBone(); ReadBinaryBone( stream, mesh.mBones[ a ] ); } } } function ReadBinaryMaterialProperty( stream, prop ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY ); /*uint32_t size =*/ Read_uint32_t( stream ); prop.mKey = Read_aiString( stream ); prop.mSemantic = Read_unsigned_int( stream ); prop.mIndex = Read_unsigned_int( stream ); prop.mDataLength = Read_unsigned_int( stream ); prop.mType = Read_unsigned_int( stream ); prop.mData = []; stream.ReadBytes( prop.mData, 1, prop.mDataLength ); } // ----------------------------------------------------------------------------------- function ReadBinaryMaterial( stream, mat ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AIMATERIAL ); /*uint32_t size =*/ Read_uint32_t( stream ); mat.mNumAllocated = mat.mNumProperties = Read_unsigned_int( stream ); if ( mat.mNumProperties ) { if ( mat.mProperties ) { delete mat.mProperties; } mat.mProperties = []; for ( var i = 0; i < mat.mNumProperties; ++ i ) { mat.mProperties[ i ] = new aiMaterialProperty(); ReadBinaryMaterialProperty( stream, mat.mProperties[ i ] ); } } } // ----------------------------------------------------------------------------------- function ReadBinaryNodeAnim( stream, nd ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AINODEANIM ); /*uint32_t size =*/ Read_uint32_t( stream ); nd.mNodeName = Read_aiString( stream ); nd.mNumPositionKeys = Read_unsigned_int( stream ); nd.mNumRotationKeys = Read_unsigned_int( stream ); nd.mNumScalingKeys = Read_unsigned_int( stream ); nd.mPreState = Read_unsigned_int( stream ); nd.mPostState = Read_unsigned_int( stream ); if ( nd.mNumPositionKeys ) { if ( shortened ) { ReadBounds( stream, nd.mPositionKeys, nd.mNumPositionKeys ); } else { // else write as usual nd.mPositionKeys = []; ReadArray_aiVectorKey( stream, nd.mPositionKeys, nd.mNumPositionKeys ); } } if ( nd.mNumRotationKeys ) { if ( shortened ) { ReadBounds( stream, nd.mRotationKeys, nd.mNumRotationKeys ); } else { // else write as usual nd.mRotationKeys = []; ReadArray_aiQuatKey( stream, nd.mRotationKeys, nd.mNumRotationKeys ); } } if ( nd.mNumScalingKeys ) { if ( shortened ) { ReadBounds( stream, nd.mScalingKeys, nd.mNumScalingKeys ); } else { // else write as usual nd.mScalingKeys = []; ReadArray_aiVectorKey( stream, nd.mScalingKeys, nd.mNumScalingKeys ); } } } // ----------------------------------------------------------------------------------- function ReadBinaryAnim( stream, anim ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AIANIMATION ); /*uint32_t size =*/ Read_uint32_t( stream ); anim.mName = Read_aiString( stream ); anim.mDuration = Read_double( stream ); anim.mTicksPerSecond = Read_double( stream ); anim.mNumChannels = Read_unsigned_int( stream ); if ( anim.mNumChannels ) { anim.mChannels = []; for ( var a = 0; a < anim.mNumChannels; ++ a ) { anim.mChannels[ a ] = new aiNodeAnim(); ReadBinaryNodeAnim( stream, anim.mChannels[ a ] ); } } } function ReadBinaryTexture( stream, tex ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AITEXTURE ); /*uint32_t size =*/ Read_uint32_t( stream ); tex.mWidth = Read_unsigned_int( stream ); tex.mHeight = Read_unsigned_int( stream ); stream.ReadBytes( tex.achFormatHint, 1, 4 ); if ( ! shortened ) { if ( ! tex.mHeight ) { tex.pcData = []; stream.ReadBytes( tex.pcData, 1, tex.mWidth ); } else { tex.pcData = []; stream.ReadBytes( tex.pcData, 1, tex.mWidth * tex.mHeight * 4 ); } } } // ----------------------------------------------------------------------------------- function ReadBinaryLight( stream, l ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AILIGHT ); /*uint32_t size =*/ Read_uint32_t( stream ); l.mName = Read_aiString( stream ); l.mType = Read_unsigned_int( stream ); if ( l.mType != aiLightSource_DIRECTIONAL ) { l.mAttenuationConstant = readFloat( stream ); l.mAttenuationLinear = readFloat( stream ); l.mAttenuationQuadratic = readFloat( stream ); } l.mColorDiffuse = Read_aiColor3D( stream ); l.mColorSpecular = Read_aiColor3D( stream ); l.mColorAmbient = Read_aiColor3D( stream ); if ( l.mType == aiLightSource_SPOT ) { l.mAngleInnerCone = readFloat( stream ); l.mAngleOuterCone = readFloat( stream ); } } // ----------------------------------------------------------------------------------- function ReadBinaryCamera( stream, cam ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AICAMERA ); /*uint32_t size =*/ Read_uint32_t( stream ); cam.mName = Read_aiString( stream ); cam.mPosition = Read_aiVector3D( stream ); cam.mLookAt = Read_aiVector3D( stream ); cam.mUp = Read_aiVector3D( stream ); cam.mHorizontalFOV = readFloat( stream ); cam.mClipPlaneNear = readFloat( stream ); cam.mClipPlaneFar = readFloat( stream ); cam.mAspect = readFloat( stream ); } function ReadBinaryScene( stream, scene ) { var chunkID = Read_uint32_t( stream ); ai_assert( chunkID == ASSBIN_CHUNK_AISCENE ); /*uint32_t size =*/ Read_uint32_t( stream ); scene.mFlags = Read_unsigned_int( stream ); scene.mNumMeshes = Read_unsigned_int( stream ); scene.mNumMaterials = Read_unsigned_int( stream ); scene.mNumAnimations = Read_unsigned_int( stream ); scene.mNumTextures = Read_unsigned_int( stream ); scene.mNumLights = Read_unsigned_int( stream ); scene.mNumCameras = Read_unsigned_int( stream ); // Read node graph scene.mRootNode = new aiNode(); scene.mRootNode = ReadBinaryNode( stream, null, 0 ); // Read all meshes if ( scene.mNumMeshes ) { scene.mMeshes = []; for ( var i = 0; i < scene.mNumMeshes; ++ i ) { scene.mMeshes[ i ] = new aiMesh(); ReadBinaryMesh( stream, scene.mMeshes[ i ] ); } } // Read materials if ( scene.mNumMaterials ) { scene.mMaterials = []; for ( var i = 0; i < scene.mNumMaterials; ++ i ) { scene.mMaterials[ i ] = new aiMaterial(); ReadBinaryMaterial( stream, scene.mMaterials[ i ] ); } } // Read all animations if ( scene.mNumAnimations ) { scene.mAnimations = []; for ( var i = 0; i < scene.mNumAnimations; ++ i ) { scene.mAnimations[ i ] = new aiAnimation(); ReadBinaryAnim( stream, scene.mAnimations[ i ] ); } } // Read all textures if ( scene.mNumTextures ) { scene.mTextures = []; for ( var i = 0; i < scene.mNumTextures; ++ i ) { scene.mTextures[ i ] = new aiTexture(); ReadBinaryTexture( stream, scene.mTextures[ i ] ); } } // Read lights if ( scene.mNumLights ) { scene.mLights = []; for ( var i = 0; i < scene.mNumLights; ++ i ) { scene.mLights[ i ] = new aiLight(); ReadBinaryLight( stream, scene.mLights[ i ] ); } } // Read cameras if ( scene.mNumCameras ) { scene.mCameras = []; for ( var i = 0; i < scene.mNumCameras; ++ i ) { scene.mCameras[ i ] = new aiCamera(); ReadBinaryCamera( stream, scene.mCameras[ i ] ); } } } var aiOrigin_CUR = 0; var aiOrigin_BEG = 1; function extendStream( stream ) { stream.readOffset = 0; stream.Seek = function ( off, ori ) { if ( ori == aiOrigin_CUR ) { stream.readOffset += off; } if ( ori == aiOrigin_BEG ) { stream.readOffset = off; } }; stream.ReadBytes = function ( buff, size, n ) { var bytes = size * n; for ( var i = 0; i < bytes; i ++ ) buff[ i ] = Read_uint8_t( this ); }; stream.subArray32 = function ( start, end ) { var buff = this.buffer; var newbuff = buff.slice( start, end ); return new Float32Array( newbuff ); }; stream.subArrayUint16 = function ( start, end ) { var buff = this.buffer; var newbuff = buff.slice( start, end ); return new Uint16Array( newbuff ); }; stream.subArrayUint8 = function ( start, end ) { var buff = this.buffer; var newbuff = buff.slice( start, end ); return new Uint8Array( newbuff ); }; stream.subArrayUint32 = function ( start, end ) { var buff = this.buffer; var newbuff = buff.slice( start, end ); return new Uint32Array( newbuff ); }; } var shortened, compressed; function InternReadFile( pFiledata ) { var pScene = new aiScene(); var stream = new DataView( pFiledata ); extendStream( stream ); stream.Seek( 44, aiOrigin_CUR ); // signature /*unsigned int versionMajor =*/ pScene.versionMajor = Read_unsigned_int( stream ); /*unsigned int versionMinor =*/ pScene.versionMinor = Read_unsigned_int( stream ); /*unsigned int versionRevision =*/ pScene.versionRevision = Read_unsigned_int( stream ); /*unsigned int compileFlags =*/ pScene.compileFlags = Read_unsigned_int( stream ); shortened = Read_uint16_t( stream ) > 0; compressed = Read_uint16_t( stream ) > 0; if ( shortened ) throw "Shortened binaries are not supported!"; stream.Seek( 256, aiOrigin_CUR ); // original filename stream.Seek( 128, aiOrigin_CUR ); // options stream.Seek( 64, aiOrigin_CUR ); // padding if ( compressed ) { var uncompressedSize = Read_uint32_t( stream ); var compressedSize = stream.FileSize() - stream.Tell(); var compressedData = []; stream.Read( compressedData, 1, compressedSize ); var uncompressedData = []; uncompress( uncompressedData, uncompressedSize, compressedData, compressedSize ); var buff = new ArrayBuffer( uncompressedData ); ReadBinaryScene( buff, pScene ); } else { ReadBinaryScene( stream, pScene ); } return pScene.toTHREE(); } return InternReadFile( buffer ); } } ); export { AssimpLoader };